Jump to content

FlatEric

Members
  • Posts

    15
  • Joined

  • Last visited

Posts posted by FlatEric

  1. Hello,

    will this version mismatch in ckan be fixed ?

    If you install 2.0.1.0 (wich is 2.1.1.0 in real) manualy, every thing works fine but everytime you start ckan it will upgrade Kerbalism to 2.1.0.0 ( wich is 2.1.0.0 in real). That will broke your game if u dont pay attention on it.

     

  2. On 5.9.2016 at 5:01 AM, Shadowmage said:

    ...

    No, I don't do CKAN, sorry.  Especially for this mod; its a single .dll and config file that can be placed anywhere in GameData... about as simple as an install can get.

    Some version checking would be nice, if you don't like CKAN, maybe you can add the metadata for KSP-AVC ?

    But i think there is no matter, which metadata you go to support.

     

    Many KSP player would be pleased, if there is an announce of an new version on game start, so they can fetch the bug fixes.

    Thank you, for your time.

  3. Hello Spacedock Team,

    it seams there is an bug in the Apache config,

    if I try to reach spacedock.info via www.spacedock.info i get an 503 - Service Unavailable.

     

    Maybe you should redirect www.spacedock.info to spacedock.info in your apache.conf.

     

    Something like this:

    http://stackoverflow.com/questions/16200501/http-to-https-apache-redirection

    NameVirtualHost *:80
    <VirtualHost *:80>
       ServerName mysite.example.com
       DocumentRoot /usr/local/apache2/htdocs 
       Redirect permanent / https://mysite.example.com/
    </VirtualHost>
    
    <VirtualHost _default_:443>
       ServerName mysite.example.com
      DocumentRoot /usr/local/apache2/htdocs
      SSLEngine On
     # etc...
    </VirtualHost>

     

  4. Yes.

    I ve tested it with my modded installation and wasn t able to load my savegames.

    The game crashed while loading the KSC. But the mainmenu looks pretty fine as it should ;-)

     

    I ll try it with an unmodded installation soon.

     

    Edit:

     

    Tried it unmodded...

    It works, but if you ALT + TAB out of the Game, you cant reenter and the physic indicator is always yellow.

  5. Hi!

    I have created an cfg File to Support some Parts from Kerbalism Mod.

    Maybe you can add this to your next update.

     

    CLSKerbalism.cfg

    @PART[InlineFoodBig]:HAS[!MODULE[ModuleConnectedLivingSpace]]
    {
        MODULE
    	{
    		name = ModuleConnectedLivingSpace
    		passable = true
    	}
    @PART[GravityRing]:HAS[!MODULE[ModuleConnectedLivingSpace]]
    {
        MODULE
    	{
    		name = ModuleConnectedLivingSpace
    		passable = true
    	}
    @PART[Greenhouse]:HAS[!MODULE[ModuleConnectedLivingSpace]]
    {
        MODULE
    	{
    		name = ModuleConnectedLivingSpace
    		passable = true
    	}

     

×
×
  • Create New...