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nobodyhasthis2

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Everything posted by nobodyhasthis2

  1. Well all I have done is flagged up a redirection on Buffalo. @ChucklesTheBeard gets the credit with the Wildblue Tools PR. He was way faster that me in spotting the error in the old NetKan file. The damage was done with the loss of Kerbal Stuff which is just one of those things. If anyone else spots a problem with a CKAN install please take it over to the support thread. Please don't bug the mod author. Well to answer you question hopefully. A. Yes the CKAN version will be different up to now because it was pulling from an outdated source. Once redirected it will be the same. If you see an older version number again please report it to CKAN devs and they will fix it. B. It does not need the other two folders. If you select any of @Angel-125s mods. It forces you to down load the latest version of Wildblue Tools. As it is marked as a dependency. When you look at the mod list it will be listed separately so you can check the version number. It will also automatically handle Module Manager and the Community Resources Pack. CKAN will not mind and can work with this. You release any way you want and let others worry about keeping the metadata right. People just need to flag up issues directly to the CKAN team. They pretty fast at fixing stuff. CKAN will not be pulling all the information from the zip file that comes from someone else. What will happen is any external mod referenced like Module Manager or the Community Resources Pack will come directly from external mod authors sites. This is because they have the most up to date versions. If they change something it gets updated automatically without it having to be included in the zip file. There two really important extra steps that CKAN users must do before reporting bugs here. 1. Uninstall the mod and check the wildblue folder to see if anything is left behind. It can only handle files that it knows about so you might need to manual delete the wildblue folder completely before updating. Please ensure that you really do clean installs when necessary. I have not tested to what extent Pathfinder can be affected here but it is none the less a good policy. If asked to do a clean install please respect the mod authors. 2. Respect the lag. CKAN has lots of mods and indexes everything. Across GitHub, Spacedock or any other site. Even curse to a certain extent. That means when @Angel-125 pushes out a hot fix. CKAN users will feel the lag. It will not be available instantaneously. It does link directly to forum thread so you can read up on changes for a reason. Wait for CKAN to pick up on the change. If it does not after 24 hours then again bring this to attention of the CKAN team over on their support thread.
  2. You have an outdated NetKAN reference in Wildblue tools. Are pushing out an outdated module manager in Buffalo. The community resource pack should be downloaded from Roverdude. It would also help if you did not use Spacedock when CKAN can use your latest GitHub releases automatically as well. Apart from that CKAN seems to working just fine.
  3. The outdated files in the manual release will also be giving you support headaches. Patching your release is in progress. If anyone is getting a bad install via CKAN now send them over to the support thread.
  4. KSP 1.2 will bring eye candy. Although ironically we used to have a mod for this
  5. @Yemo Just a quick question about USI life support configuration. Can you remember changing supplies in Universal Storage wedges. I know Universal Storage had it's basic config removed for a while and was not supported. Is it back in there and does it reflect the much higher Supplies consumption in USI-LS? Looking through I think only TAC-LS is modified. So does that mean going directly to the Universal Storage to make changes for USI-LS?
  6. Of course. Now I understand the extra open slot. Thank you for explaining it to me.
  7. I can't use Massive Scaled Launches or Contract Slot machine in a Level 2 building whilst there is another 2 strategies in use. Seems that Level 2 only gives a maximum of 2 strategies for the purpose. I think this wrong. A level 2 building should always give 3 strategies. Regardless of the combinations used. Also in other news. This mixed with contract configure deserves a special thank you. Gift payment inbound for you @nightingale. Thanks for making the game awesome =D
  8. @inigmadid you manage to confirm the crew experience bugs? Also what is the best way of getting passed the starting SSI contract without waiting for it to end or getting the free Engineer? (Just to clarify it will end if I leave the space center on the screen for long enough. i think it is waiting for the end 5 minutes mission time even after crew recovered) still getting [Warning]: FF: recover of kerbal Inigma Kerman without ongoing mission Only other bag log entry I can see is [Exception]: ArgumentOutOfRangeException: Argument is out of range. Parameter name: index. Don't know if that is related. I know this will all be sorted once the your plans are implemented in the new version of SSI contracts but kind of curious what is the best way to tweak the current version as it opens up the rest of those wonderful missions.
  9. Thank you for the confirmation. Everyone should be back in business now.
  10. First off we don't even have it working on Unity 5 yet. They are improving game-mechanics right now. Why the hell would we need a second game when the first one is still being developed? When we do get it working in Unity 5. It is going to spread beyond the current PC user base. Generating lot more finances without alienating the original fans. In terms of software development Squad might be newcomers. In terms of marketing and generating extra revenue. They considerably more experienced.https://en.wikipedia.org/wiki/Squad_(company) Once the game spreads they be sitting on a very lucrative brand. Yes indeed. That is just from a single platform market that is not saturated yet. You can of course help to get there ..... Which is a cool idea. An alternative way to help out. If you don't mind paying for a subscription like service. Consider some very cool modders here on the forums. They volunteer their free time to make KSP great. Most can quite happily rake in a decent income from not working on KSP mods. Letting them do their hobby and still earn is friendly and benefits everyone. Even Squad because in maintains consumer interest in the long run.
  11. @SpaceTigerCan I ask a question please. It here an official github release of KerboKatz Utilities? CKAN is actually pulling the Science mod from https://github.com/Xarun/ForScienceContinued/releases However downloads are stalled because there does not appear to be a release thread for the dependance. Best we have is https://github.com/Xarun/KerboKatzUtilities Just for clarity my Github 404 Issue is assigned and in progress here https://github.com/KSP-CKAN/NetKAN/issues/3380. So it will get sorted but I am worried that I have provided enough information. Or made a mistake in getting the original For Science redirected to the primary release site. So that is why I am asking.
  12. The rotor will lock in the final version but the curious thing is in the design of the prototype airframe test. It does not have any rotors at all. So technically it just a plane in the first picture.
  13. Helicopter or plane? Prototype test flight of compound helicopter but we don't need the helicopter part for this test =D
  14. People would not see much as it an experiment in supersonic flight. With the theory that at cruising speed wing produces too much drag. Perhaps it was better to move it out of way and just get lift from the body. However the idea has be around for a lot longer. They started off with some data from an earlier UAV experiment. The whole history is here https://en.wikipedia.org/wiki/Oblique_wing Ultimately the payoff was not there as the drag deduction bonuses come with stability problems. The symmetrical swing wing was proved to be better.
  15. Ah this reminds of a previous version of the game and a very naughty boy. It is old and out dated but still fun to look back on https://www.youtube.com/watch?v=tNMnDrLCW60
  16. We can wait. It is all cool . However I need to get a little bit out... Pretty please @AlbertKermin @CobaltWolf? As a stepping stone to the final non development release on Github. Once the NetCKAN bot is aimed at this it will bring back fresh victims. ehm......I mean some community volunteers for bug testing of the future updates.
  17. To be honest 1.1 development involves the use of late nights, coffee and dark magic. Not mention added sweat, blood and tears. Only a summon @sal_vager spell can help possibly help here if the gods show favour.
  18. This does not help at all. Now if it gets updated people that only use the unofficial Spacedock upload could have problems. Ironically Spacedock it would have moved the old versions across anyway for versions before the current one under the licence agreement and because it was in data handed over from Kerbal Stuff The cleaner solution was just ask for Netkan bot to redirected to new official github release. Did this a number of days ago and this has been done. CKAN bot now indexing away happily. Bot faithfully following along. It will go where you want to host. Again just about to flag this up. Solution inbound from some very clever and hard working people in the background. Thanks for pointing this out.
  19. On the ven's stock revamp thread there is a patch if I remember correctly. The retro Mk1 Inline cockpit is not supposed to work with TAC LS on purpose. You can't fly a early technology normal plane cockpit in space. Well we can't stop you in game but that what the assumption is here. This represents development of stuff up to X-15 style planes. Eventually higher up the technology tree you get the stock inline cockpit. Which is rated for space use and should work with TAC LS. So you should starting at early atmospheric flight then developing rockets into space. Then back to designing space planes if that makes sense.
  20. It is a bug. No orbits do not eventually decay if periapsis above 70km. Unless this is modded in. We could talk realism. It is a game.and it really is a bug. Change scene and come back and the wobble goes away.
  21. It still only has access to what the reaction wheel gives it. if you can tip it over just a fast manually that is ok and if you can't. Well it is a case of hello Mr Kraken. It can also generate the launch guidance node to help. That is what it's future intention is going to be. Remember it is generic solution. I have never hap Mechjeb flip a rocket on Minmus but it does not pay attention to hills either. Also see http://forum.kerbalspaceprogram.com/index.php?/topic/130937-mechjeb-ascent-guidance-failure/#comment-2432055 just double check the version and seek help help from dev.
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