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KSP2 Release Notes
Everything posted by HebaruSan
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The skills involved in writing a plugin, making parts, and making planets are fairly separate and independent, so the right folks would have more of a clue of whether to respond if you give some hint of what kind of mod you want to make.
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You might get more responses if you share a screenshot showing the problem you're having.
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KSP wont load, need some help
HebaruSan replied to inbound's topic in KSP1 Technical Support (PC, modded installs)
Here you go! -
Can you please merge the beta branch to master? The fix that I PM'd you about on Discord in October has been waiting for a couple of months.
- 2,176 replies
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- totm july 2019
- spacedock
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Hi @iLikeGothMommys. FYI, no "CKAN FIX" was needed because CKAN is already filtering out this bundled mod when installing. Ironically, since you only uploaded that ZIP to SpaceDock and not GitHub, it hasn't been added to CKAN anyway.
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Help with Visual Mods
HebaruSan replied to nolannootnoot's topic in KSP1 General Mod Development Help and Support
It might be helpful to provide a short text description so we know what to look for. Is it something to do with the textures on the craft? If there's another video, can you share a link to it, so we can see it? So far we have just one. -
Yeah, don't commit your release ZIP to git. Make a release and attach it as an asset. GitHub's size limit for release assets is 2 GiB. Here are several examples. https://github.com/Galileo88/JNSQ/releases/tag/0.10.2 https://github.com/KSP-RO/RSS-Textures/releases/tag/v18.6.1 https://github.com/Gameslinx/Tessellation/releases/tag/2.0.8 https://github.com/CharonSSS/RSS-Origin/releases/tag/v1.1.3
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I just noticed that the locked recipe in the MAM tells us which day we get the next data cartridge. Does that count as a spoiler for that gift? It amuses me that they've apparently cast ADA as a Scrooge-like "bah humbug" figure. I'm curious how that will play out—will she slowly be won over by the magic of FICSMAS, or stay sour till the end?
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a new bug has entered the scene
HebaruSan replied to airKSP's topic in KSP1 Technical Support (PC, modded installs)
Hi, you'll most likely need logs for anyone to be able to figure this out: -
Meanwhile I have returned to my low-tech (no space elevator) playthrough after some time away. After several long-range adventures armed only with rebar gun, parachute, blade runners, and gas mask (I really enjoy the gameplay at this tech level), I accumulated a supply of mob drops. So much so that I replaced the ad hoc generators I was putting up at each site with a central power station featuring 16 biofuel generators in a 4-storey tower (not yet aesthetically complete), automatically fed solid biofuel made from my alien protein hoard. At full utilization (my current machines use more like 20%), that supply should last at least 11 hours, during which I expect to be able to more than replenish my supply of alien guts. The most exciting find in my travels was another small stack of steel pipes, which allowed me to make nobelisks to blow open the entrance to the quartz cave near my base. So quartz will be my next project now that I have the power for it. Once that's done, I suspect I'll have to bite the bullet and build a space elevator at long last. I should probably also set up an AWESOME sink somewhere to grind out some tickets for visual items, but I'm not sure whether I want to draw down my currently depletable power reserve for that.
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Hi, is it supposed to be or ? I'm trying to figure this out for CKAN because there are places where changing it later can cause issues. Cheers!
- 162 replies
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- mod
- star system mods
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He's talking about making a KSP1 mod using names that were announced for future content in KSP2.
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Hi @rockmeowstar, would you mind sharing a link to the terms of this license? Some web searching for either the full name or the abbreviation turns up no likely hits, and the download doesn't contain any license-related information. This makes it hard to determine what users are allowed to do with this mod. Thanks!
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needing help with Kopernicus
HebaruSan replied to Thegeneraloberst's topic in KSP1 Technical Support (PC, modded installs)
That text is too small/blurry to read. -
Where should I go to learn how to mod?
HebaruSan replied to Pandor1on's topic in KSP1 Mods Discussions
Since the concept that you have in mind is so similar to an existing mod, a good place to start would be understanding how the existing mod works. Here's where its source code lives: https://bitbucket.org/veon/kerbal-space-ponies/src/master/ If you install git, you can clone the project with this command: git clone https://bitbucket.org/veon/kerbal-space-ponies.git ... which will give you a local copy of the code that you can browse and experiment with. It looks like there's a C# plugin, so you'll likely want to take a look at the pinned references in this subforum: https://forum.kerbalspaceprogram.com/forum/29-ksp1-c-plugin-development-help-and-support/