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HebaruSan

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Everything posted by HebaruSan

  1. Yup, here's the PR: https://github.com/KSP-CKAN/CKAN/pull/3220 The default labels include one called "Held" that does this, so you may already have it unless you've been using CKAN since before that change was made.
  2. 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.
  3. No, it doesn't say that. You're misunderstanding something. If you share actual information from CKAN (like a screenshot) instead of your interpretation, we can tell you what and how.
  4. No, CKAN downloads Parallax from GitHub. https://github.com/KSP-CKAN/NetKAN/blob/master/NetKAN/Parallax.netkan#L5 Please feel free to share whatever reason you had for saying that.
  5. You might get more responses if you share a screenshot showing the problem you're having.
  6. Of all the times people have brought up class-action lawsuits around here, not being able to download something you paid for seems like the strongest case yet. Maybe the lawyers could use discovery to find out who the new owners are.
  7. If you drag it, does it move? If so, does it say anything interesting at the top or bottom?
  8. Separator at the top (use the '2' key to switch to the translation tool and slide the booster down after attaching), then a strut at the bottom. This way the separation force pushes the top away from the stack central as it passes by.
  9. 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.
  10. 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.
  11. 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.
  12. 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
  13. 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?
  14. Hi, you'll most likely need logs for anyone to be able to figure this out:
  15. Hi, here's the Ubuntu guide: https://github.com/KSP-CKAN/CKAN/wiki/Installing-CKAN-on-Ubuntu
  16. 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.
  17. 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!
  18. He's talking about making a KSP1 mod using names that were announced for future content in KSP2.
  19. 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!
  20. Here's that mod's wiki: https://github.com/KSP-RO/RealismOverhaul/wiki Not sure what exactly you mean by "the configuration file." You might get better help if you explain that further.
  21. 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/
  22. I guess I've been on record as a pessimist since May. I'll need to see overwhelmingly positive reviews to get past my experiences attempting to play this studio's previous work.
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