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narvster

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Everything posted by narvster

  1. There's this one on Spacedock: WASD For VAB on SpaceDock
  2. Oh I know I wasn't, I just hadn't seen the pic posted here.
  3. Still loving this mod, having a great time with it. However, I've noticed something that was slightly niggling me, there was no science differences for most of the planets/moons both in space or flying High/Low, it was just High only and Low was only 1m altitude. So I created my own modified config files to rectify this where it was not present in your settings and I thought I'd share it so you can integrate it or discount it, but these make it much better for the Olemut Space station not having to orbit at 1m altitude :-). You can download the configs from the link below, they're aligned to version 1.5a, to apply them just paste the contents into the Gamedata directory: https://www.dropbox.com/s/foguqmrcveu2p8c/Olei Modified Thresholds.zip?dl=0 A Google sheet with all the modifications can be found here: https://docs.google.com/spreadsheets/d/1q9jzpARdI1BkVt-QMF8qqKBNRJ9zU8aB-Mby8v-SE18/edit?usp=sharing @Gameslinx Feel free to include them in the mod if you'd like to use them, I've not created any new Science Definitions for these, maybe later...
  4. Ooooh you could adjust it and get around the science quibbles whilst making it more 'Kerbally' by making the water into Goo You have it something like : 'Olemut has no atmosphere, however is has now been discovered that this moonlet maybe the origin of the Mystery Goo used in Kerbal science. Pools of the Goo have been found on the moon'
  5. Hi @FreeThinker I just want to confirm that this is now working correctly for the 2 craft I previously provided, thank you for the fix!
  6. It might be hard if you've not got the mods, but for example put the "al in one drilling rig" on Minmus or the Mun using Hyperedit, fire up the reactor 100% without extending the radiators and it overheats quickly as expected. Then extend the radiators and fire it up 100% again and it exhibits the same behaviour overheating quickly. I've found with this craft I can run the radiator at about 1-4% and keep it from overheating. Again with the second craft the "mining base & orbital depot" it's got a smaller reactor and small radiators and again follow the same steps and it overheats. Both of these craft were provided sufficient cooling as per the VAB KSPI heating panel as shown in the linked pics below (I couldn't get the forum to allow me to embed pictures for some reason...) All in one mining rig - this has huge amounts of cooling MW vs KW of actual output mining base & orbital depot - this has close to the required level of cooling
  7. Hi @FreeThinker Thanks for the release, just so you're aware a mining base w/Nuclear reactor I had working fine in 1.12.11 is still broken in 1.12.14, I've also tried a new craft with radiators directly attached to the reactor with no difference, the reactor overheats and the radiators do not cool at all. if you're interested in the 2 craft you can download the craft files in a zip format from here: Overheating craft.zip
  8. I'm not sure about 1.2.4 as that was only released yesterday, but I've been using 1.2.3 fine with Olei then Gameslinxs planet pack without any issues. However, looking at the notes for the releases I think it fixes some large issues so it's probably well worth the update. I won't have a chance to try 1.2.4 until tomorrow unfortunately..
  9. First let me say thank you for this amazing mod, you've got some amazing talent for this, the worlds you've built are just amazing. Keep up the amazing work, I await each release with baited breath :-) I've noticed your release has an old version of ModularFlightIntegrator version 1.2.2, is there a reason for this? The latest version is now 1.2.4 http://forum.kerbalspaceprogram.com/index.php?/topic/106369-122-modularflightintegrator-124-march-23th/ If there's a reason great, if not for now I'll leave it out when I install it for the time being
  10. It lets you install 1 or 2 craft at a time into your save dir? I know it downloads them ,it just doesn't manage them.
  11. I'm sure they have thought of them, that list was off the top of my head with a couple of mins thought, but there are probably good reasons they're not in there. Also, just noting what @Nertea just said, some mods have very different install structures, or have things like sample .craft files or particular weird requirements and CKAN just can't handle those exceptions. CKAN is REALLY hard to do right as there are very few if any real standards between mod makers and a lot of mod makers may have no formal coding backgrounds so in some ways CKAN is trying to fill a square hole with a constantly changing shape.
  12. I treat all mods with the up most respect, as you say they are putting in hours/day/weeks of their life for free to do something completely altruistic. I will happily take whatever they provide and let them know if there's a problem, maybe even provide suggestions for cool additions to their mods. But at no point should anyone ever demand something of a mod developer, not unless that demand is backed up with cold hard cash and an existing signed agreement in advance!
  13. I find mods the usual way, via the forums, spacedock, curse, youtube etc. most, if not all mod makers make use of AVC by providing a .version file which tells you if a mod is incompatible or it has an update available. Regarding borking an installation, its much less likely if you're installing them manually, I actually had a lot of problems with borked installations due to CKAN funnily enough. Now I do them myself I know what's been updated and when and I just maintain my own little store, like CKANs, of mod downloads so if things go wrong I can easily roll back (which you can't do easily with CKAN). I often find issues where a mod maker has omitted a file in a patch so I can go back to previous versions and bring in files they might have accidentally missed. This has happened with Interstellar a few times I noticed in the past. Also, make use of a back up program to ensure you back up the save and gamedata folders on a regular basis automatically. CKAN is a great idea, but it's not in-depth and fully featured enough to handle the complex and fluid nature of 100's of mods written by 100's of developers all with their own style, quality assurance, inclinations and standards. CKAN is brilliant for a small numbers of mods but not for huge installs. I did think about helping out with dev on CKAN as I've got .NET skills but I didn't want to step on anyone's toes. The minimum new features CKAN needs, I think are: Take ownership of a manually installed mod - without having to delete etc as some mods get marked as AD then you're screwed if you remove them (corrrupt CKAN library) Install incompatible mods - warn but let the user take the hit/risk Be able to say I'm manually managing a mod but let it notify you if there's an update and d/l for you to install yourself Sync the repository to take ownership of an existing gamedata directory Roll back to previous mod version Better error handling, whilst it's great it rolls back handled errors, when there are unhandled exceptions, that's when you get corrupt game directories I think it should change the approach to installing to be download, unzip to temp dir, then copy across renaming old files, when successfully complete delete the renamed old files. That way at no point are you at risk of being in an unrecoverable state as you could also add in a roll back feature if an error occurs using the old renamed files
  14. I completely agree, CKAN has too many issues to manage a large 90+ mod install, I've found it often loses track of mods, updates are slow for critical mods. CKAN I feel needs a major overhaul to fully support taking over already installed mods and ways to manually sync in and out mods from the tool. I found due to the numerous bugs I was spending a large portion of my time fighting with CKAN to stop corrupting my gamedata library. I now prefer to use AVC in game, click the download buttons, quit the game load, download/install, fire up KSP again and away we go! It only takes a couple of mins and works a treat even at busy times with KSP updates. It also means I can "break" conflicting mods into my library to trial them out. For example: I have Interstellar extended and Kerbal R&D installed and working well by manually removing tweakscale (and Persistent Rotation as that causes issues when using BetterTimeWarp), this is something that is not possible in CKAN. Oh and I found installing more than 5 mods at a time causes CKAN to freakout and give up. Maybe CKAN will sort it all out and I wish them well, but it's certainly not essential and I've found actually hinders my enjoyment of the game.
  15. I've had a look at the 0.8.5 issue as it confused me too, it looks like the version URL in the NearfuturePropulsion.version file is incorrect. if you look at the link below it's version URL is set to point at NearFutureElectrical's URL. https://github.com/ChrisAdderley/NearFuturePropulsion/blob/master/GameData/NearFuturePropulsion/Versioning/NearFuturePropulsion.version It should be a simple fix for @Nertea to do I guess, as an interim fix you can change the text in your local .version file to: { "NAME":"NearFuturePropulsion", "URL":"https://raw.githubusercontent.com/ChrisAdderley/NearFuturePropulsion/master/GameData/NearFuturePropulsion/Versioning/NearFuturePropulsion.version", "DOWNLOAD":"http://forum.kerbalspaceprogram.com/index.php?/topic/155465-near-future-technologies", "VERSION": { "MAJOR":0, "MINOR":8, "PATCH":4, "BUILD":0 }, "KSP_VERSION": { "MAJOR":1, "MINOR":2, "PATCH":2 } } Ironically, I guess this would change it's version to 0.8.5
  16. Hey, you're in a really cool place now with the NASA announcement, it would be fantastic to get all the 5 new planets into the TRAPPIST-1 system :-)
  17. OK, I've removed KAS 0.63 from my save game (I had to remove any KAS parts from my ships, luckily only a couple) and I added in the new KAS 0.73 beta and it made no difference, the Power Conduit plug still isn't visible in the VAB. I'm not sure what's going on with this part now, any ideas are welcome!
  18. I've the December 27 2016 KAS installed, I'm assuming there's a problem as I have the same issue. I'm unable to find the AKI Power Transfer Conduit anywhere in the VAB parts list. I can see the files in the folder structure, so it sounds like there might be some conflict perhaps? Do you have a link to the Beta version of KAS as I@m unable to find it? I might have found it, is it the newer version/rewrite of KAS? If so you can find it here: https://github.com/ihsoft/KAS/releases/ I'll give it a try and see if it works.
  19. I've noticed that when upgrading to the latest (1.9.9) version that some of my craft on load were removed as "KSPIELightBuldMk2" part was not found. On checking "GameData\WarpPlugin\Parts\Engines\LightBulb" and comparing against an older version I've noticed that the 2 files LightBulbMk2.cfg and LightBulbMk3.cfg were both 0bytes whereas in older versions they were 8kb. I'm not sure what happened but copying the files across from an older version seemed to fix the problem.
  20. Thank you @TriggerAu for an awesomely, amazingly, stupendously, blindingly, superlatively wonderful mod. Now, this post is not a request for a 1.1 version (which is awfully rude), but just something I've really noticed whilst playing KSP without this mod in 1.1. This mod or a feature the same as this should be in the base game! Seriously, playing KSP without the ability to bookmark a time to some type of event completely changes the way you have to play the game, and not in a good way. For example, if I want to launch a ship to go to another planet I have to generally just launch from Kerbin into the orbit of the sun direct and then manoeuvre sometime after that. Without the ability to bookmark a time you're pretty much unable to just launch a rocket into LKO and then warp to the best time to do a direct transfer as 50x warp over 125 days is just not feasible and I really don't want to start opening up the notepad to remember times for things and also risk that I might overshoot a time accidentally. It also means you can't really run multiple active missions at once, it's a huge overhead to have a Duna transfer, a Minmus encounter and a Jool moon survey all going on at the same time. So, this mod is probably in the top 2-3 mods of all time, for me, in this game along with KER and Mechjeb. Thank you so so so much for making this mod, but I also wish squad would recognise it's importance and fully integrate it into the core game as a feature a player can enable (for those who don't want an alarm clock tool). Anyway, keep up the good work and I'm looking forward to using your amazing tool in 1.1 release! :-) P.S. thank you @Fishbreath for the provisional update, you're my hero/heroine!
  21. Hey, thanks for the update to 1.1. However, I've got an issue with this where, without contract packs installed, using just the base Contract Configurator for 1.1. I've found when I go into the Mission Control the leave facility button stops working and you're stuck until you kill the process in task manager. I'm not sure if anyone else has the same issue, the only other thing of note I think that could be affecting it is the new ModuleManager.2.6.21.dll which has been released today. Scratch that, I had one contract pack left installed, it broke my save as even when removing the packs and configurator it was still broken. Starting a new save repaired it, good thing I'm just doing disposable saves for now! Module manager download page
  22. I'm here from KottabosGames I'd just like to say you've made an outstanding craft mod, it's just perfect for what I need for orbital construction which I've found quite clunky up until now. Bravo and thank you very much for this amazing contribution!
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