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Jebs_SY

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Everything posted by Jebs_SY

  1. Wow! Indeed! Thx for figuring that out / explaining that. I've missed that. Something learned again and a false assumption on my side corrected! o/ EDIT: @HebaruSan You're totally right regarding version and min/max. Iv'e found this: "It is an error to mix version (which specifies an exact version) with either min_version or max_version in the same object. "
  2. Is there a specific reason that the angle snap slider on the konstruction docking port only is in range of 0-180= Could we make that 0-360 maybe? I had the case, that my desired angle was 225°, which is not possible. It was a 2-symmetry part, so only +-180 would match. Additionally I wanted the konstruction docking port handrails aligned. The hand rails were "inverse" at 45°. So my desired locking angle would have been 225°, but that can not be set up.
  3. I also did 3 starts of my highly modded install into the tracking station and had no issues doing so.
  4. If you're interested, you could take a look at the part angle display netkan and the last 3 releases and check the version files in it. 0.3.2.2 had a KSP_VERSION only and got indexed. 0.3.2.3 had 2x KSP_VERSION_MIN and got not indexed. However, 0.3.2.4 has a KSP_VERSION_MIN and KSP_VERSION_MAX and does also not got indexed. That is, why I assume, CKAN want's a KSP_VERSION. But I could be wrong.
  5. Oh, you're right. KSP_VERSION is optional, but as soon one uses KSP_VERION_MIN and/or KSP_VERSION_MAX then KSP_VERSION is mandatory. In the end it's required indirectly for CKAN. You could always update the .version file and release it as 0.2.1. I think. The point is, I am observing another mod (part angle display) that doesnt get his update recognized by CKAN and that mod also only has KSP_VERSION_MIN and KSP_VERSION_MAX defined and it seems that CKAN ignores that release even if the netkan settings seem right for me. So I think CKAN takes the AVC specification seriously and does want a KSP_VERSION. On the other hand, you/we will find thatout on your next release.
  6. @HebaruSan The .version file in the 0.2-release-zip on github says Astrogator-0.1.1.0. So maybe that was forgotten to update? The version in the .version-file is analyzed by CKAN to determine if this is an newer version, AFAIK. And, according to the AVC specification, the .version file MUST include a "KSP_VERSION". "KSP_VERSION_MIN" and "KSP_VERSION_MAX" are optional. This could confuse CKAN.
  7. @ExRama224 You don't need it anymore. Just use a 64 Bit Windows with 4-8GB RAM and start KSP_x64,exe,,,
  8. I can only say that I've tested a little bit with angle snap. And often I need to toggle angle snap fast to get attraction of the ports. The second observation is, after undocking, reset aquire and redocking 2-3 times while tesing I got regulary in a situation, that I could do what I want, I never was able to get attraction again. Solution for me was to quickload. However, I have to say that I play a highly modded install.
  9. Not easy. I checked the log. Didn't found a definitive direction... I tried to cut not related parts out of the log... deleted lines are marked with "..." Could you maybe check, if the Quickstart log messages are in the order the should be? So that maybe no "on-something" is called twiced or out of expected order? One can see in the lower part, that contract configurator is removing the contracts... but I don't see why. I wonder a little about the unknown experiments, like SEP, cause they ARE installed. Maybe not loaded yet? PS: I did this log with 15 seconds Quickstart delay, so I don't think this is a timing issue.
  10. Well, I've just edited the CFG cause of that. Maybe add a +10 / +100 pixels button as change with the lowest amount of work.
  11. @MarkusA380 In this case CKAN pulls the mod from Spacedock. However, I just downloaded both links in the OP from Spacedock and Curse and both downloads have different DLLs in it. Different date and different binary compare. So I _assume_ one is the correct version and one not. EDIT: OK, got that now. CKAN has 1.8.2 from Spacedock, but the Curse link in the OP points to Curse version 1.8.1... @Caelus5 Can yous ay which version you took at the last (working) try?
  12. @blizzy78: Most easy solution would be just update the .version field once per KSP update and release the mod as minor update. Also CKAN recognizes the "new version compatibility" automatically that way. And the user didn't get a AVC warning, too. o/
  13. Ahhh, thx for pointing this out. Can also confirm that happen still with KSP 1.2.2 and Quick Start 2.12. I was always wondering what was killing my contracts... fortunately I had backups.
  14. Just as information : I tried ARP again on my highly modded install (~180 mods) and it still raises the heap allocation a noticable (doubled) amount: http://imgur.com/a/o4yk9 Only difference in the two screenshots is, that ARP was removed. Continue playing without ARP for the time being. I just thought, I'll give it another try. o/
  15. Hmmm, didn't notice that, sorry. I'll fix the online .version file but I don't want to to do another release to fix the version in the download unless it is absolutely necessary... @Padishar It would be cool, if you could add the stuff below to the .version file in the 0.3.2.4-release zip file on github. CKAN still installs 0.3.2.2 for the people. I think that's because CKAN ignores the .version file cause this field is missing. So it doesn't pick up the update. I can fix the install myself, but other people may be happy to get the newest version via CKAN. o/ If you want. You didn't need to push a new release out for that only. I think it's enough to update the .version file in the zip and upload it on github. Or is this not possible? Never released something on github. EDIT: I think Hebarusan found the cause, there is a missing comma in the 0.3.2.4 .version file. EDIT: On the other hand, why not just push an update. For the CKAN users it's just on click to update. And I assume most people use CKAN nowadays. And the digits for the versions will not run out to soon.
  16. Could you maybe update the .version file in the release zip, that CKAN picks up the update? And maybe here, too, that the AVC system is working. If you want. Thx for the mod! o/
  17. I have a huge memory leak with this mod in combination with my highly modded install. I load onto a space station with 3.5GB memory in use. As soon as I have DCKS installed, it uses 4.2GB memory. So 700MB more. To make it worse, every time I press F9, the memory allocation raises 700MB up. So 700MB more each time the flight scene loads. If it's welcome, I can assist in debugging / testing on this issue.
  18. Did you maybe used the Quickstart Mod and load the game directly onto the last vehicle? Someone said he experienced the same "mission losses" when doing so.
  19. @ExRama224 This tool isn't updated for 1.2. I think one reason is, that it's not needed anymore. Just use the 64 Bit version of KSP, that can use more than 4GB RAM. o/
  20. @Angel-125 A pity, but I can only respect your opinion. I can say, that CKAN manages my highly modded 190 mod install very well. And with that amount of mods, my decision is, that I only use mods, that can be managed by CKAN. I don't think that unpacking a folder from a zip is a hard task for CKAN, but maybe it was the fact, that CKAN doesn't remove files it doesn't copied in, first place. But I am sure you know what you are talking about. The de-list thing changed, cause this was the thing that roverdude made go back to also support CKAN, afaik. Anyway, thx for the answer. o/
  21. Roverdude has also problems with Kerbalism. Seems Kerbalism is a pretty heavy modded mod, so the compatibility is not easy.
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