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KSP2 Release Notes
Everything posted by Raphaello
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Love to the whole current and past Squad team for making an unforgettable game. I have not killed any Kerbal in a while but I will definitely come back to make some launchpad explosions in the last and greatest version. Also, I’m looking forward to next year!
- 321 replies
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- grand discussion thread
- on final approach
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Ksp 1 Vs Ksp 2 - Which Should I Buy?
Raphaello replied to Humongusfungus1's topic in Prelaunch KSP2 Discussion
No! The fun would be over on the next morning already!! -
I restarted steam and it is updating now
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- announcement
- dlc
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same here
- 1,121 replies
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- announcement
- dlc
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What feature do you want for 1.8?
Raphaello replied to KingKerb's topic in KSP1 Suggestions & Development Discussion
I'd love to finally see announcement on what next DLC is going to be -
He seems to live in Poland and he speaks polish but his english is better than his polish
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How Much Time Have You Spent Playing KSP?
Raphaello replied to SelectHalfling0's topic in KSP1 Discussion
almost 500 on steam and 300, I guess outside. -
Good idea! I liked the video
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@SQUADcongrats on the release and thanks for releasing before xmas!!!! Great job!
- 300 replies
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- release notes
- discussion
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Raphaello replied to Thomas P.'s topic in KSP1 Mod Releases
I'd recommend installing all recommended () mods too (you can skip RT and TACLS if you want) and FASA+Taerobee from suggested mods list. Make sure that you configure KCT to use RP-0 config. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Raphaello replied to politas's topic in KSP1 Mod Releases
I guess this trick is not possible for HangarExtender or RCSBuildAid as they do not "provide" anything. Thanks anyway! -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Raphaello replied to politas's topic in KSP1 Mod Releases
Hi, mods sometimes depend on mods which had been taken over by another maintainer and the newer versions are published as a separate mod (continued, expanded, reloaded, etc). A good example are FerramAerospaceResearch and FerramAerospaceResearchContinued. I'd like to make my mod dependent on FAR in a way that would first check whether original one is available to be used in my KSP version - if it is then FAR is installed by CKAN and if not then FARContinued is installed. With such a setup, original FAR would be installed on 1.3.1 but FARContinued on 1.5.1. Is this possible? -
This is what we do already now. The solution I'm looking for is something that would enable anyone to choose to install RP-1 from CKAN and an updated version of KRASH would be installed automatically (or not if the user chooses so as this is a recommended mod, not a dependency) from CKAN. I thought that it would be possible for you to release "new" version of KRASH (0.5.26.2 or 0.5.29.99 for example) which would only be valid for 1.3.1. I'm not sure if this is possible though.
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Hi @linuxgurugamer, there's RP-1 release coming up soon now and these changes are quite important for both KCT (mandatory dependence) and for TestFlight. However, there's no official release with these changes for KSP 1.3.1 therefore there's unofficial build for those of us who are willing to use dev build of RP-1. With RP-1 coming to CKAN, the unofficial patch for KRASH is not a good solution - we need KRASH 1.3.1 release published on CKAN with the changes above. I've done a fork from your master earlier today to recompile it against 1.3.1 but the issue is that ClickThroughBlocker and ToolbarController have not been compatible with 1.3.1 since a long time. For my own needs, I simply restored the original code (which you've replaced with your mods) and removed dependency for these two mods. This is simple for personal use but making my version public is not so easy anymore There are two solutions I can see now: - ask you to create a version for RP-1. This might or might now work - ask you for a permission to publish my version as a separate mod i.e. "RP-1 KRASH" valid for 1.3.1 only with RP-1 as mandatory dependency. Would you be ok with one of these? Maybe there are other solutions?
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Kerbal Space Program Update 1.5 Grand Discussion thread
Raphaello replied to UomoCapra's topic in KSP1 Discussion
check out these screenshots @SQUAD thanks for providing the updates! I appreciate new content and improvements you provide to the game with each update. I am not going to update my main game yet but I also don't have any urge to immediately use all the new, shiny(!) features you've just delivered. I either finish my current modded game or I upgrade when all nevessary mods are updated. I am afraid that if you stop developing the game, it will just slowly die. I think you should reconsider public beta program again (as it was already suggested a couple of times on this very thread) - it's very easy to control for both steam and store users, would provide you with a lot of voluntary QA and give more time for modders for updates- 388 replies
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Kerbal Space Program Update 1.5 Grand Discussion thread
Raphaello replied to UomoCapra's topic in KSP1 Discussion
Valentina is also excited yet a bit disappointed she cannot check her new outfit in a mirror: The new burn time indicator is sooooo great!!!! It can also be easily used to check available dV in stock!!!!- 388 replies
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KSP Interstellar Extended Support Thread
Raphaello replied to FreeThinker's topic in KSP1 Mods Discussions
I'm trying to use ablative laser nozzle but I cannot get any thrust from the nozzle: However, I am not getting any thrust from the engine. Beam is generated by DT-L-IR-1. After launching this into flight, thrust appears @20km: It is however only 6kN. I expect to get thrust on the launch pad already. What am I doing wrong? -
Thanks Squad! I was waiting for it to start my next career playthrough. On the mods - the only way Workshop would work imo is to implement a mod management feature into the game and use all the mod repositories as download only. The mods would then be listed in game and they would have to be enabled before used. The game would obviously need to check dependencies while enabling mods. That's the way used in Rimworld and (to some extent) in Factorio - other games with great modding communities.