Jump to content

Ruedii

Members
  • Posts

    1,209
  • Joined

  • Last visited

Everything posted by Ruedii

  1. So basically the AVC file, and CKAN entry need to be updated on both this and the module manager file. If any dlls are included they need to be updated from upstream. I'm wondering if a practice of shipping "prerequisite packs" as a separate file should become common practice for these small DLLs to make manual installation easier.
  2. I don't want to be a pest, but does anyone have 1.3 status on this? Considering that it's a prop pack it may or may not work out of box. I know it needs the RPM update (now available) anything else? Should I take a look at the repository and give it a spin later or does @linuxgurugamer want to do the honor considering it seems to be his field of expertise. (I'm better at finding and reporting bugs and general brainstorming. If any modders want ideas for something, feel free to ask.)
  3. You need to update all your old mods. However, you may have a stray file that is causing a problem. (i.e. cruft/lint) I recommend purging all your old mod versions and reinstalling them in case a piece of cruft is causing a problem. (Searching for cruft falls under the kind of work that even the most obsessive computer engineer does not enjoy. Often the easier solution is to note what should be there. Delete it all, and re-install it from the cleanest source available. In this case the various mod repositories or CKAN's repository, depending if the mod is compatible with CKAN.) If a mod contains a .dll module that is compiled for 1.2.x or earlier you may run into serious issues if the dll is not updated. For all mods that contain dlls get the latest version of the dll, usually available from a link on the mod's page or by searching for the dll. (e.g. googling "Firespitter KSP 1.3" or "Module Manager KSP 1.3")
  4. OK, I made a fork branch with the updated version file. I also sent a pull request back to the main branch, so the maintainer can add it back in. https://github.com/Ruedii/RLA_Continued Don't mind my overzealous poophole-retentive method of making a fork then a branch for the simple one line patch, that was an exercise me learning GitHub. p.s. I'd change the phrasing to satisfy the profanity-reducer script, but it's too funny.
  5. Could we get some pics in the OP? I know they won't cover functionality, but it would be nice to know what the parts look like.
  6. Really cool mod. is there a way you could make it hide all the mods not found on the server side so you don't have to use the same mods?
  7. Could we get a civilian pack boat? (Science vessel style, and shipping vessel style.) It would work well for us non-millitary players, and for millitary players it will give them something to do escort missions with.
  8. They are for really tiny probes, so I suspect they are meant to be that low. Look at the difference in the weight they are pushing compared to larger RCS systems.
  9. As a note, you can make a dev fork without becoming a new overseer for the project. It's called a "branch" as opposed to a full fork. A branch relies on upstream, and just has a few, very minor, changes. It still links back to the upstream and is synced with upstream.
  10. Any chance an series of underwater missions could be added to the mission pack for Kerbin, and possibly Eve and Laythe? Including both probe and manned submarine missions, including dive depth and establishing underwater habitable bases.
  11. Me neither, but making a dev fork is required to make a pull request if you don't have write authority. In the mean time, people can fetch from the dev branch that has the patch. It's how subversioning works.
  12. Does someone want to make a github fork with these changes?
  13. Could we get a variant of the Lite version that only has the parts that don't have equivilents in the other Stockalike Necro Bones family mods (basically Lithobreak, SpaceY, fuel tanks plus, and color coded canisters. Your basic Necro-Bones stock enchancement suit.)
  14. I'll keep it on the list of considerations if I go into a particular aspect of modding. My idea for doing it was to use the stock textures, but those are changing very soon according to Squad's notes and their part overhaul preview.
  15. I'm not too fond of the 2.5. Maybe Mk2-5 or Mk2C (for cargo) would be good names for it. (Come to think of it, I really like the term Mk2C). These are suppose to be like mini Mk3 parts, right?
  16. I was wanting to drop some pull requests to help updated the various open source modes mods to 1.3.0 What are the changes in "part only" mods if there are any?
  17. You could use 2 block segments, (middle, end) the two ends are just flipped after all. Repeat the middle block segement to form the longer ladders. This can be done with model behavior / part editing in the part-tools or a (very) simple geometry shader.
  18. As of the radial decoupler, there are several options. There is the autostruts added in the newer versions of KSP that should work well. You can use the ridged attachment setting as well to boost strength. For improving the separation force, you will absolutely have to go with separation sold rockets. There is simply no other choice to make it work. There are additional ones of those in Modular Rocket Systems if you need them.
  19. Just thought I'd let you know, that even though SETI probe parts are working in KSP 1.3, and listed as such in CKAN they are reporting a Mini-AVC error version on boot. I thought you might want to fix that in your next pass of 1.3 fixes.
  20. I was thinking of doing it once the current next generation parts in the preview mod are in stock. Since I want to simply texture to the stock texture atlas, and all, it would be a pain if they all changed on me.
  21. So you don't know if it is this mod in particular. Mind if I troll you a bit about that?
  22. Yeah, I would have three textures pack options. HD which provides 4K for all, SD which has 2K for large and medium planets, and 1K for small moons, and LD which drops all down to 1K. While technically many systems can now handle 8K and 16K textures, it probably isn't recommended. Performance results are mixed because it drastically increases fill rate demands, and the added memory uses can push into physical memory limits. This is especially important for people with older video chips that can have 512MB of video memory or less, or integrated chips that have poor fill rate and have to share memory bandwidth with the CPU.
  23. Is there a way to create a version with this as the primary system in KSP. The other question, is this done Kerbal Scale? (This means changes to mass and area/volume, including the universal constant between the two to make life easier for space explorers, presuming Kerbin to be earthlike in an earthlike system.)
  24. This mod has a pretty model, but seems to have a rather bad texture. Does anyone else think we need a community call to retexture it.
×
×
  • Create New...