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KSP2 Release Notes
Everything posted by loppnessmonsta
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Since I was getting this error with the download links in the forum thread for sarbian's mods, I asked around in his thread. After some more investigation, I determined the issue was with my anti-virus blocking connections to sarbian's site. Adding ksp.sarbian.com as an exception resolved the issue both in-browser and in CKAN. Thought it would be worth letting you all know just in case someone else has the same issue down the road.
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Yes, the certificate I have is exactly the same. Interestingly, from that security menu on the download link, there is no "View Certificate" option, though if I'm reading this right it does seem to have a valid certificate, and all resources are secure. I'm wondering if it could be my antivirus interfering.
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Interestingly, I tried pasting the url from the error into both Edge and Chrome and both browsers yield a similar response- claiming ksp.sarbian.com is sending invalid/outdated SSL/TLS responses. I'm no programmer, but that would seem to indicate to me that the issue lies not with ckan but with my connection to that specific host. Also of note, I get the same message when trying to download the mod manually from the links provided in sarbian's thread, further indicating the issue lies elsewhere. Is my reasoning sound?
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Hey all! Sorry if this has been covered before and I missed it, but it's been driving me nuts for a while now and I can't find anything to fix it. All of Sarbian's mods give an error when installing, including ModuleManager. His are the only mods I have noticed doing this. This is the error I get: Failed to download "https://ksp.sarbian.com/jenkins/job/ModuleManager/126/artifact/ModuleManager-2.7.6.zip" - error: The request was aborted: Could not create SSL/TLS secure channel. I have done a clean install, which resolved all the other errors I'd been getting, but this one is proving stubborn.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
loppnessmonsta replied to ferram4's topic in KSP1 Mod Releases
hey ferram, just wanted you to know FAR is one of the few mods I consider truly required to enjoy KSP, and to say keep up the good work.- 14,073 replies
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Was just discussing this with a buddy, and iirc there's some annoying tinkering you need to do to make secondary installations of steam games, as the steam exe's are different from the game's usual exe's. as a potential bypass to that problem (since there will always be some users who find any type of file management impossible), i'd like to make a feature suggestion (of course!): A "Disable Mods" button that uninstalls all (or maybe just selected) mods without removing them from the list of installed mods. Alternatively, a "(De)Select All" button in combination with the already requested Favorite button. Functionally, the idea is to let users keep track of "their" mods while also having those mods uninstalled. Sure, you can use the import/export function, but that's predicated on having had the mod installed previously, so it can be easy to miss newly updated mods. Just some ideas. Hope they haven't been beaten to death already; I'm only just getting back into KSP after a really, really long hiatus, so I've missed a LOT of what's happened lately. Anyway, thanks for all the good work!
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The question was whether there is a way to do this automatically, so that one instance of CKAN can pull the mod list from another instance without having to import/export. Practical application being: Play KSP on desktop, uncheck a few mods, CKAN stores data in dropbox. Open up CKAN on laptop, it reads information in dropbox, determines that XYZ mods are no longer supposed to be installed, "Apply Changes" removes them. I'm fine doing it myself. I was just wondering if there was a way to automate it.
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Maybe I've missed it, but is there a way to have CKAN store its .ckan in a custom directory? I'd like to be able to have it operate normally, but keep my .ckan in my Dropbox so that it can be automatically synchronized across multiple platforms. Mean-time, I guess I'll just have to copy/paste it myself. WOE IS ME. (srsly tho thanks for the fantastic work)
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[WIP] Nert's Dev Thread - Current: various updates
loppnessmonsta replied to Nertea's topic in KSP1 Mod Development
You could also try retro rockets. Because reasons and explosions! -
[WIP] Nert's Dev Thread - Current: various updates
loppnessmonsta replied to Nertea's topic in KSP1 Mod Development
I'm no expert (or even an amateur) but afaik, you pretty much covered the big thing. More o2, more boom. I think there's some aerodynamic shenanigans involved with intakes and whatnot at extremely high speeds, but it's definitely a RL phenomena. One that is approximated in KSP by making jet engines work better the faster you go, in lieu of true physics. Gettin super psyched, Nertea! -
[WIP] Nert's Dev Thread - Current: various updates
loppnessmonsta replied to Nertea's topic in KSP1 Mod Development
The projected inline cockpit intrigues me. Are you thinking a protruding command section, or inset? If protruding, I'd love to see a sort of container-ship style version. Not terribly aerodynamic but oh-so-cool in space! -
[WIP] Nert's Dev Thread - Current: various updates
loppnessmonsta replied to Nertea's topic in KSP1 Mod Development
That would be cool, but I recall there being some sort of issue with multiple animations on a part? Not sure if that's still a thing. I would imagine, though, that if Nertea does go with an IR-style ramp, you could then attach an actual IR rail to it and put some plates on the rail to form the telescoping ramp you describe. The more I think about it the more excited I get! -
[WIP] Nert's Dev Thread - Current: various updates
loppnessmonsta replied to Nertea's topic in KSP1 Mod Development
Awesome! The plugin sounds cool. Are you thinking infernal robotics type variable, where you can control it as it goes, or adaptive type where it just opens until it hits something? -
[WIP] Nert's Dev Thread - Current: various updates
loppnessmonsta replied to Nertea's topic in KSP1 Mod Development
the 777 stalks its prey; the 747s will have to wait their turn -
[WIP] Nert's Dev Thread - Current: various updates
loppnessmonsta replied to Nertea's topic in KSP1 Mod Development
Oh! Similarly, a clamshell door end-cap. So instead of a tail with a ramp, it splits in half and opens to the sides. -
[WIP] Nert's Dev Thread - Current: various updates
loppnessmonsta replied to Nertea's topic in KSP1 Mod Development
Beautiful! So looking forward to release. I came up with a better way to do what I was talking about: A radial-attached plate that is designed to fit on the lobes to form an attachment point for things like lifting engines, or maybe drills and landing gear. Or the Claw! -
[WIP] Nert's Dev Thread - Current: various updates
loppnessmonsta replied to Nertea's topic in KSP1 Mod Development
You mention VTOL engines which made me think of this: Could it be possible to hide the side lobes completely? i gather you're making each part have a fuel container toggle, so what i'm asking is if there could be a "none" option that removes the tanks, leaving a flat surface (or perhaps a little nook) on which one may attach lifting engines or other goodies. Also, wet wings! -
[WIP] Nert's Dev Thread - Current: various updates
loppnessmonsta replied to Nertea's topic in KSP1 Mod Development
What about maybe mk4 to 1x2.5m+4x1.25 (plus the two lobes)? So the two outer lobes, a central 2.5m, and then 4 1.25m arranged around the 2.5m. Or maybe 6 arranged around the 2.5m. Whatever fits. That would be useful for varied engine clusters. But, as you say, boring to do. Something perhaps less boring: What about a cockpit with windows on the bottom surface instead of (or maybe in addition to) the top? Like for an airship or bomber or something. Maybe put some retractable blast shields so it can do re-entry.