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Posts posted by SmarterThanMe
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7 hours ago, westamastaflash said:
Yeah, but CKAN only has the engineering, operations, and enlisted ranks packs. It's missing the science pack.
Ah. I seem to recall that I had issues last time around update numbering. I'll iterate the numbers and see if that fixes things.
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1 minute ago, Zedwardson said:
Is there any tricks to get your mod working in 1.2 that are not obvious. I do not run heavy modded game, but your mod is one of the three must haves....
Working in 1.2 for me... What's the problem?
Unzipped in GameData properly?
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Good to go on 1.2.1 I think?
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On 08/10/2016 at 1:44 AM, magico13 said:
I haven't fully decided what I'm going to do for 1.3, but I will definitely get something working for 1.2.
Can I encourage you to consider finding a successor over whose shoulder you can watch for 1.3 maybe? I know you're using GPL, and that you've said that someone can take it over after a month... But this is brilliant work and I'm sure you want it to continue in the right hands.
Cheers mate.
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Is anyone having any problems in 1.2? Final Frontier has updated, and I'm not seeing any problems...
Going to be adding a couple of new types of ribbons shortly.
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Very nice.
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Maybe a better way is to have 'Training' as a resource that is slowly generated by the lab until it hits 100% at which point you can expend it on leveling someone up?
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I think I've said this before... But Crusader Kings is my other distraction... So completely understood.
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Still looking for a volunteer who can implement my ideas for a promotion plugin, if anyone is interested...
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Now that Final Frontier is updated for 1.1.3, this is as well with no changes besides the version numbering.
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Just wondering... Is there a gallery of parts anywhere?
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On 29/08/2016 at 6:16 PM, Rodhern said:
It could be user configurable, just be careful not to let the complexity skyrocket. Those that like to fiddle with the exact distribution of ribbons probably are awarding them manually anyway.
Sounds good. Now anyone willing to do it?
Otherwise, it'll have to wait for me to learn how to do it. I'm up to making a computer say "hello world" at the moment... Heh.
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On 23/08/2016 at 7:44 AM, Nertea said:
I have a few times asked for help, but everybody who can model IVAs to any kind of skill that I'd like has a nice stack of their own projects, as far as I know.
How about this guy? Obviously still developing, but could probably use a little bit of mentoring as well.
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On 27/08/2016 at 1:11 AM, Rodhern said:
The most important part is to think about an algorithm for awarding the ribbons. The provided "FinalFrontierAdapter" will let you keep track of the number of contracts completed, the science points researched, the number of missions flown, the number of dockings performed and the total mission time. You can use these as parameters, and you can use the Kerbals' stupidity and courage ratings and things like that too.
My thought would be to assess the number of Kerbals and their current 'ranks' from your rooster and then have a rule to 'pick' which ones are up for promotion. It will probably be really hard to make one rule that suits everybody's taste in playability though.
I think there needs to be a system.
Each year there should be a Promotions Day. On that day, a dialog is thrown up that puts the eligible qualified candidates forward for the player to choose people to promote.
Those candidates are listed in order of the eligibility.
Eligibility is determined by things like you say, contracts completed, science points researched, missions completed, flight time AND length of service on their current rank. Have to come up with a formula, but because its all down to the player, it doesn't need to be perfect.
I think that there should probably be limits on the number of people at certain ranks (the General ranks).
And retirement would also be useful. To remove kerbonauts from the ranking consideration.
If it can be user-configurable, then that'll make it all work for everyone's tastes.
Anyone willing to help me do this?
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If someone has a CC images separated into layers (so I don't have to rely on magic wand), that would be awesome... But yeah. I'd be really keen to expand out the faces/suits available as well (there's 30-odd Kerbonauts in my roster at the moment, hard not to get the same faces in a single expedition).
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So no one has said anything, so I'm hoping that this is good to go for 1.1.3 (and that Final Frontier is as well)?
Anyone got any ideas for things I can do for this mod? I'm thinking of learning how to code so that I can build an automatic rank promoter thingamiajigger... But that looks like it'll need to be a Summer project.
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On 14/08/2016 at 1:57 AM, DMagic said:
@SmarterThanMe What happens when you run the experiment, what are the results it gives you? Sometimes the orbit might make it tricky to get "low space" results, but transferring to a lower orbit (after finishing the long-term part of the contract) should always work, you just have to make sure you are above the right hemisphere.
OK, I'll try it that way. I'll report how it goes in x game days. Thanks!
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Had a lot of trouble completing a Long Term Orbital Recon mission. For some reason, I couldn't get the tick besides the collect recon data from low orbit above Northern Hemisphere. Finally got it, but yeah... Took several launches. Any clue as to how I can hunt down the cause of this finickiness?
Yep, just took another mission to see if the problem persisted and it did.
Check the below screenshots. Running the recon experiment at this point doesn't complete the task. I thought maybe it's because this isn't a "low" orbit, so tried transferring down to a low orbit. Didn't affect anything, task still won't complete.
Screenshots:
Spoiler -
On 29/07/2016 at 8:38 AM, M4ssler said:
hello and good evening, maybe someone is using the ksp rank ribbon pack. i have a question how to use it. it is installed via ckan. it is shown in the Final Frontier "Ribbon" section.
How does my Kermans become these rank Ribbons? other Ribbons will distributed after every mission.
Thanks for help
You have to manually award them as a Custom Ribbon.
I would be REALLY REALLY keen if there's anyone out there who can work up a plugin to award them automagically, though..?
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On 02/08/2016 at 4:23 AM, Nertea said:
Returning the antimatter from a recovered vessel to the pool
Holy moly. Just as an aside. After having it knock all about in re-entry, can I not volunteer to be the one that has to deal with the existence annihilating material, please?
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2 hours ago, frizzank said:
People- "Hay frizzank, how come your not updating FASA yourself?"
Me- "I've been busy."
People- "But FASA is awesome and I want some of those new sweet shaders and stuff, also legs are broken."
Me- "Well Shiperoids has been taking up a lot of my time. It just got released on Steam early access."
People- "Can we get a link?"
Me- "Sure"
http://store.steampowered.com/app/510070
If anyone should get a chance to derail this thread after 3 years of work, it's me.......
That actually looks freaking cool.
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46 minutes ago, Whalesharks Kerman said:
We'll, I have one...
But....
It tumbles instead of flying.
I thought that's what SSTO's were meant to do..?
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Has anyone put together any .craft packs for this mod? I'd be interested in seeing other people's designs before I hit the nodes in the tech tree.
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21 hours ago, Starwaster said:
I'm not sure why it would need it? Someone else has had it re-hosted elsewhere haven't they?
Ah! I had missed that person. Thanks for calling me on it.
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
in KSP1 Mod Releases
Posted
More than likely your folder is messed up. Hopefully it worked when you unzipped it again, otherwise... Screenshots of your install?