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Everything posted by Drakomis
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These mods are literally time savers and benefit my gameplay. THANK YOU.
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Drakomis replied to politas's topic in KSP1 Mod Releases
Just as a side note, I have my STEAM installed on a separate HDD. Under that it was installed in a "Program Files" folder. After my upgrade from Windows 7 to Windows 10, what I neglected to note was that the system had *moved* the entire folders contents into an identical folder that was system protected "Program Files (x86)". When I tried to run CKAN like normally, the error came up with "ACCESS DENIED". This has not been explained before and I hope it helps with further errors of this type. **EDIT** The fix I applied was moving the entire contents (or at least STEAM) to another, identical Program Files folder without the (x86) or system protected status. CKAN now works like a charm. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Drakomis replied to politas's topic in KSP1 Mod Releases
Looks like looking back in the thread I found the answer. Unfortunate I didn't receive a reply, but understandable. I recommend filing an FAQ to state that the "fix" (something I haven't tried yet, mind you) is to move the folder containing Kerbal Space Program out from the OS controlled folder. Here is the fix as stated by Politas in the prior page, for individuals who have the error starting with "System.UnauthorizedAccessException: Access to the path", since no one seemed to pay any note to it. @politas I highly recommend adding this fix to your CKAN TROUBLESHOOTING GUIDE. It is not there. Individuals who upgrade OS from windows, such as myself, will experience this probably due to windows making the folders into system protected folders. Windows 10 is notorious for that. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Drakomis replied to politas's topic in KSP1 Mod Releases
I'm having a weird issue, and I'm pretty sure it's windows, but I just updated to Windows 10 64-bit and uh....can't use CKAN anymore and I've done everything I could to figure it out. So maybe asking here will help? Here's the full error on screen: Is this a regular thing for 10? It was working fine on Windows 7 Ultimate. I'm not sure if this classifies as problem with CKAN itself, otherwise I'd report a bug, I honestly think it's windows 10 but I'm not sure. -
Yep! That's the culprit. Okay, makes sense now, though I find it odd anything from B9 is causing issues. Dag namit. Oh well, least I know if I do a fresh install it should work hahaha. Thanks for the help.
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@bcink So I did some toying around with part switches (the IVA works perfect now, btw), but I found out that the culprit is that for whatever reason, the oxidizer is set to 4.4 on the bottom stage (with the lander legs). So it instantly cuts out after a few seconds. I don't have *any* mod installed that modifies the variable in such a way. The only mod I have installed is one that allows you to switch tank types, and that's it. What is the typical fuel level for oxidizer? **EDIT** Okay so I toyed around with it more and, lo and behold, it does appear the tank type mod is the culprit. BUT I was able to switch the tank types so that the oxidizer is now setting at 1210.0. Will continue testing to ensure no further issues, but what it looked like was my issue was my own lack of knowledge of the mod I installed. **EDIT 2** Yeah, so even though it's got correct fuel levels, and even though when both stages are using fuel at a normal rate, I'm finding that the thrust of those engines (both first and second stage) are extremely low; insufficient to lift it off the ground. If I switch engines around with stock or mod, they work fine, but the mod-included engines just seem low powered. I know for a fact I *don't* have a mod that changes that variable. So, not sure what's causing that.
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Thanks for the response! Yeah, I have around 140 or so installed, varies as I uninstall or reinstall, so I think you're right. Can you elaborate on fuel definitions? Mods specifically designed around adding a new type of fuel or something? It's very beautiful. Yeah and if I do I will, thanks! Gotcha, I recently uninstalled Near Future so I'll reinstall that set. I mainly use CKAN for my downloads and stuff, yours being an exception obviously.
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I have like, well over 143 mods installed and it's working with 1.6 just fine. Just a FYI. **EDIT** Okay, so, um, nevermind. The fuel for the rockets doesn't work, seems kinda glitchy. Model loads, in IVA the seats are missing, but overall it's a nonfunctional showpiece, but it does separate into its functional parts.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Drakomis replied to RoverDude's topic in KSP1 Mod Releases
Are there any pictures explaining how to construct the Orca command module? -
I got 87 mods installed and I'm still trying to balance it out. 16 gigs of ram and the darn game keeps stuttering like always. Ugh. But yeah, that's a lot of mods.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Drakomis replied to Ven's topic in KSP1 Mod Development
Thanks for the reply! After a bit of testing, I found that if I turn the ship on its axis (i.e. roll left, roll right while remaining on target) that in certain positions it docks. Experimenting with vanilla docking produces a different result, as the docks can be aligned and docked in any orientation. This is not true for yours which is what I think Fr8monkey was talking about. After he stated that I found out that if I turn left and right, it will eventually align to the detailed "hooks" on your ports. Regardless, that really solved my problem! Thank you for your mod, it really does make the game better. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Drakomis replied to Ven's topic in KSP1 Mod Development
Alright! I'm happy to report that after more testing, that was my problem. THANK YOU very much! -
Goverment shutdown and active space operations
Drakomis replied to hugix's topic in Science & Spaceflight
Government shutdowns happen more often then the public realizes. In fact, there were several under President Obama, and a few before him. It happens all the time due to the funding bills being unable to be passed either due to political issues or something else. All it means is that the government services are shut down during that time, not our military. Anything funded by the government is affected unless it has its own allocation of funds to run off of. Anything that would cost the government a deficit is affected. It's all basically what @sevenperforce said. He nailed it on the head. -
Now this I didn't even know! What do you know, I was wrong! So it wasn't spacedock throttling down the downloads?! Odd, I swear on some of them when I reinstall it'll throttle down with spacedock. Maybe I mistook it for github? Either way, I apologize if I have any wrong info. Just putting my own experience on this, but when I first started using KSP years and years ago, the only way to install mods was "the old fashioned way". Trail and error depended on how many crashes was deemed acceptable to play the game. In fact, game crashes were so common it was pretty much overlooked. With this in mind, imagine how much of a relief it was when CKAN came along. Here was a program that, right off the bat, solved all the issues with dependencies and installation, and never, ever, overwrite or alter a file that it did not install itself. This has helped me on so many occasions to easily resolve issues that the old fashioned method took me hours, or even a day to figure out. Honestly, the only issues I have with games are cosmetics now compared to what I dealt with before without CKAN. For example, my biggest issue right now is I'm using a mod that I'd like to uninstall freely. Without it, I lose two specific craft I love, and would love to find out the part sources to take off the ships so they'll show up on vanilla. CKAN, installations, and the mods themselves are not the specific problem. It's all cosmetic issues now. This is a major change from when I did all this stuff. Additionally, it allows you to export a file list of your favorite, installed mods. I am a huge proponent of CKAN. It's helped my life so much with this game.
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Howdy, I use CKAN all the time. I depend on it, actually. Everytime I boot up KSP it's the first thing I do. Lot of these newer guys love doing it the old fashion way, and I used to also. Uninstalling, reinstalling, blah blah blah. Either way, good choice there! Now, as per your question. I can answer it per my own experience and someone with more experience can assuredly answer the rest. As far as downloading and placing the mods into your folder, that won't help. CKAN will detect it as an already downloaded mod and therefore have an AD beside it. Sometimes even the best mod authors choose not to work with CKAN. In those cases, CKAN won't allow downloads or, if they do, CKAN detects it as a version that won't work with your present one. I suggest doing it the old fashion way and let CKAN take care of your other mods. I don't know much about the code. Is CKAN abandoned? I'm not sure, but it's constantly updated. I'm not positive but I know somewhere along the line a lot of people had some issues with it, but I'm sure it wasn't the program itself up until some kind of change. Again, someone else has to answer for that, but for me personally I've always used CKAN. I'm not sure how to make it "recognize" newer files at all, because if it doesn't have it within its database how can it download it in the first place? Now, here's the easiest answer I can give. Your download speed? I can almost see that the file you're downloading is spacedock. For some awful reason, all those nice mods from spacedock have been around 50kbs when everything else I download is around 2000kbps. It's the site itself, not CKAN. Again, I've yet to come across anyone else within this community who has contributed more to the ease of reinstalls better than CKAN. When that day comes, I'll gladly look into the alternative, but right now I depend on CKAN. The old fashion way just gets really tiring after a while, especially since CKAN keeps track of stuff. Regardless, I hope that answers something for ya! Sorry I can't help with the coding.
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I remember when the game was $7 dollars. Best investment I've made concerning games.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Drakomis replied to Ven's topic in KSP1 Mod Development
You're probably right. I know I've been trying to test this issue for the past day, thinking it's ME that's causing these problems. However I've done it to where my lunar lander and command module was turned in completely different directions and it still docked. Then, in another sessions, no matter how I turned it just wouldn't. I'll go back and take your advice. That's possibly why there's an issue. If it's still possible I'd love to know those parts though. If all this is, is because of my oversight, I'm completely fine keeping the mod. It's well done and it's a very nice addition with a lot of love and care. Thanks for your help! -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Drakomis replied to Ven's topic in KSP1 Mod Development
Howdy, I'm having a few issues with your mod when it comes to docking. When docking two of the basic (and by basic I mean the basic large Clamp-O-Tron for the Mk 1-2 Capsule) docking ports it MIGHT dock once, but it won't if it's attached to another ship. For example, say I launch a rocket and release my lander. I can MAYBE dock. Fine, I can dock twice. Afterward, if I try to dock that same lander to a space station - for later use - it won't, but the SAME DOCKING PORT on the command module will dock just fine. Anyway, I'm getting frustrated with it. So I've created some radical designs and noted when I use CKAN to uninstall, the ships I made are gone. I'm thinking, okay, I'll just find and delete the files while under your mod and then it can run on stock. Problem is, I have no clue what these parts are. This is my request today. The two parts that are causing my ships not to load in VAB after uninstalling your mod are: -RadialLFOlong -VeaLV9096 Can you please direct me to these specific parts so they will not cause any further problems? Furthermore, I know you've updated and the versions match between CKAN and yours. However, the only real issue is those docking ports - I mean seriously, that's the only issue and right now it's pretty much game breaking. Any assistance will help! Thanks! -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Drakomis replied to politas's topic in KSP1 Mod Releases
Hey, thanks Nobodyhasthis2! -
Hey JPLRepo, Thanks for clarifying all that. I thought I missed some event in the past that caused some disagreements! I am very, very happy that did not happen. I appreciate your reply and it matches what another player/modder/individual told me earlier in another reply. Not stating I'm looking for "matching answers", but two answers stating "management" as the prime cause of not using it obviously point to such. 7-zip?! Oh wow, I have that and I never considered using it. Huh! I'll look into it. Thanks!
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That's what I used to do with my own. This was before KVC and the like, but KVC made things much easier. Back during that time KSP was gunning for Curse as their premier download source, and there was another download site I forgot the name of that the community supported; KVC was really great back in the day for me, and I still use it. Can't recall that site I mentioned at the moment. Anyway, point being that's what I used to do, and only do for error checking.
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JPLRepo, What Zip tools do you use or are your referring to in your post? I've only heard of CKAN that works seamlessly with KSP. I've been asking around recently because a minority of mod authors that I typically downloaded from over the years suddenly went against the application (suddenly because I've been lackluster in forum observations). What would your recommendations be for a replacement and what methods do you use? I'm merely asking because some event must of happened while I was in other life ventures that I entirely missed. Thanks!
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Hi! Simple question, I've seen it around a few places and I've been gone some time from the forums. What's the gist with mod authors not showing any support for CKAN anymore? I know it's few and far between, but is it issues with the application or more human-based interactions? Additionally, if your mods are not supported by CKAN, why are they still found on there? Lastly, what application do you use to install/uninstall all of your mods? I'd like to know about it. Is it, however, that you do it the old fashion way and simply keep track with a notepad? Thanks for your time!
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Drakomis replied to politas's topic in KSP1 Mod Releases
Hi! Thanks for taking the time to reply to my post, I appreciate that. Thank you for your explanation and I'll keep this in mind. I'll continue my tried-and-done practice of using a notepad or writing them down. Thanks!