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Everything posted by cakepie
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[1.7] CommNet Visualisation v1.0.4 [17 April 2019]
cakepie replied to TaxiService's topic in KSP1 Mod Releases
Russian and German by maculator are already correct, I think. Edit: pr#3 adds JA and merges language tag fixes by Nils277- 39 replies
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[1.7] CommNet Visualisation v1.0.4 [17 April 2019]
cakepie replied to TaxiService's topic in KSP1 Mod Releases
@flart "Control path" or "Connected path" then, if the concern is over which of multiple paths is actually in use.- 39 replies
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[1.7] CommNet Visualisation v1.0.4 [17 April 2019]
cakepie replied to TaxiService's topic in KSP1 Mod Releases
I was going to take a shot at translating JA, but due to the ambiguity English wording (thanks @maculator for seeking clarification above) I thought it might be a good idea to suggest that the English be changed to something clearer and less ambiguous first -- to prevent future translation errors, as well as for players' ease of understanding. The two strings are "working connections" and "all working connections". If I'm not mistaken, the mod behavior is: 1) show only the path through which a control connection is established from Kerbin ground stations to the current vessel 2) same as above, but for all vessels So the intended meaning is "active"/"in-use" connections. However, "working" can be easily misinterpreted to mean "functioning properly" (has line of sight, electrical power, no malfunction, etc.) Besides maculator's German, it looks like the Russian translation is also correct, whereas @Nils277's German and @fitiales's Spanish might be incorrect. For what it's worth, I also misunderstood the meaning at first, before I grabbed to mod to try it for myself. Is there any difference between stock KSP's "path" display mode v.s. this mod's "working connections" display? (Looks the same to me, but maybe I missed something?) If not, is there some other reason not to use the term "path"? Also, with "connection" it isn't immediately obvious whether we're talking about an intermediate connection between two vessels/relays ("hop"/"Link") or the full "path" between vessel and Kerbin. I'd suggest that "Active vessel path"/"Current vessel path" and "All paths"/"All vessel paths" would be the most accurate labels to use. For reference, stock KSP uses: #autoLOC_6003083 = None #autoLOC_6003084 = First Hop #autoLOC_6003085 = Path #autoLOC_6003086 = Vessel Links #autoLOC_6003087 = Network- 39 replies
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That's as good a reason as any. As long as it conveys the lack of player control, it's fine. Merged. Danke schoen!
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That was fast! One question re: BP001 -- the [Shift+B] command causes the Kerbal to be moved into an arbitrary part that has space for them. I'd chosen "irgendeine" here, since the player doesn't have control over the destination. Is there some other reason that "beliebiges" would be more appropriate word to use?
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Hi! For my mod AirlockPlus, I have cross referenced the stock KSP strings to produce an initial crude translation, here: https://github.com/cake-pie/AirlockPlus/blob/develop/Localization/localization_pt-br.cfg There are only 8 strings; I would appreciate if someone could take a moment to check it and tell me how badly I've messed up. Obrigado!
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Bonjour! For my mod AirlockPlus, I have cross referenced the stock KSP strings to produce an initial crude translation, here: https://github.com/cake-pie/AirlockPlus/blob/develop/Localization/localization_fr-fr.cfg There are only 8 strings; I would appreciate if someone could take a moment to check it and tell me how badly I've messed up. Merci!
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Hallo! I've done a crude translation of my mod AirlockPlus to German by cross referencing against the stock KSP strings: https://github.com/cake-pie/AirlockPlus/blob/develop/Localization/localization_de-de.cfg There are only 8 strings; I would appreciate if someone could take a look and tell me how badly I've messed up. Seriously, though -- I could really use some help with string BP001 & BP003. They are used for screen messages, so something shorter and concise would be better. Danke!
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[1.4.3] PicoPort, the Micro Docking Ports - v0.1.4
cakepie replied to steedcrugeon's topic in KSP1 Mod Releases
@steedcrugeon https://github.com/steedcrugeon/PicoPort/pull/5 -
The issue reported by @eberkain & @JeffreyCor -- where the boarding commands don't work in the presence of some other mods -- has been fixed. I've still got a couple other things I want to work on before I roll out a new release, though, so in the meantime, here's a patch. AirlockPlus.0.0.9-temp-patch-1 This should work in both KSP 1.3.x as well as 1.4.x. To patch, simply replace the AirlockPlus.dll in an existing 0.0.9 install with the one provided here.
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Community Trait Icons is now available as General Release. http://forum.kerbalspaceprogram.com/index.php?showtopic=162509
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Please move from Add-on Development to Add-on Releases. Thanks in advance.
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Current version (v0.1.9) has been tested and functional in KSP 1.4.0. Not anticipating any issues with KSP 1.4.1 either. Let me know if you do encounter any problems. For mod developers -- release plan: (paging @DMagic, @linuxgurugamer) If things continue to look stable and no issues arise following release of KSP 1.4.1, expect a GA release (i.e. CTI v1.0). No API changes are expected. (With any luck, it'll probably just be a version number bump.) If possible, my intent is to continue compiling against KSP 1.3, to have a single release that is compatible with KSP 1.3.0 and up. @linuxgurugamer, you previously asked about support for even older KSP versions -- let me know if that is still a concern.
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[1.4] Eject crew action
cakepie replied to _stilgar_'s topic in KSP1 Suggestions & Development Discussion
If I remember correctly, that mod already allows mass evacuation -- one click, and all occupants will eject (they still have to take turns to go one by one, but you don't have to do it manually) -
[1.4] Eject crew action
cakepie replied to _stilgar_'s topic in KSP1 Suggestions & Development Discussion
Already exists; I'd wait and see how this gets updated and adapted to the stock mechanics. -
Now seeking translations for languages added in 1.4 ( French, German, Italian and Portuguese-Brazilian ). Let me know if you can help! Translation guidelines are here. The localization files are here.
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
cakepie replied to Papa_Joe's topic in KSP1 Mod Releases
Hey @Papa_Joe, just want to remind you about Issue #83 / PR#94 which have outstanding fixes for recoupler support (still broken!) and other flaws in the existing code. It'd prolly be a good idea merge those and do a final bugfix release for 1.3.x -- tie up loose ends, before releasing any changes that would specifically require 1.4.x -
Apologies for the delay on this, I have been rather busy. There are no plans to split the features into two different mods. You can choose to ignore / not use the boarding functions. In the future I may add an option to hide the screen message prompts.
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AirlockPlus [thread] [localizations] - 7 lines, 25~30 words : seeking translations for languages added in 1.4 ( French, German, Italian and Portuguese-Brazilian )
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For that, you want the trait title (localizable for display), as opposed to the trait name (language-independent internal identifier). Both are defined in the EXPERIENCE_TRAIT config node -- in Squad's stock Traits.cfg, as well as respective configs in other mods (1, 2) -- and available via KSP API. Stock traits already have localized title; it is up to respective mods that define their own crew types to provide localized strings. If a localized string for trait title is not available in the user's language, the API will just fall back on what's available (English).