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Everything posted by Coffeeman
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Hey folks, just popping up out of the woodwork to give you a status update: Work on updating Entropy is going along fine, but is currently waiting on DangIt updating. While that is the case, you should expect that to take priority. Hopefully updates will be out by the end of the week! Thanks for your patience.
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Different versions. I'm not really sure why anyone would download anything but the first... These are stats publicly available on KerbalStuff.
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Just noticed a trend in the Entropy downloads... No one would ever think to install this without someones consent... hm?
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[1.*] ShowAllFuels: See all fuels required by engines
Coffeeman replied to Coffeeman's topic in KSP1 Mod Releases
Huh. Are you using RSS with the engine config switcher? Because it might not be applying to the alternate config nodes. I'll look into it. -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
Coffeeman replied to Ippo's topic in KSP1 Mod Releases
I never thought about this. That's a very good idea. It's something that we would want to talk to users about. My other concern is that the current trait system (Ippo's) has you pay to level up, and that's something where if we switched to the stock system, you would have to go to Joel to repair SAS systems... :/ -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
Coffeeman replied to Ippo's topic in KSP1 Mod Releases
Personally, I like the limitations of having to train Kerbals for SPECIFIC repairs, but perhaps a little spiffing of the UI is in order. What I was suggesting at this point is that maybe we should limit training of the mechanic and engineer traits to Kerbals defined as engineers. -
Well, welcome officially.
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[1.0.5 - Alpha 6] Dang It! (12 september 2015)
Coffeeman replied to Ippo's topic in KSP1 Mod Releases
@Z3R0_0NL1N3: I wholly agree. Implementing the Engineer restriction (not replacing the traits system, but perhaps only allowing engineers to train) is immediately applicable. @Ippo what do you think about this? I'm also in the boat with you that KIS is great. - - - Updated - - - Sounds good! I'm still wondering, there isn't anything I need to change for this, is there? -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
Coffeeman replied to Ippo's topic in KSP1 Mod Releases
@All: Sorry I've dissappeared, school snuck up on me. @RoverDude: Sounds good to me. I'm not the clearest on how resources work. Should I be changing this for the next version, or wait for 1.0? Do I need to update the repair costs? @Z3R0_0NL1N3: I love the idea of KIS, and I would love to see this long-term, but for now I'll stick with @Ippo on the fact that we probably shouldn't set that up as a dependency at the moment. I would be open to abstracting the take SpareParts mechanics enough to allow either (wouldn't want to end up like Enterprise FizzBuzz, so it's something I want to hear from you guys about.) @Esoteric1: I think this is a great idea! I've added it to the issue tracker. -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
Coffeeman replied to Ippo's topic in KSP1 Mod Releases
You can disable tint globally in the settings menu in the space center. EDIT: Per part? Not at the moment. Might add in the future. -
Good idea. This is something lots of people have asked about, so I'll probably add it to DangIt! proper in the upcoming release. Thanks for reminding me about that.
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[1.0.5 - Alpha 6] Dang It! (12 september 2015)
Coffeeman replied to Ippo's topic in KSP1 Mod Releases
I've been slowly working towards 0.6 . It will include official support for MCE, and support for Procedural Parts. Additionally, except a few more immersion tweaks and a new wheel FailureModule. -
@Scientist: I don't think it depends on being in a certain folder...? What happens when you move it? I'll take a look into it. Additionally, as far as more FailureModules go: The reason it has to all be separate modules is because you have to explain to the computer EXACTLY how to break the module, and no 2 modules are exactly the same. If you tried to apply, say, ModuleRTGReliability to a engine, it would completely break KSP. However, if you have ideas for additional modules, I'd be happy to hear them!
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[1.0.5 - Alpha 6] Dang It! (12 september 2015)
Coffeeman replied to Ippo's topic in KSP1 Mod Releases
Actually, you can download a fixed build from here: https://github.com/Ippo343/DangIt/releases/tag/0.5.4-pre . It'll come out with 0.5.4 officially pretty soon. Sorry, until I've gotten my life back from FRC, you can use the pre-release. Hopefully soonish I'll be able to merge that in and add a few other features in the pipeline (including PP support!) (P.S. If you set RepairCost for EVERYTHING to 1, jet engines really should only cost 1... :/ I'll try to figure that out... ) -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
Coffeeman replied to Ippo's topic in KSP1 Mod Releases
It should be in the DangIt button (stock toolbar) on the SpaceCenter screen. -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
Coffeeman replied to Ippo's topic in KSP1 Mod Releases
No, unfortunately it won't work. We need to add a special ReliabilityModule to work with PP. Sorry , it is on the todo list for the next version . If I find some time not consumed by FRC I'll try to patch that soon. Good luck! -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
Coffeeman replied to Ippo's topic in KSP1 Mod Releases
I've built a Pre-release with compatibility with MC2. Soon it will be released as an official release. As it is, get it directly from GitHub here: https://github.com/Ippo343/DangIt/releases/tag/0.5.4-pre . As of now it will NOT show up on CKAN, you need to update manually. -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
Coffeeman replied to Ippo's topic in KSP1 Mod Releases
Luckily, TrypChangeling over on github found a workaround. @ippo: they have a pull request at https://github.com/Ippo343/DangIt/pull/93 , it's not the cleanest solution , but it should work. You should look it over. @everyone: I'll build an alternate DLL later today with MCC compatibility, and hopefully we'll merge TrypChangeling's patch, or find a less hacky solution -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
Coffeeman replied to Ippo's topic in KSP1 Mod Releases
You should also try to induce a manual failure. Go to SpaceCenter -> DangIt button -> Enable Manual Failure. Then give failing something a shot and post your log. Also, a list of mods (CKAN-generated I hope) would be great -
It follows the same failure model as dangit (link in Sig) so no, they are random. However it largely depends on age+temperature. And yes, you can inspect and do maintenance. To clarify, this is an extension to dangit, so you need that installed to use entropy.
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[1.0.5 - Alpha 6] Dang It! (12 september 2015)
Coffeeman replied to Ippo's topic in KSP1 Mod Releases
You, person, rock! Thanks for taking a look at this. What do you think would be the best fix? Change the part requirements by -0.0001 or try to patch KERT? -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
Coffeeman replied to Ippo's topic in KSP1 Mod Releases
I'll get on it! (P.S. The DangIt! Config is saved in your persistance (.sfs) file. Do a search for name = DangIt and you'll find it. Normal KSP NODE syntax ) In other news... I think it's time to talk in more depth about gradual failures. What I think this idea means for the future is a subclassing of FailureModule that allows for realistic degradation (linear or exponential) of attributes of parts. Short of updating the stats of complementary PartModule's every logic frame, it might be best to implement some kind of granulated failures. Maybe every 2 hours your RTG would lose 0.2% Efficiency, or something similar. I would like to hear what people think about gradual failures, as personally I think they would add a lot of depth to the game. -
I'll take a look, but I really need more information . First, I see you have a TON of mods installed. Can you try to reproduce the issue with the minimum number? Additionally, I really need to know more about the problem? Is it the hell kraken? Does the ship just disappear? Hope we can sort this out, but I really need more info to figure it out!