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Everything posted by JewelShisen
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[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
That is my eventual plan. I hope to be able to do that. I honestly do not know. I have not checked yet. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
I will need to test and make sure the don't explode the planet/universe/computer first -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Pretty sure I still have them. -
That is why if you notice I was being polite and simply asking if any progress had been made. I wasn't demanding an update.
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Just checking to find out if you had gotten to work on this at all.
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[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Fascinating! I'd never actually looked into that to be honest so I will have to mess about with it. Perhaps I need to alter the inflatable ones to use the parachute type drag models to account for changing size. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Do you have toolbar? It is required for the GUI to be there to make it all work. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Currently it is not as the core game requires a ship to either be in orbit or landed. That however is a planned feature if a way around it can be found. At one time KAS could be used to 'fake' the landing but i am not sure with the newest version. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Weird how? -
Any updates on a new version with cargo bays?
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[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
I am in need of help to rebuild and recode the HL Mods to work in 1.0.2 and to get the Airships off of needing Toolbar in favor of the stock one. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
I had not seen that but it looks rather interesting actually. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
I honestly find it rather odd just how many people are saying that my decision to not allow the mod onto CKAN is grounds to stop using the mod. I mean I respect their decision but it still makes no sense to me at all. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
I think still have the last version that was on Curse. If not I have the link to it. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
You can and also you can turn down the aero effects to an extent to get back to something like the old aero. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
I am actually not sure on that one to be honest. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Well that is good to hear! -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Well I am sorry to hear that you feel that way. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Alright here is where I am going to chime in. For starters if the order that you put mods into KSP mattered then there would be a LOT bigger issues with making mods. ALL mods are written so that if they need something then they grab it at load if it is there, regardless of what 'order' the mods were added to the GameData folder. Second, it doesn't take long to ask a Mod author or put a post asking for any incompatibilities or do a search in the thread. CKAN doesn't protect you from that as all it takes is some tiny code update in one mod to crash everything depending on it. Third, mods in the legacy format were a nightmare. The new GameData format is quick and simple. I can install a mod in ten seconds with it and know that it is done correctly. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
Honestly it is because I don't see a reason for CKAN. Not anymore at least. Back when KSP mods were put in the old way then I would have found it invaluable but now it is literally just a matter of copying over a single folder. I fail to see why that should require a whole second program. -
[Airships in 1.12.3] HooliganLabs Mods
JewelShisen replied to JewelShisen's topic in KSP1 Mod Releases
KerbalStuff asks if you want your mod to have CKAN data made which I declined. Also I looked at the repository and this mod was not listed before nor do I wish it to be there.