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KSP2 Release Notes
Everything posted by magico13
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All you really need to do to have vanilla and modded installs is keep two copies of the GameData folder and switch between them, but copying the entire KSP directory will also work (and then you launch it with the KSP.exe or the Launcher.exe in the respective folders.) If you have the Steam version of KSP and you want to run it through Steam, you cannot move the folder and still launch it through Steam (although, you can copy the folder and launch it with KSP.exe, thank you for DRM free games! But only the one in the SteamApps/common/Kerbal Space Program folder will be launched by Steam). I've written a tool which lets you have multiple instances of the GameData folder but only one install folder (especially useful for Steam). It's called DataSwitcher and there's a link in my sig. You would just create a new instance called Stock or Vanilla and import the GameData folder, then create another instance called Modded or whatever you want and import the GameData folder again (to get the stock stuff). Then you'd just install your mods in the DataSwitcher/{Instance Name}/GameData folder and then Activate the instance in the DataSwitcher program. It's still in development, and the new version I've been working on has some improvements that make it a little more usable but isn't ready for release yet. Alternatively there's a couple other programs available in the Tools and Applications subforum of the Addon Releases section of the forum which make installing mods and having multiple game types easier. Welcome to KSP! Edit: B9 works in 0.23 but only with some extra fixes. I'm linking the thread here because its sometimes hard to find things in the forums and you said you wanted to use b9. The rest of the mods you want should all work in 0.23 without any issue. B9 Fixes
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Back again with some more fixes and something new. New to KCT: the ability to close the game! I've spent far more time than I should have on getting the currently building vessels to save their state, but now you can have vessels on the launch pad when you exit your game and they won't lose their progress when you return. I think this brings the mod to the state of "functionally playable for everyday use". Certainly not feature complete, and definitely not free from bugs, but very playable (I've been using it in my youtube series for a little while now without any issues. Those videos aren't up yet, and that was also before the new saving feature.) This hasn't been fully tested yet in an actual game, so it may have unexpected bugs. It creates a file called KCT_Ships.txt in your save folder which contains all the vessel information. I've also improved compatibility with Kerbal Alarm Clock. The official version of this plugin has partially compatibility, but regularly misses alarms by an hour or so when at high time warp. My last version just blows through alarms like they never happened (sorry about that). This time I took it one step further and now alarms that are set to go off in MORE THAN AN HOUR or so shouldn't be missed at all. If they're less than an hour, please warp normally with the period/comma keys! You also can have different vessels building at the same time on the runway and launchpad. This technically worked in the last version I made too. They will both be saved and will function when you reload the game. Changes (since last version): * KCT window closes automatically when the vessel is complete * Improved Kerbal Alarm Clock support (hopefully no more missed alarms) * Added saving of vessels that are under construction. Not strenuously tested and so may have bugs. * Disabled control of vessels that are under construction (no staging, throttling, moving, etc) Known Bugs: * You can get control of a vessel that's being built by getting it into physics range and switching focus to it. It still won't have resources though. * KCT_Ships.txt may be keeping ships that no longer exist or have been finished for a long time. It may grow unnecessarily large in a primary save game. Download (mediafire): Download All you need is the Plugins folder. (You can put the .dll in GameData if you prefer, in it's own folder. I tested that and it works just fine.) So saving things with a ConfigNode is annoying. I think I sort of understand it now, but it took a long time for me to figure it out. It seems comparable to a TileEntity in Minecraft modding. Confusing at first but really useful once you understand it. I used this tutorial to figure it out. I had to write a way to save a KCTVessel called KCTVesselStorage and then just saved a List<KCTVesselStorage> to the file. It may be possible to save it into the persistence.sfs but I didn't want to mess with that too much. When the Flight Scene is loaded it loads the List and converts the KCTVesselStorage items into KCTVessel items and then saves that as the KCT_GameStates.vesselList. One issue is that the KCTVessel objects don't have valid vessel objects attached to them, I can't save a vessel into the file easily, so instead I save the vessel.id and the vessel.vesselName. The rest of the flight code then checks the list to see if the ActiveVessel.id == KCTVessel.vessel.id and if so sets the KCTVessel.vessel to the ActiveVessel. This means that the non-valid vessel never really gets used and is overwritten when the vessel will be acted upon. I could probably implement a basic build list and the item inventory with only a couple days of work, but that oversteps the "bug fixing" nature of my fixes and starts implementing new features. This release sits on that line as vessel saving is needed for basic functionality but is also a "new feature" added by this. I spent a lot of time on it though, so I figured I'd let others use it too. As always, everything is copyrighted to Ekku, including anything new I add.
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Heatshields not just for pods.
magico13 replied to Torraqe's topic in KSP1 Suggestions & Development Discussion
I'm sure when Squad gets around to implementing heat damage they'll be adding separate heat shields. If you want this functionality now (through mods) Deadly Reentry adds several heat shields and includes heat damage. If you just wanted the parts and not the damage you could just remove the .dll and only keep the parts. Sorry if I'm misinterpreting your post. -
Now-defunct-thread-that-should-not-appear-in-google-search.
magico13 replied to Cilph's topic in KSP1 Mod Releases
I just started having the same issue. I tried removing RemoteTech and playing for a bit, then putting it back in after I finished my mission, which worked fine (I had to extend the antenna again using EVA on my base when I added RT again, but no big deal). But now that save (which worked fine yesterday) is having the issue again and removing then replacing isn't working. Here's a couple things which may be related: I'm using KAS. Only stock omnidirectional and dishes (the first stock dish) are in use on my base, the sats have the 90 Mm dishes and the stock 2.5 Mm omni. The base is located on Bop, which is located within Kerbin's SOI (which is located within Jool's SOI, I'm using Alternis Kerbol). I have sent unmanned probes there without issue, but this started happening after sending a manned mission. I had an unrelated crash originally in another mod (probably, it only happens when I go IVA in Bop's orbit), and now this is happening. Removing the RT .dll fixes the tracking station issues and lets me play. It happens with the hotfix version and the official one. I'm still trying to figure it out. Otherwise, here are my persistent.sfs, KSP.log, and mod list: persistent.sfs KSP.log mods.txt -
I started in .20. So relatively new but old enough to have seen some pretty big changes. I would have joined when it first hit Steam, but I had glanced at it and thought it looked too cheesy/childish. I'm not sure if I've ever been that wrong in my life! I've *only* got 150 hours into it and have barely scratched the surface of what's available. I played nonstop for the first couple weeks before work took too much time. Then I started a let's play, which has ironically decreased the amount of time I play!
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So I'm getting close to 1000 channel views and 25 subscribers. I'm thinking if I can hit one of those targets I may do a special video. Anyone got any suggestions (even non-subscribers)? My personal thoughts are either an entire episode done with a British accent, or sending 25 Kerbals on a ship into the Sun (I'll call it the Icarus Project!). Or sending 25 Kerbals into the Sun WITH a British accent! So yeah, let me know if you've got any fun ideas
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Hello everybody, Mike aka TheMagico13 here with Kerbal Space Program! I've been making videos for a while now but am only now making a post here on the forums. I have three (relatively short) series, two using mods (one sandbox and one career) and one stock career mode series. The modded career mode series, titled the Out of This World series, just started so now is the best time to hop aboard! It's entirely(mostly) IVA and uses a handful of interesting and challenging mods, including Alternis Kerbol, Interstellar, Deadly Reentry, FAR, KAS, Kethane, ScanSat, Station Science, among many others (full list below). I invite you to check them out, and if you like what you see then be sure to subscribe. I try to release new videos on Wednesday and Friday mornings, but sometimes college and life gets in the way and there are delays. I'll generally post on twitter if that is the case! And as always, I am open to comments, concerns, questions, and (constructive) criticism. So I'm Mike, aka The Magico13, thank you all for watching! My channel: TheMagico13 Twitter Series: Out of This World mod list: Alternis Kerbol B9 Aerospace Deadly Reentry Kerbal Engineer Redux Ferram Aerospace Research Infernal Robotics Kerbal Joint Reinforcement Kethane KSP Interstellar Raster Prop Monitor Real Chute Docking Port Alignment Tool Kerbal Attachment System Kerbal Alarm Clock Remote Tech 2 TAC Life Support Visual Enhancements: Clouds & City Lights Station Science ScanSat Kerbal Construction Time PreciseNode ALCOR Distant Object Enhancement Out of This World: IVA First Launch - Episode 1 Making Orbit - Episode 2 More Orbital Science - Episode 3 Bop Plop - Episode 4 Communications and Stations - Episode 5
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[All OS][Java][0.2.19] DataSwitcher- Instance Manager
magico13 replied to magico13's topic in KSP1 Tools and Applications
Let me know what you think! I've done some more work on it that isn't in the public release yet. If you run into issues with the folders not copying correctly (namely issues with the creation of the symbolic links) then try running as an administrator. That issue is recognized in the latest version and will pop up a warning but I have some things I need to fix before releasing it. -
Mod to expand an end-game goal(like resources or something)?
magico13 replied to MaGicBush's topic in KSP1 Mods Discussions
Kethane and Interstellar are two that I can think of as adding stuff like that. Kethane: http://forum.kerbalspaceprogram.com/threads/23979-Kethane-Pack-0-8-4-Find-it-mine-it-burn-it!-Now-w-Toolbar-Critical-bug-fixed KSP Interstellar: http://forum.kerbalspaceprogram.com/threads/43839-0-23-KSP-Interstellar-(Tweakables-New-ISRU-Preecoolers)-Version-0-9-2-(Beta) -
I fixed/changed a couple more things on the version I was playing around with. Namely I fixed a severe bug where reverting to launch or changing focus to another ship would prevent a vessel from ever filling with fuel. This is a bug I noticed in the official version of the plugin as well. Changes include: * Fixed bug with reverting to launch/changing focus not filling ships * Fixed bug with not automatically filling when time is up (but only if you press the Warp to Launch button) * Made the main GUI only appear when a ship is still being built on the launchpad (no longer appears when focusing on ships in Space) * Various internal changes to fix these bugs * Works with tweakables/TAC Life Support/Kethane/any mod that has resources that are 0 at launch You can now switch vessels and do some other mission while this one is building, but if you exit the game COMPLETELY then you will lose ALL progress on that vessel (bug exists in official version too). Changing to a different save will probably also result in the same. This time the download is a .zip file. You only need the Plugins folder. The src is for anyone interested (mainly Ekku) and the license is Ekku's original license which must be included with any redistribution. Download (mediafire): Here As always, the files I put up are not official. Nor have they been tested extensively. They're just changes/fixes I've made to make the current (still very much alpha) version more playable. The initialResources List was moved to be a part of the KCTVessel, so that each vessel could store the initial resources. I needed to implement the CopyVesselProperties method in KCTVessel to workaround the issue with KCT_GameStates.activeVessel being reset to an "old" version saved in the vessel list when reverting/switching focus. It would fill up the KCT activeVessel but that wasn't the ACTUAL in game active vessel. It also worked by just getting the activeVessel straight from the game, but I had worries that could cause issues if the focus was somehow on another ship. What you end up doing to fix the bug is obviously all up to you (and it probably won't exist after the build list anyway).
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Something I was thinking about regarding construction of heavily used things (whether ships or launchers) is keeping track of things on a part by part basis. Increment a counter each time a part is used (either for every instance of the part on a craft, or just once per craft) and each time the part is used the construction time for that part decreases. Then ships that are relaunched a lot would keep getting faster to build (to a minimum value) and launchers that are used a lot would eventually not add much time. Perhaps when you recover a ship, the parts get added to an "inventory" and those parts get used first at minimum construction time, making the next ship using the recovered parts a lot faster to build. It's also easy to code: You only need to keep a file with the part name, the overall total used, and the number in inventory. The issue is reverts, but then you just keep two instances of the file (which can just be in RAM), one for if the launch is kept and one from before the launch. If they revert, switch bask to the old one, if they don't then make the new one the main one.
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Hey guys, since it's been a little while since the last update (a month according to GitHub) and the issue with the filling of resources was preventing me from using this, I decided to just make a change myself as a workaround. I'm uploading my version of the .dll (Never used Visual Studio before, that was a fun adventure). Ekku, I'm not trying to rush you or take over or anything, take all the time you need, but I figured others may find this change useful. This also includes a change to the GUI to display the current date in days-hours-minutes-seconds using the GetFormatedTime function (which is misspelled, it should be Formatted instead of Formated, but that is messing with trivialities). Download (mediafire): HERE (put it in the Plugins folder like before) All I did was add a new List for the resources, which gets populated when ManageFuel is called with addFuel=false. Upon ManageFuel being called with addFuel=true, the amount is set to the stored amount. WARNING: This means you can't decouple or destroy any parts before completion, or the amounts that they get refilled may be incorrect! (this method depends on the vessel and resources being traversed in the same order each time) What does this mean for gameplay? You can use the tweakables function to reduce any resource in a part and it will be refilled with the right amount, and things like TAC Life Support's Waste and WasteWater and all that will be set to 0 at launch, like they should be. (Also, for those with TAC, have you actually seen a kerbal die on the launchpad because of no resources? I tested, and couldn't get one to die. It appears to only initiate after launch, meaning Crew Manifest is not necessary, but still makes more sense in a roleplay fashion [who would sit in a rocket for several days on the launchpad?]) Here's the specific code for Ekku (or anyone else who wants to see what the change was). I have no idea how to push a commit to github, and it was a small enough change that I figured I could just post it here: private List<double> initialResources = new List<double>(); /// <summary> /// Completely fill or remove fuel from a vessel. /// </summary> /// <param name="vessel">Vessel to manage fuel</param> /// <param name="addFuel">True: fill fuel, False: empty fuel</param> public void ManageFuel(Vessel vessel, bool addFuel) { int index = 0; foreach (Part p in vessel.Parts) { foreach (PartResource pr in p.Resources) { if (addFuel) { pr.amount = initialResources.ElementAt(index); } else { initialResources.Add(pr.amount); pr.amount = 0; } index++; } } } Oh yes, one more thing, per the license: Copyright (c) 2013, Zachary Eck (a.k.a. Ekku Zakku) All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Kerbal Space Program is Copyright (C) 2013 Squad. See http://kerbalspaceprogram.com/. This project is in no way associated with nor endorsed by Squad.
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To embed imgur albums, just put the "YVXsB" between two tags like this ["imgur"]YVXsB["/imgur"], but without the quotes (Don't worry, I messed up video tags when I first tried to use them. Youtube's embed option doesn't work here.) Also, that's so little fuel! You've got enough of a margin that you could maybe fill the tanks a little more and drastically reduce your time, which would get you solidly in the top parts of the BOTH leaderboard!
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Yeah, at first I was trying to drive him over from the SPH, but after it taking forever and me flipping the command pod onto the hatch or having it explode I realized there has to be a better way. Then I tried putting a ladder on the launch clamp, but couldn't get close enough to the chair (also, Kerbals can RUN UP the launch clamps. It's ridiculous!). So I figured, why not put the ladder pointing up and have him climb it, then detach the pod on launch? The platform was needed because he didn't always grab the ladder when exiting and would fall 150 meters, yet always be fine. My first almost successful run of this challenge required I EVA into escape from the Mun and try to "bounce" on reentry. My latest outro is actually video from the "aerobraking" maneuver
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Well, I tried going for a direct ascent but it didn't really save any time (it actually took much longer than my last attempt) so don't count this one (it also wasn't a valid entry, couldn't take off again). Though, I think if I waste a lot of fuel I could use this method to get there in under an hour.
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I tried to "simulate" the kerbal by placing one of the 0.1 ton probe bodies ontop of the flat octo probe to see what that would do to the dV, but was still getting high values. I fully expect that it was my piloting that resulted in the discrepancy, I was doing less than stellar Part of that was because I didnt have the seat perfectly centered. Usually the probe's SAS could handle it, but I had to fight it every now and then. I could have centered it better, but after several hours of trying to get something to return from the Mun, it wasn't a high priority. I have an idea I may try tomorrow.
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tavert that is really impressive! There goes my 15 minutes of being (tied) in first I imagine mechjeb helps quite a bit for this since it fly the most efficiently. My piloting skills aren't quite up to par in efficiency. My craft had something like 7 to 8 km/s of dV according to flight engineer, but I was getting substantially less in practice. I applaud your good design and may have to try the powered landing if I go for this again. (Though I had to quickload a few times from the Mun in order to actually get an intercept without running out of fuel...) I for one welcome our new robot overlords (and their human ship builders) Thinking I might try for shortest time using nothing but mainsails and skippers, maybe just mainsails, just for fun! (Who doesn't love mainsails on a lander? Me, that's a terrible idea, but sounds very Jeb.)
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My ship is similar to Smidge's (the cubic plus mini decoupler weighs less than the radial decouplers) but has some noticeable differences. I couldn't get less than 450 fuel and still return (though made it there with less than 400 once). It still took many tries... In the end, 450 units of LF and 4:49:50, which I believe will make a 4 way tie for first on the Both leaderboard
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[All OS][Java][0.2.19] DataSwitcher- Instance Manager
magico13 replied to magico13's topic in KSP1 Tools and Applications
I just posted a new release (0.1.10) with some rather substantial changes. I have confirmed that it will run properly on Linux (at least 0.1.9, I didn't test 0.1.10 on Linux) and so should run on Macs too. I redid versioning a bit to Major.Minor.BuildNumber which I think is a little better. BuildNumber directly corresponds to revision in the svn repository. Some notable changes since the first release: * Buttons are disabled when deleting or copying files. If they go grey, just give it a moment. It's taken nearly 40 seconds on my tablet to do a GameData import, but is 3 seconds on my desktop. * Ability to import the current GameData directory (this allows copying an instance by activating it and then creating a new instance with import checked) * Use of symbolic links (when the filesytem supports it). This means that activating an instance is much faster and doesn't use twice the hard drive space. * Added current instance indicator and "status" indicator. The status indicator is still a WIP but will let you know that the program is doing something. GUI lockups won't be as frequent. * Added log.txt file. Please send this to me when reporting bugs. The pictures are a little out of date, but overall functionality is the same. As of right now (a few days after its creation), nobody has replied to this thread (or probably tried DataSwitcher out). For those of you who have looked and possibly considered downloading but chose not to, could you let me know why? I would like to make a program that others find useful, so it would be beneficial to me. I'm always willing to take suggestions (though may not be skilled enough yet to fully implement them). Thank you! -
The only issue then is that it fills the Waste and WasteWater and Carbon Dioxide, and if I were using Kethane it would probably fill that too. If the first ones get filled, it will also kill the Kerbals. Unless Crew Manifest lets you adjust resources before launch too? For the author: Is there some way to detect what resources should be empty on launch, as a temporary fix until the build list is made?
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I was going to use this in a new modded series, but since I was using TAC life support I had the issue of Waste and WasteWater and all that filling up when the craft was finished building, along with not having any resources for the Kerbals during the build time. When a build list get's implemented so the craft doesn't actually get put on the pad until it's finished, then I'll definitely be using it. Until then I think I'm going to have to hold off, unfortunately :/
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DataSwitcher is a Java program for every OS that allows you to have multiple instances of KSP (currently just the folders). How is this useful? It allows for multiple sets of mod installations that you can quickly and easily change between. For example, say you regularly swap between playing stock and playing with a bunch of mods, but occasionally you play on a KMP server. Each time you want to change between them you have to either copy GameData folders that you've backed up or you have to delete/reinstall the mods. With DataSwitcher it's as easy as selecting the instance from a list and pressing Activate! I made DataSwitcher because I needed it for that very reason. I had previously written a batch script to handle my multiple mod sets, but it wasn't easily expandable if I wanted to add another. DataSwitcher is written so you can have as many instances as you would like, can add more quickly and easily, and can swap between them with ease. Don't want to reinstall all your mods when you try DataSwitcher? Don't! The new version lets you import any folder into newly created instances on a per-instance setting! You've got nothing to lose by trying it out. Though, make sure to remove the instance if you decide not to use DataSwitcher anymore (or copy the folders back to the KSP folder) as the newest versions use symbolic links. (Probable) FAQ: Q: What is DataSwitcher? A: An application to manage multiple folders for different sets of mod installs. Q: Why Java? Java is slow and bulky and annoying and nobody likes it. A: Because it's multi-platform and I know it better than C++ (thanks to playing around with Minecraft modding). Q: Will this run on (Linux, Mac OS, a toaster)? A: It has been tested on Windows and Linux, but is written primarily on Windows. It should run on anything that runs Java. Q: Isn't this just like [insert addon/program] but lacks 98% of the features? A: Maybe, I've never used any mod managers or anything like that for KSP. I wrote this because I needed it and thought it would be fun/a good learning experience. I uploaded it for others to use in case they also wanted a tool like this, and to possibly learn from my source code. Q: Can I view the source/fork this? A: Yes, DataSwitcher is open source and I am allowing forks without asking, as long as I receive attribution. To view the official license (Creative Commons Attribution-ShareAlike 4.0 International) click here: http://creativecommons.org/licenses/by-sa/4.0/legalcode Q: Where is the source? A: http://magico13.net/svn/DataSwitcher should have the latest up-to-date source code, otherwise each release I will try to include the source. That link is an SVN repository, and can be checked out just like any other svn repository (using tortoisesvn, or the subversion client in linux) Q: I looked at the source, this is not written all that well. What gives? A: I have never been formally trained in programming, so it's all self-taught. As a result, I'm not the most efficient or even that good at programming. But it's fun to do, and when I've got the need for something I can usually write something functional. Q: I found a bug! How can I report it? A: Probably here on the forum is easiest. I can't promise to get to it right away, but I will try. Send me the log.txt file that gets created and let me know exactly what you were doing when the bug popped up. Q: What else are you planning on doing with this? A: I'd like to allow full KSP instances to exist, so you can run multiple versions. Also, save game backing up would be good. I will primarily make changes based on what I need/want, but please offer up your suggestions! Q: Where does this place the instances/settings.cfg/log.txt? A: As of 0.1.10, in the DataSwitcher folder that gets created in the same folder as the executable. Previously it was in ${HOME}/DataSwitcher Q: My instance didn't load into the list when I started DataSwitcher? What gives? A: Check the log.txt! Did you use an illegal character in the name? ; \ / are all forbidden (probably more), but it doesn't actually prevent you from using them in the name. If it's a semi-colon, open the settings.cfg.bak file in notepad and remove the extra ; between the instance name and the game path. Then rename the instance folder to not include the semi-colon and rename settings.cfg.bak to settings.cfg. It should work now. Q: What does each button do again? A: The "+" opens the create new instance dialog, the "-" deletes the currently selected instance, and the "Activate" button will apply the current instance to the KSP install. Q: How can I select multiple folders to import? How about viewing what folders I have selected? A: Use the control (ctrl) or shift keys to select multiple files/folders. You can view the current selected ones by hovering your mouse over the "Select Items to Import" button. Q: So I can import any file or folder? Even saves and KSP.exe? A: Yes. However, as of 0.2.16 importing KSP.exe or Launcher.exe won't allow the game to run (not sure why yet). If you import the saves folder, DO NOT USE FALLBACK MODE or you will lose information. You can tell if fallback mode is active by checking the settings.cfg or seeing if there's an arrow on the icon for the folders in the Kerbal Space Program folder (steam/SteamApps/common/Kerbal Space Program for steam installs). If you don't want conflicts, every instance should have the same files and folders, if not then switching from one to another may leave links to instances that aren't supposed to be active (which may be useful somehow). Q: What is Fallback Mode and why does it suck? A: The normal mode of operation uses symbolic links to reduce the amount of time and space required when activating an instance. As a happy side effect, any changes the game makes to these folders are actually made to the instance (such as saving the game). Fallback mode is for when the system doesn't support symbolic links or the user is not running as an Administrator. It works by copying the folders directly, which works great for things like the GameData folder as long as no mods or the game make changes to the folder. The instance will not know that changes were made, and so when the instance is changed the changes will be overwritten (in the case of the saves folder, all progress since the instance was created will be lost). In the future I want to try to fix this issue, but in the meantime don't use fallback mode unless you absolutely have to. If you get the message about insufficient privileges, simply exit and right click DataSwitcher-0.x.y.jar and click "Run as administrator". Q: I enabled Fallback Mode and want to disable it! A: Locate the settings.cfg file in the DataSwitcher folder. Open it with wordpad/notepad/etc. and change "FallbackMode;true" to "FallbackMode;false". Start DataSwitcher and you're done. Q: I told an instance to Always/Never autostart the game and want to change it! A: Locate the instances.txt file in the DataSwitcher folder. Open it with wordpad/notepad/etc. and find the name of the instance you want to change. At the very end of the line is a number, it controls the default action for launching the game. 0 means 'ask', 1 means 'always', and 2 means 'never'. Change it appropriately (it is always safe to set it to 0 and make the selection from the popup) Q: Alright, I'm interested. So, how do I use this? A: Simple! Run it (might require java 7), then click the "+" to add a new instance. You will have to enter a name for the instance and browse to the "Kerbal Space Program" folder. For steam on Windows and Linux it should autodetect the folder (if anyone knows the Mac steam folder let me know what it is!). The path is saved per instance, not globally. You can optionally import existing folders into the new instance (I highly suggest selecting at least the GameData folder!). Locate the newly made folder and merge the stock GameData folder into the GameData folder located in the instance (already complete if you import it). Add mods into the instance GameData folder as desired. Then press the "Activate" button with the new instance selected and it will replace the folders in the game directory with the ones in the instance. You can have multiple instances and they won't interfere with each other. Pictures (v0.0.1.6), slightly outdated but the GUI is mostly the same: Warning: This tool manipulates files and folders on your computer and so there is a possibility for data loss. I HIGHLY RECOMMEND BACKING UP YOUR GAME (you can copy and paste the entire KSP folder or just backup GameData and your saves) BEFORE TRYING THIS FOR THE FIRST TIME. I use it myself nearly every day without issue on my primary computer, but under other conditions there could be unexpected problems. Download: DataSwitcher-0.2.19.jar (dropbox) Source: http://magico13.net/svn/DataSwitcher/ Changelog: I just recently discovered that you can have CKAN manage each instance independently by importing the CKAN folder along with the GameData folder. I am extremely happy about this, because it will make keeping each instance up to date much, much easier
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Naming scheme for your ships! (0.24 edition)
magico13 replied to mangekyou-sama's topic in KSP1 Discussion
I've been using various physicist names going in alphabetical order. Such as the Archimedes Launch Platform (Originally the Minmus Launcher) or the Brahe Munar Probe. Next up is Copernicus, probably a Munar Lander. -
So far, so good! Wait... nope.
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I had seen it on Steam and was considering it, but figured it wasn't really something that would be that interesting to me. I tried out the demo, found it was nothing like what I expected, and after a few hours of crashing rockets into the ground I bought it. I have nearly 120 hours of gameplay according to steam, yet have barely scratched the surface of what's available in just the stock game, not to mention what gets added with mods. I love it so much I even started recording my gameplay, which I was always too afraid to do with other games.