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MisterFister

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Everything posted by MisterFister

  1. *sigh* I am such an idiot. I'd noted this before (I'm compiling data on a lot of mods into a spreadsheet for my own personal use -- I'm continuing an experiment that I started back in KSP v1.1.4 with Linux-64, and I'm attempting to see how transferrable that data is to the Windows64 compatibility that v1.1.x now gives us) and I NOTED this mod moved over to ModActions... but I typed that notation in the wrong spot and lost track of where I was. So, not only was this a stupid question, but I'd already known the answer. Thanks for the reply though.
  2. Apparently I made a GH username a while ago, "MisterFister2016" but haven't used it. Full disclosure, while I consider myself a quick study, my last coding experience was in high school with BASIC and vBASIC. I'm compiling a personal spreadsheet of ... well, long story short, a lot of mods, and I'm just chewing through it in some sort of loose alphabetical format to get my final spreadsheet formatted the way I like. I think I'll have three-hundred-fifty-plus mods listed just from what I've been exposed to through CKAN, and I estimate another fifty or so from non-CKAN sources, but at this time I'm about twenty-ish percent of the way through my CKAN-sourced data. One specific piece of data I'm making a special column for, of course, is each mod's forum thread, which is what's leading me to all of these items that I'm notifying you guys of. And to be clear, this is a personal project and nothing I set out to do "for" CKAN, but like you obviously realize, some of this data would be useful to CKAN anyway. If someone could PM me here on the forums (I'm not in the habit of checking my GH account, yet) with some info on how to get started, preferably with some indication as to when they'd be online live for some real-time assistance with my basic noob-level questions, that'd be awesome. I'm in New York, my time zone is UTC -05:00, and my best availability is afternoons and evenings but other times can work too. To be clear, once I get through my personal project (a project that I estimate will generate CKAN-useful data on at least several dozen mods, assuming the frequency I've seen so far is representative of what I can expect, plus potential data on those non-CKAN-sourced mods I mentioned) I'll be freed up (and, by that point, somewhat experienced -- I hope ) to be able to help in other capacities.
  3. That sucks, man. Hope you feel better soon. Ok. I'm perfectly willing to experiment with them side-by-side on my own, of course, but as a preliminary item, are you aware of any technical reason not to attempt to run them side by side? (Other than overlapping effect?)
  4. Awesome, @Boris-Barboris, thanks! For the record, I only asked out of curiosity because I'm consolidating a LOT of notes on mods that I have info on from back in KSP v1.0.4 days when I was running huge modlists in Linux-64 (several different modlists across that version and v1.0.5). Frankly, I'm surprised at the amount of automated detail I already have, owning largely but I suppose not exclusively to the fact that I was using CKAN so heavily at the time. If you're curious in the longer version of the story, I can share (it's no secret, I just don't know how much you care) but the short version of why I asked here is because I'm trying to parse and convert the data that I have into spreadsheet form. One piece of data that I have on like... 97% of more than 400 mods, I think... is forum thread. Obviously, I found this forum thread on my own, but I've found that being on Spacedock allows for more auto-population of certain other types of metadata that can, if that metadata is correct, serve to reduce CKAN's burden on other mod-authors. (For example, semantic KSP version updates where mods remain forward compatible, like yours being kosher for the next version... Github's metadata is less obvious to the automated crawlers working behind the scenes at CKAN for details like that, when compared to Spacedock. To say nothing of Spacedock's ability for manual installers to subscribe for automated update emails. :)) So thanks!
  5. @Porkjet, I note the string of comments talking about using and testing this mod on their own with no visible problems. Can you confirm that the mod works on v1.1.2? (I'm aware of silent-errors and other issues that wouldn't be user-visible.)
  6. Do you have a source for chase planes not being able to hear a nearby plane's sonic boom? This thread says they would be able: http://aviation.stackexchange.com/questions/17243/does-a-mach-1-plane-hear-a-sonic-boom-from-a-mach-3-plane-overtaking-him You don't hear your own shock inside, but anyone else in contact worth the shock wave should hear it, including chase cameras. I think he was trying to say that if a chase plane is within the lead plane's shock cone (and presumably creating its own sonic shockfront) then another craft following close enough dead astern wouldn't be able to hear the lead craft's shockwave. Either that, or he was referring to positioning of the game camera, so the same effect.
  7. @Boris-Barboris, this looks like an awesome mod. I wandered into it through CKAN. Is there any thought to posting this mod on Spacedock? Also, is v1.5.3 of this mod compatible with KSP v1.1.2?
  8. Is this mod still actively supported? Has this mod's functionality since been ported over to a mod of a different name? I note the date of the last post on this thread.
  9. Hokay. My notes are a lot more detailed than I thought from back in my v1.0.5 days. I'm finding a lot of metadata mismatches, typos in homepages, and a lot of other stuff. What's the best way for me to contribute some feedback over an extended period of time across numerous dozens of mods that I'm manually cataloging and indexing? Here, GitHub, somewhere else?
  10. Might I also ask that someone consider posting this mod to Spacedock as well?
  11. Heh. Yeah, exactly like that. Anywho, I'm going through my list of mods that I'd installed or was keeping my eye on for v1.0.5 to see how they're doing for v1.1.2. It's rather tedious, but I'm finding a lot of info, and links to other mods I wasn't aware of. One, an add-on set of skins for Aviation Lights, is listed on Spacedock but is not indexed here. Think it would fit in well here?
  12. One follow up thought -- if @Coffeeman is maintaining this mod, would a new thread be in the works?
  13. Is this release posted to Spacedock? I can't verify what's posted to Spacedock because clicking on that link in the OP results in a 401 error.
  14. By "multiple categories," do you mean "lander" vs "lifter" vs "drive module," etc.?
  15. Feature request -- could you make a button on the CKAN interface to bring someone to this forum thread directly? Also -- "covenantcapitalship" mod only has metadata pointing to a Kerbalstuff link and a username "amankduffers," which doesn't appear to exist on the forums. Also, mod "CraftHistory" has a forum thread not listed in the metadata.
  16. @DMagic do you have a mod called Contract Parser? I discovered it through CKAN, and the only info in the metadata points to a GitHub link for a user "DMagic1". I can find no forum thread on this mod / modlet. Is that you, or is that someone else with a similar username?
  17. You mean other than the mod author posting a few entries above yours where they specifically say that they're redesigning the contract pack to accommodate changes in stock contracts for v1.1?
  18. Is this mod still actively supported? I see workarounds posted that involve SmokeScreen and some errors being thrown in v1.1.0.
  19. I'd like to report a download issue with the Final Frontier update that just pushed within the last hour or two. CKAN is attempting to pull from Spacedock, ...download/1.0.8-2319, whereas the correct version number is a single digit off at /1.0.7-2319. The Spacedock listing itself is correct as a manual download is successful, so I'm thinking this is a netKAN issue.
  20. That'll definitely solve the issue for CKAN and for manual installs, that's for sure. Be advised, though, that even if you were to separate it out as a single-file dependency, you'd have to decide which version of the file to use (and they're not identical, so the same would need to be done for manual installs anyway.) It's also worth noting that there are a few key mods listed out there for single-file or other dependency-type mods, including ModuleFlightIntegrator and ModuleManager. Just a thought.
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