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ToxicFrog

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Everything posted by ToxicFrog

  1. Sweet! Does this mean that building while unfocused will work in the 0.90 release?
  2. I do actually have KJR installed. What I'm getting from this is that firing the interstage decoupler or all of the surrounding fairings will detach the payload above the fairings; neither will detach things connected directly to either side of the interstage ring itself, you need a separate decoupler for that. Is that correct?
  3. That's what I thought at first, but detaching all of the side fairings also detaches the stage above, as far as I can tell.
  4. What's the "decoupler" built into the PF Interstage for? I nearly lost a rocket because I assumed it worked the same as a normal decoupler, but no -- it doesn't decouple the fairings themselves (those decouplers are built into the fairings) and it doesn't decouple the stuff above or below it (you need a separate decoupler for that), so what's it there for?
  5. I've done something similar with a few mods. CKAN will work fine, but every time you uninstall or update such a mod you'll get a bunch of error messages -- it'll still work, but it'll complain that it can't find the files that you deleted so that it can delete them itself. Bear in mind that on update it will re-add the parts it removed, and you'll have to delete them again. You might want to consider using a ModuleManager config to hide the parts, or writing a custom .ckan file to filter them out of the install.
  6. I'm using prerelease build 164 on 0.90 without issues, but it's a new save, not something migrated from 0.25.
  7. Couldn't you just use a long-range omni? I've been deploying a satellite constellation at 500km with the basic omni antenna, that lets them cover all of Kerbin's surface, all of LKO, and keeps them in range of each other without needing aimed antennas.
  8. Conveniently, CKAN can manage multiple KSP installs with different mods or even different KSP versions in each one. And if you want mods that aren't in the main repo, submitting them to the repo or even hosting your own repo is pretty easy. I'm not quite as mod-heavy as you are but I'm using 40-odd mods these days and CKAN has made life a lot easier.
  9. To be fair, that outdated mods message on load is wrong more often than not and I wish there were a way to disable it. That said, I just tried EPL in 0.90 and not only did it not work, it broke everything else as well. So I'd recommend waiting for an update.
  10. I noticed that USI-SRV 0.2.0 isn't being picked up by NetKAN. The metafile looks ok; any idea what's going wrong? I don't know if there's an intended procedure for this, but here's how I did it: Delete everything except the CKAN directory Revalidate KSP install so everything gets re-downloaded Periodically 'ckan list' to see which mods have updated, and then 'ckan upgrade' to install them There's no need to uninstall the incompatible mods this way because they aren't actually installed, but CKAN still has them in the list so it's easy to check and see which ones have been updated. That said, I use the command line and you seem to be talking about the GUI; I don't know how it handles this. Two days ago, yes.
  11. AIUI, you have three options: - wait for an updated specfile to hit the repo - host your own CKAN repo, edit the specfile, and update from that (ckan update -r) - download the specfile and install from that directly (ckan install -c)
  12. I had the same problem with the gui version. tty version worked fine, though, so try that and see if it works. If spelling is an issue, try "ckan available" to list mods, and then copy-paste the names of the ones you want rather than typing them out by hand.
  13. High five, plague buddy Hmm. Arguably, a "derivative work" would be a knockoff website or similar, not a program that simply uses the data available on their website; and the "restrictions on use" section includes this: ...which implies that bots and spiders that don't unduly hammer the website may be permissible. But it's unclear enough what they mean by "derivative work" that I'd at least email and ask them, yeah. That said, looking at the CKAN spec, it looks like I could write appropriate specfiles for the mods I want that are only on Curse, give them appropriate download lines, host the resulting specrepo locally, and while it wouldn't automatically update the versions with netkan or anything, ckan would still be able to handle the downloading and (un)installing part for me, which is still a huge win.
  14. E: both issues have now been solved: ckan gui fails with an inability to load libgdiplus.so - make sure libgdiplus is actually installed - make sure libgdiplus.so (and not just libgdiplus.so.0*) exists, and create the appropriate symlink if it doesn't ckan update fails with a certificate validation error - the default mono install hates all certificates and doesn't use the system root certificate store; run 'yes yes | mozroots --import' to get a base set of root certificates Now that I've gotten this working, it is very slick. I like it a lot. However, the small selection of supported mods really hurts it; it means that I'm going to have to use it in parallel with TinkerTime anyways, at which point I might as well just use TinkerTime for everything and deal with the constant crashes. Curse support would help a lot, I think. The OP mentions that Curse doesn't have an API you can use, but is there some reason you can't just scrape the Curseforge page the way TT does? Extracting the actual version number may be impossible, but extracting the timestamp of the latest release is trivial (it's given to you in unix epoch time, even), and that's a lot better than nothing and sufficient to version it.
  15. The "evacuate" command doesn't seem to work; I can set it to an action group but nothing happens when I trigger it. I can still have the kerbals spacewalk into the pods, but that's cumbersome. Known issue in 0.24.2, or is one of my other mods breaking it?
  16. Is there any way to build while unfocused, or, failing that, make building happen instantaneously? I'm not really willing to stay focused on the same station for weeks at a time while it builds something, but the progress indicator doesn't go up while it's unfocused either.
  17. Actually, Github has a releases system designed specifically for this kind of thing. If the OP doesn't want to use Spaceport for some reason, Github Releases will stand up to this sort of traffic much better than most personal web hosting will.
  18. Good catch. I\'ll probably have to add a specific exception for this. It tries to decode everything as UTF-8, because, at least until now, that worked with all of the part configs and fixed an issue with non-ASCII rocket names that were causing encoding detection to fail. Why can\'t everything these days just use UTF-8 :\'(
  19. The test servers go up and down a lot, mine in particular is down right now while I do some upgrades. You can always run your own. Type 'help' and it\'ll give you a list of all of the commands, and 'help [command]' for detailed instructions on a given command. I freely admit that the editor is somewhat arcane, though. You shouldn\'t need to worry about wiping out a save file, though - it doesn\'t actually save anything until you run 'save', and it creates a backup of the original file when it does so. 'input length = 1' is an error from one of the libraries I\'m using and generally means a text-encoding problem of some kind. I thought I fixed that bug, though - and I can\'t reproduce it here. What OS are you using? What language are you using? Are you sure you have the most recent version of Kessler? If the answer to that last question is 'yes', could you upload the part.cfg for those three parts for me to look at?
  20. What second question? If you mean your thunderstorm analogy, it\'s not something I can answer because it makes no sense. There isn\'t a comprehensible question there. There is no download for just the save editor without the rest of kessler, nor is there any reason to have one - it would only save 50k or so.
  21. Try running it from the command line and see if you get a sensible error message. I don\'t have a lot of time to work on Kessler right now, but when next I do I\'m looking into a different way of launching it on windows that\'s hopefully less of a pain. That is a very confusing question. If what you\'re asking for is real-time, synchronous multiplayer, Kessler doesn\'t do that and never will - it just merges save files. What you\'re after would require plugin support at minimum and possibly changes to the core game engine.
  22. Something has gone wrong, yes - please upload your persistence.sfs somewhere so that I can look at it.
  23. You run it once before starting the game and it syncs them all then. It\'s also safe to run when you\'re at KSC or in the VAB. It is not safe to run while in flight or on the launchpad, nor will it stay running and keep auto-syncing - for starters, it can\'t tell when it\'s safe to sync! Not yet. Updating and especially deleting objects is kind of a can of worms and something I\'m still working on; if this feature does show up, it probably won\'t be until after .16. The servers are all hosted on private computers and can go up and down for various reasons (such as me rebooting to install updates and forgetting to start the server again afterwards). The one on Orias should be running again now, at least. Good question! Can you upload your .sfs somewhere for me to look at, and mention which ships are bugged out?
  24. I have released a minor update. - Minmus is now supported in the editor - Body names are now case insensitive when using the \'orbit\' command in the editor - Save files containing non-ASCII names (for example cyrillic) should now load properly even on windows, although the names may not display properly in the editor Yes, it\'s included in the download. Edit kessler/server_config.txt and then run kessler_server.bat.
  25. I\'m having a bit of trouble with the docking nodes. I have the hotfix installed. I select a docking node, hit W, then attach it to the back of my rocket. So far so good. Once I\'ve done that, though, I can attach stuff to the left and right of the node, and behind it, but not above or below it.
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