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hakan

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Everything posted by hakan

  1. @Noobster, do I spy the .90 skill icons in your screen shot? And @bernierm, thanks for the kerbalstuff upload, I'll take care of the packaging first thing tomorrow (after my .90 finishes downloading, that is )
  2. Actually, one itty bitty tiny little nit to pick: The Thread, and the entry on [Moderator removed defunct website link] is called "Space Tug", the directory in the zip file is named "OrbitalTug"... Any chance to unify those two names so we go with only one of them? Preferably just rename what's inside the zip?
  3. Also, having the source code on github tends to attract people helping out... NOOOOOOOOOO!!!!! NOT THE EVIL ONE!!!!!
  4. Amaaaazing, here, have some rep. And, if you could upload your plugin to kerbalstuff.com instead of dropbox, It would increase visibility. An after that, if you would "officially" allow us to package it for CKAN (just a short "yes" on the forum), we love you soooooo much more (speaks the CKAN advocate guy)
  5. @TriggerAu, would it be possible to set an alarm for changes between "low" and "high" space, and possibly from "in-atmo" to "outside-atmo", like you have with the SOI change alarms?
  6. @zitronen, on a different tangent: Is is possible to share the serial port between multiple plugins? And if so, could you add a "Z" or something at the beginning of your data stream? I want to control additional stuff on my controller, like the brightness of the 7-segment displays, and control this (in the best case) through a GUI element on the PC. The easiest way would be via a potentiometer on the controller, but who in this thread goes with "easy" solutions?
  7. Does this still hold true with things like Real Solar System? (checks wiki) You are lucky, even Mercury and Neptune are only 7 characters This, on the other hand, is true...
  8. Very very nice addition... I imagine this could lead to an explosion of mod packs, though, so some discovery mechanism might be cool... On the other hand, I'm sure you are already hacking away at that as well, right?
  9. YES!!! THIS!!! Actually, let's see whether I can mount a sounding rocket with a fireworks module (what? not implemented yet? RoverDude, what are you waiting for?????) on my Steampunk ship and lauch missiles from high above
  10. I'm still wiring up the first five miles of copper wire for my first memory module WITH 500 PIECES OF INFORMATION
  11. Now this is what I'm shooting for with my controller... Except no "verb" + "noun" entry, AND NO PENCILS IN MY CRAFTS
  12. See, this is what I have in mind for my custom console... Except for the parts with the pencil and "command" + "verb" entry, that it
  13. Please please please add a github repo and releases. Or even better, upload them to kerbalstuff... You are making me want to break my self-promise of playing only ckan'ified mods
  14. I played with the "other project" for a bit yesterday. KerbalX is by far the better craft hosting site, but the addon Gameframer has allows uploading craft from inside the game... Which I found to be a very nice thing
  15. Cool, then I'll try to wrap my head around the RealSolarSystem components. I just had a quick look at the sources on github, and was scared away by the power curves in the config files And with "MechJeb", I meant the wiki page MechJeb-Ascents. I guess I have to play around a bit over the weekend to see how much effort it will take to see a Steampunk ship flying over good old Britannia
  16. Would it be possible to cut down / reconfigure RSS to replace only Earth and the Moon? To create a "RealLookingTerraAndLuna" mod? What I am looking for is basically the textures for Earth, with launch centers for earth, and possibly the landing Mun easter egg / Armstrong memorial, but keeping everything else as it already is, including MechJeb support...
  17. Yes, that was me introducing the "conflicts" markup between "FASA" and "FASALaunchClamps" as the former already includes the two clamps. ( https://github.com/KSP-CKAN/NetKAN/pull/145 ).
  18. ♫ 'cause there ain't no kraken to give you no pain ♫
  19. Could you open up an issue to this effect at the CKAN project please? URL is https://github.com/KSP-CKAN/CKAN/issues. So I don't forget looking into this when I get around to do some more CKAN work at the weekend...
  20. True dat! The only downside is that I lost count of how many times I type "ckan update" in my git working directories and "git update" when I am actually at home, trying to refresh my game On the other hand.... Maybe I should add "ckan pull" as an alias to "ckan update", just to confuse people a tiny mit more
  21. My dear doctor, mayhap you are aware of universe-changing events looming just at the horizon, "0.90" or such mumbo-jumbo the boffins like to call it. Are your secret fuels, be they rarefied from Whales, be they the explosive powder from Chinaland, in any way based on "OSR", "OSR-X" or the "Community Resource Pack"? If so, may I point your attention to http://forum.kerbalspaceprogram.com/threads/91998-0-25-Community-Resource-Pack-0-2-3-2014-11-01?p=1583519&viewfull=1#post1583519 wherein a cat herder named "RoverDude" speaks of doom awaiting those who don't use "Regolith", whatever that may be and however it might be converted to Whale Oil, Gunpowder and Steam?
  22. I need to check whether this is a good alternative to AutoAsparagus, which is much more constrained in scope. xytovl , would you mind adding an entry at kerbalstuff for your addon too? CKAN can pick up releases at github, but full kerbalstuff is better integrated
  23. Thank you, I amended our description files, so any new release you upload to kerbalstuff will be (nearly) immediately available to CKAN users
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