Jump to content

hakan

Members
  • Posts

    387
  • Joined

  • Last visited

Everything posted by hakan

  1. Thanks for all the tips, I guess I will need a few extenders after all
  2. I just uploaded the Jolly Jeb from the Vertical Propulsion Emporium mod (adding a bit of steampunk flavour to the game) ( http://kerbalx.com/crafts/401 ). The balloon on the top of it gets misrecognized as FAR while it is actually from Hooligan Airships mod, even after I ran PartMapper and re-uploaded te craft. Which gave me an idea: Does the PartMapper read the *.version files if present? They might give you a strong hint which mod a directory really belongs to.
  3. That suit swapping is really cool... Maybe I should install a few more packs beside the Steampunk ones
  4. After having hunted through all forty pages of this thread for the craft file of Jolly Jeb... Might I ask the Professor in all humility to include the craft in his upcoming releases? Or, to make it even easier for us CKAN packagers, put a separate archive with only crafts in it (maybe even a few trains and space stations) on kerbalstuff?
  5. A thread index as second post seems to be customary
  6. I started a thread for my Kerbal Controller with No Name, forum link at http://forum.kerbalspaceprogram.com/threads/100971. As it is customary for my projects, it always at the "very alpha, but will be functional ANY MOMENT NOW"
  7. So I fly over the desert with a Controller with No Name (oops, already slaughtered that beautiful song ) Having seen all those beautiful controllers here, and wanting to have something more immersive than a laptop keyboard in front of me, I read thread upon thread and learned stuff upon stuff about Arduinos, at long last, my custom controller reaches its "Hello World" stage: My row of five switches will control RCS, SAS, gear, lights, brakes. The four 7-segment-display elements from Adafruit will be mostly for displaying Periapsis and Apoapsis since I tend to have always MechJeb orbital info window switched on for this purpose. And the Joystick for controlling of course After experimenting with an Arduino UNO and much deliberation about extender boards, I decided to go with a Mega which should give me enough ("ENOUGH? WHAT IS THIS EVIL WORD YOU KEEP USING?") inputs and outputs for my controller. For the KSP side of the code, I will use Zitronen's addon. The Arduino side will live in my github repo, which is also just at the hello world stage. As this project is as much about learning Arduino as it is about building a cool controller, I want to have the Arduino part buildable on travis-ci.org. Stay tuned for all my mishaps on the way And now, for the image gallery which hopefully will grow on and on:
  8. Veeeeeeeery cool May I ask where your Kerbal got his nice leather googles from?
  9. Thanks for the permission. I just added the CKAN description to the repository, the scripts will pick up both the current release and your improved one after you upload it to kerbalstuff.
  10. Wow, these golden (bronze?) handrails should go really well with my steampunky ships from the Vertical Propulsion Emporium May I package your mod for the CKAN effort so it is easier to install and keep in sync?
  11. I am trying to set up ckan on my Linux system. There is neither Steam nor KSP on this box, as it is meant just to validate my set of ckanified mods. So, I download the current version of ckan, create an empty directory and try to "add" it to the CKAN registry: hakan@koala ~/src/ksp/installer $ rm -rf ksp-0.25 hakan@koala ~/src/ksp/installer $ mkdir ksp-0.25 hakan@koala ~/src/ksp/installer $ mono ./bin/ckan ksp add ksp ./ksp-0.25 --debug Sorry, /home/hakan/src/ksp/installer/ksp-0.25 does not appear to be a KSP directory hakan@koala ~/src/ksp/installer $ mono ./bin/ckan --version CKAN Client 0.0.0.0 ... You are using CKAN version v1.1.0-0-gcb731cb (unstable) I also tried creating a "GameData" inside my ksp directory and adding a readme.txt, to no avail, every time I get the "does not appear to be a KSP directory". What is the minimum set of files and directories for CKAN to assume a valid installation?
  12. About CKAN, at this moment there is nothing that would kick the robot to re-index, I believe it still is a manual step to launch it. Having said that, I ran the reindex locally on my machine, and it picks up the 3.0.5.0 release just fine
  13. WOHOOOOOO!!!!! My GameData ist clean, I don't have any 'autodetected dll' in my list anymore Now all I need is to provide netkan files for the twenty other mods which are hand-managed, and we are good to go for the next KSP update
  14. Actually.... Does this have to happen on your box? I could imagine setting up something on travis-ci.org if you trust them to have write access to CKAN-Meta (which a bot job would need to have). My other hobby (actually my main ) is to automate stuff all day long...
  15. Me be sorry, too... I know kerbalstuff only from an user point of view. Which means that the admins would need to step in. On the other hand, at least, we found a solution for the issue
  16. ARP works, but KAC fails. Then again, if I look at the API dump https://kerbalstuff.com/api/mod/231 (for KAC) still has some "KSP Version x.yz" for older versions in it, but https://kerbalstuff.com/api/mod/195 for ARp is fine. So, this looks like a Smoking Rocket to me
  17. Good question actually, the only difference I notice in your listings is that you entered "KSP Version: 0.25.0" in the version fields ( see the output on https://kerbalstuff.com/api/mod/231 ) and other mods have only a "0.25" there ( see the output on https://kerbalstuff.com/api/mod/275 ) I have opened up a bug ticket in the CKAN project, but it might be better if you fix the metadata on your side as well. The same issue would hit the Alternate Resource Panel as well, I guess.
  18. @TriggerAu, could I please ask you to set the required KSP version information on kerbalstuff.com? This would make packaging your mod for the Comprehensive-Kerbal-Archive-Network much easier
  19. @TriggerAu, could I please ask you to set the required KSP version information on kerbalstuff.com? This would make packaging your mod for the Comprehensive-Kerbal-Archive-Network much easier
  20. Overly OCD? Is it possible to be overly OCD about mods? Honestly, I am planning to launch a few more rockets since about three weeks or so, but following all the postings about my favourite mods, following the CKAN efforts and writing auto-installer for said mods, and, and, and... Just sucks all my free time... But one of those days, I'll have a system which can auto-install and auto-update itself! YES SIR, I WILL!!!!
  21. Well, nothing you do to make Kerbal Space any more Steampunky is really wasted... Except... Hey, I really really really really really need a Klaw.. Please... Pretty Please... With Instant Pudding on it
  22. Is there a way to hide a probe core inside a cargo barrel? I want to put a few communication satellites around Mun, but neither spoil the nice steampunky look of by craft by strangely alien, "high tech" looking parts nor make them manned... Ah, Kerballed... On the other hand, shooting them in a five-hundred-year mission around the Mun could be the Kerbal version of "banishment to Australia"
  23. I don't want to be *that* guy, but there is a slight typo in the mod title on kerbalstuff
×
×
  • Create New...