garithmar Posted October 13, 2015 Share Posted October 13, 2015 I've noticed the hangers like to explode off of things when they aren't attached to the main nodes. Quote Link to comment Share on other sites More sharing options...
Mugatu Posted October 30, 2015 Share Posted October 30, 2015 Is there another link to the ksp 1.0.2 beta version? Quote Link to comment Share on other sites More sharing options...
Science3002 Posted November 6, 2015 Share Posted November 6, 2015 I see some people have gotten this to work for 1.0.4. I cant seem too.. the right click menu shows no options for the parts. Any ideas? Quote Link to comment Share on other sites More sharing options...
zvergk Posted December 28, 2015 Share Posted December 28, 2015 On 06.11.2015 at 9:25 PM, Science3002 said: I see some people have gotten this to work for 1.0.4. I cant seem too.. the right click menu shows no options for the parts. Any ideas? same with 1.0.5 Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted January 3, 2016 Share Posted January 3, 2016 (edited) @allista Just another bump to see if an update or fresh news may be upcoming.... ?? Edited January 3, 2016 by Stone Blue Quote Link to comment Share on other sites More sharing options...
zvergk Posted January 4, 2016 Share Posted January 4, 2016 18 hours ago, Stone Blue said: @allista Just another bump to see if an update or fresh news may be upcoming.... ?? I think update will be with 1.1 realse Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted January 4, 2016 Share Posted January 4, 2016 1 hour ago, zvergk said: I think update will be with 1.1 realse zvergk, why do you think so?... Do you have inside information? Quote Link to comment Share on other sites More sharing options...
smjjames Posted January 4, 2016 Share Posted January 4, 2016 1 hour ago, Stone Blue said: zvergk, why do you think so?... Do you have inside information? Well, for one, theres going to be a LOT of work to be done for 1.1 and at this point, with 1.1 entering QA (I think it did recently or is very soon), allista might as well wait. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted January 4, 2016 Share Posted January 4, 2016 (edited) 1 hour ago, smjjames said: Well, for one, theres going to be a LOT of work to be done for 1.1 and at this point, with 1.1 entering QA (I think it did recently or is very soon), allista might as well wait. Granted... I understand that, and would expect that... I'm just wondering though, as this mod hasnt even really been officially released/updated since 0.90, so it hasnt even really made it past the LAST big upgrade, yet... And I'm NOT saying that it even NEEDS an update just because last was 0.90, and we're in 1.0.5, if it still works pretty much in 1.0.5... Also, Allista just kind of disappeared as far as this mod goes... I know he's recently been on the forums, but its been over 6 months since he posted any word on THIS mod... (And, yes, I know 6months of silence does NOT make for a dead or abandoned mod...)... Just sayin, tho... @allista Are you alive and well?... Just wondering if you had ANY news as to status of the mod... Even if there is NO news... Hope all is going good for you... Edited January 4, 2016 by Stone Blue Quote Link to comment Share on other sites More sharing options...
zvergk Posted January 4, 2016 Share Posted January 4, 2016 (edited) 5 hours ago, Stone Blue said: zvergk, why do you think so?... Do you have inside information? no i haven't inside information. just feeling. but looking at the status of мilestone on his github he has a lot of job to release 1.1 Quote Granted... I understand that, and would expect that... I'm just wondering though, as this mod hasnt even really been officially released/updated since 0.90, so it hasnt even really made it past the LAST big upgrade, yet... And I'm NOT saying that it even NEEDS an update just because last was 0.90, and we're in 1.0.5, if it still works pretty much in 1.0.5... Also, Allista just kind of disappeared as far as this mod goes... I know he's recently been on the forums, but its been over 6 months since he posted any word on THIS mod... (And, yes, I know 6months of silence does NOT make for a dead or abandoned mod...)... Just sayin, tho... @allista Are you alive and well?... Just wondering if you had ANY news as to status of the mod... Even if there is NO news... Hope all is going good for you... @allista was at the forum last time 18 december 2015 about mod status welcome to his github Edited January 4, 2016 by zvergk Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted January 4, 2016 Share Posted January 4, 2016 Gotcha... I cant access ANY Github domain on my current internet connection, so I cant really check up on mods other than on their KSP forum threads... Quote Link to comment Share on other sites More sharing options...
zvergk Posted January 4, 2016 Share Posted January 4, 2016 3 minutes ago, Stone Blue said: Gotcha... I cant access ANY Github domain on my current internet connection, so I cant really check up on mods other than on their KSP forum threads... print screen of Github http://imgur.com/a/X8a0Z Quote Link to comment Share on other sites More sharing options...
The Flame Cat Posted March 15, 2016 Share Posted March 15, 2016 Wont work because of 1.0.5. Quote Link to comment Share on other sites More sharing options...
Azimech Posted March 19, 2016 Share Posted March 19, 2016 I see a very bright future for this mod, now that aircraft carriers really are a thing. I'll send you a pm soon. Quote Link to comment Share on other sites More sharing options...
Wolf Baginski Posted April 6, 2016 Share Posted April 6, 2016 I miss this Mod in 1.0.5, it was making it so much easier to deliver things such as rovers. There is some overlap with the large service modules in Lithobrake Exploration Technology., but larger service bays in general can't substitute for this. You srill have to have set up some sort of coupler/docking. The same with cargo bays. Getting something, anything, like this in v1.1, will be a good thing. It doesn't have to be this specific mod. But the overall idea is a kerbalisation of a real problem. We don't really do the detailed engineering. We assemble high-tech black boxes Quote Link to comment Share on other sites More sharing options...
Meiyo Posted April 13, 2016 Share Posted April 13, 2016 Anyone know if this mod are in progress for 1.1 ? Or any other made like this for 1.1 ? Quote Link to comment Share on other sites More sharing options...
nebuchadnezzar Posted April 14, 2016 Share Posted April 14, 2016 I hope we see a 1.1 update for this mod! Quote Link to comment Share on other sites More sharing options...
colmo Posted April 24, 2016 Share Posted April 24, 2016 I believe @allista was waiting for 1.1 to drop before assessing the damage. He's a busy guy with a day job and other mods, so give him time. Quote Link to comment Share on other sites More sharing options...
Jeb-head-mug kerman Posted April 27, 2016 Share Posted April 27, 2016 I like it! Quote Link to comment Share on other sites More sharing options...
Leo_G. Posted April 29, 2016 Share Posted April 29, 2016 So can't wait to see this in 1.1. It's such a useful mod. Quote Link to comment Share on other sites More sharing options...
allista Posted May 1, 2016 Author Share Posted May 1, 2016 (edited) As this question, expectantly, raises more and more, I'll explain the current state of the project and future plans. 0. Currently the project is dead. I haven't touched the code after the KSP-1.0.2 patch. The Hangar has become big enough to demand full time attention, especially with the constantly changing API of the game. But I already have one full time work. To pay the bills, you know 1. KSP-1.0.* will not be supported. Both because I still don't have enough time for it and because the 1.1 is already almost superseded this version. 2. I plan to restart the development in summer, when things get quieter both on work and with KSP versions. Until then - sorry. I would gladly make this hobby my work, but who'd let me? Edited May 1, 2016 by allista Quote Link to comment Share on other sites More sharing options...
DarkGod Posted May 13, 2016 Share Posted May 13, 2016 Dont be sorry this is *good* news to know you'll come back to it Quote Link to comment Share on other sites More sharing options...
Jeb-head-mug kerman Posted May 19, 2016 Share Posted May 19, 2016 k yard??? Quote Link to comment Share on other sites More sharing options...
allista Posted June 13, 2016 Author Share Posted June 13, 2016 Starting this week I begin to reanimate the Hangar There's much to be done. Huge chunks of code are now obsolete or simply don't work anymore. And many things in new KSP I have yet to learn and understand. But since the mod, as I understand, is completely dead right now, there's a way to speed things up somewhat. Specifically, if I drop most of the auxiliary parts I can spend more time on the code and less on part rebalancing and learning the inner workings of the new stock modules. Especially it concerns parts that have new stock analogs or may be replaced by parts from popular expansions. So, what do you say: should I drop all the engines, electrical generators, air-brakes and the like? Quote Link to comment Share on other sites More sharing options...
Deimos Rast Posted June 13, 2016 Share Posted June 13, 2016 (edited) 1 hour ago, allista said: Starting this week I begin to reanimate the Hangar There's much to be done. Huge chunks of code are now obsolete or simply don't work anymore. And many things in new KSP I have yet to learn and understand. But since the mod, as I understand, is completely dead right now, there's a way to speed things up somewhat. Specifically, if I drop most of the auxiliary parts I can spend more time on the code and less on part rebalancing and learning the inner workings of the new stock modules. Especially it concerns parts that have new stock analogs or may be replaced by parts from popular expansions. So, what do you say: should I drop all the engines, electrical generators, air-brakes and the like? Seeing as 1.1.3 is currently in experimentals, I would pick things less likely to get borked by the coming patch (i.e. wheels again). I always shed a tear when parts die, but an even greater tear when an entire mod dies. I do think core functionality needs to come first. I think it's a fine idea to lean on stock modules, heavily if need be (no sense reinventing the wheel, no?). Leaning on other mods...maybe as an interim, or if there is a soft dependency (to another of your own for example or to something people always install anyways). I say all this as an end user, and one who has never really used this mod (although I'll give it a download and poke around the configs in a few). I've just seen a lot of mods fall way behind and then stay behind instead of drop the dead weight (which can always be rebuilt/reacquired in new and better ways at a later date). TLDR: If you feel dropping those parts are necessary to expedite the process, I say do it, with the proviso that an honest effort be given to finding/providing an analogue to them at a later date. Or not. Just try to keep the really unique pieces if you can, or at least make downloads available to the old versions. Cheers. Edit: Looking over the configs a bit...you've been busy! What I mean is there are custom modules for everything, almost no stock modules at all. It's of course your prerogative, but I would vote keep it a little closer to stock, if only for your own sanity. It also makes it a bit easier for the end user (namely myself) to customize the parts. Or in the present situation, even help out with the upgrade, which becomes more difficult - for example, the Airbrake. I thought to just model it after the stock Airbrake, thinking it used a similar module, but alas, it does not (and looking at the fields it seems to work completely differently). Edited June 13, 2016 by Deimos Rast Quote Link to comment Share on other sites More sharing options...
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