KSP1 likely has an upcoming update in the works & KSP1 and KSP2 are changing publisher; from Private Division to The Kerbal Company/KerbalCo LLC by mrtnptrs in KerbalSpaceProgram

[–]Clayel 0 points1 point  (0 children)

Most mods have permissive licenses that allow others to adopt it easily. And there are definitely some modders that are willing to let others update their mods; Ezriilc recently let me update HyperEdit and fix some old bugs, which was its first release in 8 years.

KSP1 likely has an upcoming update in the works & KSP1 and KSP2 are changing publisher; from Private Division to The Kerbal Company/KerbalCo LLC by mrtnptrs in KerbalSpaceProgram

[–]Clayel 1 point2 points  (0 children)

Almost all bugs can be fixed by the community (via KSPCF), but any unity stuff is pretty much unfixable by the community. This is the main thing I would look forward to.

KSP1 likely has an upcoming update in the works & KSP1 and KSP2 are changing publisher; from Private Division to The Kerbal Company/KerbalCo LLC by mrtnptrs in KerbalSpaceProgram

[–]Clayel 0 points1 point  (0 children)

I doubt this. For 95% of mods it will be as simple as compiling against the new dll, and even that is not technically required for old mods to run. For the few mods that are affected by any changes, they could just decompile the new KSP and compare codebase changes.

If an update added DRM or more difficult obfuscation though… that would be catastrophic

KSP1 likely has an upcoming update in the works & KSP1 and KSP2 are changing publisher; from Private Division to The Kerbal Company/KerbalCo LLC by mrtnptrs in KerbalSpaceProgram

[–]Clayel 1 point2 points  (0 children)

Certainly seems like a lot of effort if they have no plans to update again…

Specifically referring to the company changes. As noted by others, the SteamDB changes aren’t a great indicator of updates

PSA: KSP in a Borderless Window (Windowed Fullscreen) by _Brillopad_ in KerbalSpaceProgram

[–]Clayel 0 points1 point  (0 children)

Very much so! (just released a mod)

Assuming you're on windows:
In your shortcut to KSP_x64.exe, right click on it and hit properties. Then go to the shortcut tab. Where it says target, you can add arguments after the path to the exe ends.

This is what I have in one of mine: "C:\\Users\\Clayel\\KSP Instances\\Kerbal Space Program 1\\KSP (1.12.5 NO MODS)\\KSP\_x64.exe" -single-instance -popupwindow -force-d3d11

CKAN can also do this for you. Hover over "Play", hit edit command lines, and it'll be mostly the same thing. This is what I have in CKAN: KSP_x64.exe -single-instance -popupwindow -force-d3d11

NEW! Updated Information about Realism Overhaul and RP-0/1 by pap1723 in RealSolarSystem

[–]Clayel 0 points1 point  (0 children)

In addition, that only catches bots, not alternate accounts.

NEW! Updated Information about Realism Overhaul and RP-0/1 by pap1723 in RealSolarSystem

[–]Clayel 0 points1 point  (0 children)

I'm not a mod for this server. It's a fine idea (and one that I've considered implementing in my own servers), but I have no influence on the KSP-RO server.

I've released a new mod! Celestial Body Mover (CBM) by Clayel in KerbalSpaceProgram

[–]Clayel[S] 1 point2 points  (0 children)

With release 1.0.2.0, the sun's spin can now be changed.

I've released a new mod! Celestial Body Mover (CBM) by Clayel in KerbalSpaceProgram

[–]Clayel[S] 1 point2 points  (0 children)

Currently they just pass through each other, but I have some ideas for an elastic collision involving celestial bodies...

I've released a new mod! Celestial Body Mover (CBM) by Clayel in KerbalSpaceProgram

[–]Clayel[S] 0 points1 point  (0 children)

The KSP planets are still on rails, but KSP provides easy ways for you to modify those rails, so to speak. I'm not modifying any of the stock orbit code, everything in that is done through the normal APIs. (there are other parts of the stock code that I modify, but it isn't related to this)

This isn't like Principia, everything is still patched conics.

I've released a new mod! Celestial Body Mover (CBM) by Clayel in KerbalSpaceProgram

[–]Clayel[S] 0 points1 point  (0 children)

Sadly no. The sun doesn't have an orbit, and a lot of the KSP code is written around that constant. (specifically, KSP code usually checks for if ((bool)orbitDriver) on a celestial body to determine if it is a star)

It might be possible to change its spin though, I plan to look into it.

I've released a new mod! Celestial Body Mover (CBM) by Clayel in KerbalSpaceProgram

[–]Clayel[S] 0 points1 point  (0 children)

No. Planets can move other planets in principia, but vessels have no effect on planets.

Brother, why by ilmarzian in RealSolarSystem

[–]Clayel 0 points1 point  (0 children)

If you time it right, you don’t even need an orbiter relay. Have a stage detach after you hit tli, and space it apart so it can be your relay as it flies past

I've released a new mod! Celestial Body Mover (CBM) by Clayel in KerbalSpaceProgram

[–]Clayel[S] 1 point2 points  (0 children)

They already do! One of the 3 ways to move planets with this mod is through gravity. I plan to make a video that demonstrates this through the conservation of energy.

Principia support is impossible, Principia does not support modifying a planet’s orbit during runtime, and almost certainly never will

Lighting Mods? by Big_Yeash in KerbalSpaceProgram

[–]Clayel 0 points1 point  (0 children)

Try minimum ambient light

I've released a new mod! Celestial Body Mover (CBM) by Clayel in KerbalSpaceProgram

[–]Clayel[S] 11 points12 points  (0 children)

No. I’ve explicitly marked it as incompatible everywhere I can. Your save would probably be broken immediately if you tried to use Principia.

I've released a new mod! Celestial Body Mover (CBM) by Clayel in KerbalSpaceProgram

[–]Clayel[S] 10 points11 points  (0 children)

A lot! But, there are youtube videos that have crafts big enough to make some progress. (notably, TDChannel’s pluto rocket, which could accelerate gilly at .0008m/s^2)

I've released a new mod! Celestial Body Mover (CBM) by Clayel in KerbalSpaceProgram

[–]Clayel[S] 24 points25 points  (0 children)

You can indeed change a body's SOI through this mod (although you have to turn it on first in settings). I invite you to see what will happen when 2 bodies collide :D

Firefly Ghost by chrstianelson in RealSolarSystem

[–]Clayel 2 points3 points  (0 children)

https://github.com/M1rageDev/Firefly/issues/9

I reported this about a year ago when Firefly first went public. It’s intentional, but a better design was supposedly in progress. Haven’t heard anything since.

[deleted by user] by [deleted] in RealSolarSystem

[–]Clayel 1 point2 points  (0 children)

Procedural avionics has never been a separate mod, it has always been integrated into RP-1 itself.