<Izzy>
compiling mods with mono when you have the actual working C# toolchain is certainly a choice x3
<Izzy>
I still don't know what I did to make it work on my system I kinda just hit it until it stopped complaining
<Mat2ch>
packbart: but that's like cutting off an arm and saying that the prosthesis works
<Mat2ch>
:D
<packbart>
lgg's setup works quite nice. I rip and replace the dependeny section in the mod xml thingy and set $KSPDIR to "/mnt/c/KSP/1.12" or something and it usually works
<Izzy>
I should look into that; I mostly monkeypatch rimworld mods but it's the same toolchain more or less
<packbart>
Mat2ch: well, Windows is the less painful way to run most of the games in my Steam library. So having a Debian/Ubuntu userland to do "serious" stuff like modding mods is a nice thing :)
<Mat2ch>
Steam made it very painless with Proton. Some games on proton run better than their native counterparts :/
<Mat2ch>
The last mission in KSP is landing my MK4 parts spaceplane. It's big, it's heavy, I have ILS and a controller... but
<packbart>
true, Proton came a long way. One day, I'll try it again. Maybe when Win 10 is eol
<Mat2ch>
would be easier with a real joystick. The fine control needed for that thing is crazy
<Mat2ch>
packbart: so in fall? :D
<Izzy>
Only another few months, right?
<Izzy>
I'm looking forward to it.
<packbart>
could be. I haven't really looked at Win 11, tbh
<Izzy>
So much e-waste soon :3
darsie has joined #KSPOfficial
<Mat2ch>
uh, how many GBs are parallax? Woah
<packbart>
it's a graphics fidelity mod :)
<Mat2ch>
3 GiB left...
<Mat2ch>
Why is Tweakscale no longer supported by ckan?
<Mat2ch>
That sounds stupid. Please don't tell me some kind of childish stuff is behind this?