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maxrsp

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  1. Awesome, just awesome work. Thanks very much to Nertea and team!
  2. Just in case nobody said this in the last page or two of the thread... This is absolutely amazing work Nertea! Looks awesome. I've been away from KSP for a couple years and this is what I see on my return... I'm going to have to play sandbox mode though because I definitely wont be able to wait out being able to launch these in career mode. Thanks again for another great addition to KSP!
  3. After a bit of an absence we're back ... Episode 17 - IFI Life Support
  4. Bombattu is gonna kill me for adding to this after it appears he tried to bring this discussion to a nice close Since I'm not a mod author like many of the folks responding to this thread, I tend to take the user perspective which is to make the process as user-friendly as possible because I'm interested in a huge community that will keep the game alive and strong for years to come. Like many others, I have no problem with installing mods manually and troubleshooting as required but that's neither here nor there, I still want it to be one-click if possible. That said, I have great respect for the time and effort modders dedicate to make our game better, so I also accept the counter arguments and I certainly don't want these guys burdened with "extra" support requirements. So both sides are right... what a brilliant observation! So now what? Let me ask this: Why don't we ask a few of the established mod authors to develop a standard spec/process for mod installations that could be automated. That way, mod authors would get control back of how their mods are installed and save a ton of time and frustration supporting uncontrolled installs. While at the same time providing users the elusive one-click solution. We have had many games with a far more complex mod install process be completely automated, I'm not sure why KSP is so different. An obvious example of this is the Nexus Mod Manager which can install mods for many many different games. I've used it extensively for Fallout 3 (and NV), Skyrim, Fallout 4, and Witcher 3 with great success. I'm not advocating for NMM specifically (its not perfect), nor am I looking to start another Nexus-based discussion here, only pointing it out as an example of what can be done to standardize and simplify for everyone. At the end of the day if only one of these perspectives prevails (modders or users) then we all lose because we'll never achieve the maximum potential for modding with KSP. My 2 cents
  5. I have a couple player home mods hosted on Nexus for both Fallout New Vegas and Skyrim and find the process of hosting there relatively easy. In truth I've never made or hosted mods anywhere else so I can't speak to how complicated it is relative to other sites, only that it I found Nexus an easy experience to manage in general. Far more important to me however is the ability to find mods. This is where Nexus shines from my perspective, providing easy access to newest mods, most downloaded mods, as well as "Hot Files" which is some magical combination of the two. A decent categorization system exists so you can search (or browse) mods by type. Also, with the ability of users to endorse mods they like, this enables a most endorsed search as well. I support Nexus because as a mod user for many Bethesda games as well as Witcher 3, I've found it to be the best place to find mods for my games. This is not even talking about Nexus Mod Manager which adds further potential. Would it be nice to integrate/improve CKAN functionality with a NMM update? Sure. Ultimately however that has nothing to do with using the Nexus as a community hosting location because you don't have to use NMM for mods hosted there; you can download mods manually and continue to install them however you install them today. I'm confident everyone reading this post already knows that one of the things that makes great games like KSP continue to stay relevant over time is the ability of the modding community to continue to attract new players. KSP is a niche title so its longevity will be determined in large part by this community - modders and mod users. The larger this community is the better for all of us, and I would argue that one of the best ways to attract new players is by giving them the best possible experience for finding and adding mods. I really don't see how anyone can objectively argue that a forums-based approach achieves that goal. Spaceport failed, KerbalStuff failed, and Curse appears to have some baggage which I don't know enough about to comment on. I'm not saying Nexus is the answer, maybe SpaceDock can be that vehicle, but given my personal experience with Nexus I remain puzzled why it hasn't been more widely adopted. P.S. No need to chastise me for necro'ing this thread, I was going to start a new one to ask the question why aren't we using Nexus more but found this one first via a search. So the way I see it, I saved you a thread
  6. Hi All, sorry for the dumb question, please feel free to just direct me to where this was answered previously (I browsed the last few pages of the thread and didn't see anything). So I downloaded and manually installed the latest version 1.1-2 (first EVE, then Configs), all seems to be working fine except it's quite a low resolution - city lights especially noticeable. There obviously isn't a separate hi-res version like in the old days, so can someone educate me how to get this working with a little more hi-res glory Is it something I do with EVE Manager? Thanks in advance!
  7. Episode 15 - Stockalike Station Parts & Near Future Construction
  8. Thanks for the suggestion Lego, that is definitely a strong selection. To be honest though I'm trying to keep things simple since my target audience here is relative newcomers, and Ven's collection can be a bit complicated to get everything working together. Probably won't feature that bad-boy anytime soon
  9. Hey Tailwind, First of all thanks for the kind feedback I haven't yet tried Cateye Telescopes but it looks interesting. As for Dmagic Orbital Science, I'm a big fan and I use it myself in most of my career games. I just haven't featured it yet because then I'm into Universal Storage as well to get the most out of it (another great mod BTW) and things start to snowball on me when I'm trying to keep it simple I probably will get to it eventually though because it's a great mod and does help ease the science grind a bit. Thanks for the suggestions! max
  10. Episode 14 - Kerbal Inventory System & Kerbal Attachment System
  11. Hey ctn, I don't have anything to add here other than encouragement... I didn't want you to think nobody was curious about this mod since there hasn't been any posts in over a week. I hope all is going well and you overcome the wheel issues, I'm patiently awaiting the day I can play with this cool rover Good luck! max
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