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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
Definitley looks like a problem. Thanlks fop the log, it helps. I've created a bug. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
Right, in KIS you drag and drop items. Check out this guide: https://github.com/ihsoft/KIS/blob/master/User Guide.pdf -
KSP2 doesn't provide a convenient tool to access game's logs. Moreover, many events are filtered out even in the existing file log. This mod creates an in-game console as well as provides better features on persisting the logs. By default the new console is activated by pressing the Back Quote key, but it can be changed in the settings file. Features A full screen window mode improves visibility. An advanced system of logs filtering. You can blacklist the sources you don't want to see the logs from. The stack trace for any log record allows you figuring out the source module. Each log record has a "source" label, a short version of the full stack trace that says where this record came from (basically, the full method name). The log records have a timestamp which helps in the retrospective analysis of the events. The ability to save the logs into files for even better retrospective analysis. The logs don't get overwritten on game restart. A quick filter can be applied to see the logs of the specific types only: INFO, WARNING, ERROR or EXCEPTION. A quick filter by source, which is every handy when you need to see events from just one particular mod. A pause mode to freeze the view when the logs records are added too fast. Two special modes for handling the high frequency logs (e.g. when logging from Update() method). In Condensed and Smart modes multiple repeated records are collapsed into just one line. The console settings can be adjusted via settings.json file. Install Download and install BepInEx 5. Download and extract this mod into BepInEx plugins folder. Link on SpaceDock: https://spacedock.info/mod/3283/KSP2Dev LogConsole.
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Unity related work is certainly not a way to go. The Unity framework is great as it is, and I like it a lot. However, the entering level for it is a way too high. Most people would choose to give up. And those who left will unlikely be able to do the creative part of the work like models and parts.
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That's my point too. It's absolutely OK to keep parts (or whatever else resource in the game) in Unity bundles as long as there is an easy way to adjust them. If there is no such a way, then the game is not "modders friendly". Period. However, it doesn't mean the game cannot be modded at all.
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Sticky Orbit Markers: Show Ap/Pe during maneuver plotting
IgorZ replied to munix's topic in KSP2 Mod Releases
I choose human friendly user interface, can I? -
Sticky Orbit Markers: Show Ap/Pe during maneuver plotting
IgorZ replied to munix's topic in KSP2 Mod Releases
That was my case too! Thanks a lot. It's ridiculous that after so many year of using KSP1 such an obvious thing was not implemented in KSP2. It was a great surprise to me (and one of disappointments too). -
I don't mean to criticize, but "improving performance" by worsening the visual aspect is not exactly my sense of improving performance. After all, you can simply go to the setting and set everything to "low".
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It's just my humble opinion, but I'd say it's better to no create many mod managers unless we really have too. Bepinex gives a broad range capability: it let's running an arbitrary DLL within the game's bounds and tracks the dependencies, but doesn't care about the game specific logic (assets, bundles, etc.). Any more intelligent mod loading framework should be based on it instead of introducing an alternative branch. E.g. we can have a designated mod loader for the part only mods to simplify the part modders work.
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I'm disappointed too. However, I've seen this before with the other products (not only games). Determining the key aspects of the product and focusing on them during the course of the production is a rare skill. Not many people have it. Hopefully, the devs will make the right conclusions on the community reaction. One reason of KSP1 success was the active devs role.
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MechJeb and the other KSP1 mods are all in C#. It's not about converting them into another programming language, it's about using new game's API. KSP1 doesn't provide an API, but people got used to the codebase (but, of course, nobody decompiled it!). Developers of KSP2 claimed there will be some API, but at this point it's nothing but promises. One way or another community will learn how to make mods for KSP2, but the needed time depends on the devs participation (which is zero as of today).
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In the countries where "law" is not just a word "the mere accusation" is not enough. An arrest warrant is required. And the arrest warrant is issued by a judge on the basis of the evidence. No evidence, no warrant. But. Anyway.
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The rule can be applied, but its not required to be applied. The reason why such rules were included in EULA at all was an attempt to prevent cracking of the software. Of course, it doesn't prevent cracking, but it makes such activity illegal. And saying about how the law works: you cannot be sentenced just because someone said you were decompiling the code, even if that "someone" was yourself. The prosecution must prove the violation, and it's something that requires significant resources. As long as your actions don't harm the product nobody will be wasting time and resources on hunting you.
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People overestimate the power of EULA. The KSP one looks to me as a standard end-user agreement used by the software companies. Thus, the rule to not decompile the game does not necessarily reflect the intent of Private Division. However, I'd be surprised if their legal department would give permission to avoid it. If I understand anything about legals (and I dare to believe I do), they will be ignoring any incoming requests for a permission to not follow EULA. The rule of thumb is common sense. As long as you don't commit a crime (and don't promote others to do so), nobody cares if you decompile the program or not. Without a good reason, the legal department won't be hunting people on the forums to prevent games code decompilation. And for those who are still concerned, I'd like to highlight two bullets from EULA: You must be an adult to accept the EULA. If you're not, then you cannot play this game until your guardant accepted the EULA. I have doubts that this requirement is strictly followed by all the players. EULA explicitly states that all disputes are to be resolved in arbitration and not in court. That being said, you won't be dragged into court and put in jail if you decompiled the code just to take a look at it. The very first thing that should happen in this case (according to EULA) is the publisher contacting you and asking to stop. That's how arbitration always starts. So, instead of asking for permission to not follow EULA (which you will never get) just start doing whatever you have in mind and wait for the reaction.
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I recall statements early in 2020 declaring that KSP2 will be "modders friendly". Well, we have an early access version came out, which is very unlikely can be named as "modders friendly". No docs on the concept. No API declaration. No easy way to tackle things (everything is in Unity bundles and assets). LUA mystery. As far as I can tell, the current state is even worse than we had with KSP1. I wonder if there are any real plans to make the game moddable. And if the answer is "yes", what's the timeline?