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nightstalker101s

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Posts posted by nightstalker101s

  1. 2 hours ago, damonvv said:

    I think this thread needs a little *bump* to the top so people are aware that this mod is up for adoption! This is one of my key visual mods and I would be sad if something like this is getting forgotten :( 

    Is it actually not working? This mod almost never gets updated and somehow never ends up broken, but I too always run with this mod.

  2. I am running EVE, SVE, Kopernicus, and SVT together. I've narrowed it down to SVT strangely after spending hours. Everytime SVT is installed the city lights disappear or create this weird white blocky images. When I remove it then the city lights go back to normal. I can't even find where SVT would be affecting the city lights unless it's Kopernicus has an issue and it only shows up when it is actually being used (by  SVT). Any ideas?

  3. I understand your example code. I'm not tracking how  you are loading them yourself into KSP. I'm assuming KSP loads all it's assets, goes to main menu, then when appropriate your plugin starts calling on the private asset bundle? I really don't "need" to know this, but it is very interesting as I may decide to use this later for some unknown reason.

    The newest Unity made several functions obsolete which are used by the parts tool. I installed the version you listed in your OP and had no problems building the bundle. It took me a minute to understand that literally I am building a UI bundle (I don't even need textures or anything actually in the Unity project) and then using Visual Studio to build two separate libraries (.dll). I had a serious oh duh moment when I realized what you meant in the OP. You did a great job at explaining it, but it really doesn't make sense (no fault of yours) until you are actually doing it. Even worse, if someone isn't familiar with Unity or other game engines it makes it even more difficult to understand. It seems silly to have to build a library (I understand why) in VS instead of just having the part tool asset bundler compile a .dll for any scripts attached to the asset bundle, but again I get why. Thank you for your assistance.

    Side Note: I am working on what I'm calling K.O.P.C.O. ("K.A.S.A. Operation Chief Campaign Overhaul"). I'm going to try to build more of a story line or story line feel without causing restrictions to gameplay into KSP. The player starts out being selected as the Operational Chief Director by 11 chairmen of the Kerbal Aeronautics and Space Administration. This was step one because the player will need to participate in interviews later and I needed a UI which is easier than trying to figure out how to program and animate a whole scene (maybe some day). Thank  you again.

  4. I seriously thought it would be so much harder than this... I almost want to you to lie to me and tell me it is super challenging to make me feel better. I've wanted to make an IVA for the past 3-4 years, but didn't understand the documentation (it wasn't for me XD). Thank you again for your help!

    Edit: Are the ASET props already integrated with MAS or will I need RPM still?

  5. 6 minutes ago, MOARdV said:

    There's no drag-and-drop involved.  The prop configuration files in the ASET directory are all for RasterPropMonitor.  The prop config files for MAS reside under MOARdV/MAS_ASET, but you must have the ASET props installed correctly for the MAS props to appear.  You do not want to move any of those files, nor do you want to overwrite any of them.

    Once you have Unity and PartTools configured, you will see the many, many RPM props near the top of the props list, and the MAS props farther towards the bottom of the list.  The MAS props are all prefixed by "MAS_".

    Sorry, that isn't what I was confused about and I realize I wasn't being clear. Here is where I am at with the IVA. I have dragged and dropped the props where I would like them and used the part tool to create a .cfg for the internal. Are the props already coded to function correctly which means I can load up the IVA and roll out; or do I need to do scripting to make them functional in the game?

  6. I have finally figured out how to build an IVA. I'm looking now into RPM and Avionic Systems to use them, but I'm confused (maybe not).

    I was having a hard time trying to figure out where all the coding was for the props. I kept looking in the actual Command Pods folder and .cfg files. I looked through the ASET MK1-2 remake and Yarborough and then it occurred to me that perhaps it is in the ASET prop files themselves. I looked there and it appears as if it is indeed in the actual part folder. Am I right? Is it simply a drag an drop procedure if I use the Avionic supplied props with the Avionic mod installed (to include using ASET props with RPM installed)?

  7. I'm a little upset with myself now. I figured out how to make an IVA after 3-4 years of wanting to, but being super confused. Now I feel like a complete moron, but I wanted to say thank you so much for all of your work. You are an amazing person and one of the people continuing to keep the KSP heart pumping!

    Edit: @alexustas are the ASET props already configured to work with MAS?

  8. 19 hours ago, Blinkboy77 said:

    I love your work, Did you plan to do a mod for the new capsules?

    You might already know, but you can just change @Part[partname] in ASET/MK1-2_IVA_Replacement_by_ASET/MK1-2ASETinternal-patch to @PART[Mk2pod] and @PART[mk1-3pod] which will give the new parts the MK1-2 internal.

    Please don't use the Mk1-2 pod on the Mk2 pod... you are unable to switch seats (or at least I was) because there is only room for (2? maybe 1?).

  9. I had a question. If I'm correct (I'm new to this idea of creating an IVA) I will need to place the part by using the location in partInternal.cfg file and then check in KSP to see if it looks right. Am I right? Is there a better way? Another plugin that refreshes parts? I would like to use your parts pack and RPM (maybe Avionic Systems) to create IVA's for all of the stock cabins, but I'm a little lost looking at the documentation as to whether I'm understanding this correctly.

  10. I'm having difficulties understanding how the two assemblies are speaking with each other. I'm missing something in the initial post and its confusing me. I assume that we have the KSP assembly and the Unity assembly.

    The Unity assembly does not need to discuss jack with the KSP assembly. The KSP assembly has an include of the Unity assembly? Which allows it to access the classes and variables? If this is so, then are we dealing with .dll assemblies or simply .cs files contained within the same project or folder? If the Unity assembly is turning into a .dll assembly... how is that possible?

    Please ignore me. I found the exact line which says exactly what I was asking. Sorry.

  11. I have looked through so much of the modding tutorials and API on doxygen. I have a few questions as I am really interesting in creating a mod that will hopefully add some very interesting features to the game.

    1. I get the feeling that I need some .dll file in the actual KSP game folder somewhere to create a plugin. Where do I find it?
    2. If (1) is true, will monodeveloper in Unity3D see the namespaces, classes, and variables allowing me to create my plugin directly in Unity3d? By this I mean when I type "KSPclass." Mono will give me all the options in that specific class.
    3. Which Unity version is the current build for KSP after 1.4.1 (Unity3d 2017 1.3f1)?

    Background: I have created a game in Unity and released it back in 2014ish. I am a beginner to intermediate level self taught C# and C++ programmer (with some knowledge of JavaScript). I will not be asking anyone to do anything for me which includes writing scripts for me since I am perfectly capable and excited about doing it myself. I may have some questions about how to access KSP classes and variables appropriately. If anyone is willing to work with a KSP modding noob on a PM basis for silly basic questions I would appreciate it. Also, I am tracking all the current EULA issues.

  12. Agreed. My point is that you are explicitly allowing them to use the material regardless of the content (idea, mod [not a link] , fan artwork) if you post it here. 

    I really hope TT's stance or a definite legal answer is given by close of business this week. 

  13. Just now, Derb said:

    Close, but not quite. Copyright law itself actually allows for this, because ideas aren't the copyrightable part of a work - the content is. I could develop my own game about little alien men building rockets, but that doesn't mean it infringes on Kerbal Space Program, unless I start using content from that game or replicate it to the degree that it is substantially similar. If I develop some mod parts, and T2 wants to make similar parts ... that's all good, unless they copy my designs exactly or near exactly. But I don't need to post the idea to the forum for them to be allowed to do that - they can do it regardless.

    This is why "STEAL" is in quotes. I wasn't suggesting that it is being stolen. That is the term/concept seen over and over again in this topic. 

  14. Agreed. The issue is whether Take Two considers the use of reworking parts or viewing modding which does not involve KSP actual parts/code as somehow violating the user agreement. If they were to view these activities as a breach they would A. Destroy the modding community and B. Take legal action against those modders. Most likely a simple cease and desist notice followed by more sever action in the even the individual fails to comply. 

  15. I guess I'll say a little more although I know it is a waste of my time. 

    1. If I share a picture I own the rights to on the forum and one of the forum administrators shares its elsewhere then I have the right legally to take action. The EULA's purpose is to prevent these accidental actions of its employees from leading to a lawsuit.

    2. If you have an awesome mod that makes the game more functional and you post a link to the content with a decription, Take Two cannot steal your mod or code. Please note that this is if you shared a link to another site. If you posted the content directly to their site then they again have rights to it.  What they can do because you have explained its purpose is to recreate the content themselves. The other site is out of their reach. They then don't have to credit you and most likely won't credit you as they have recreated it. You have given them the right to "STEAL" your idea by posting it to the forum. Which again is to protect the company from being sued or having other legal action taken. 

    3. The EULA is written in a way to protect the company. Not to steal your identity and blackmail you into sending them nudes. 

     

  16. I'm dying XD. I can't believe this is spiraling from who owns modded content and the legality of making mods under the new EULA to conspiracy theories that Take Two is stealing your information to sell it to an underground syndicate. Every game you have ever owned (especially online games) has this same or almost identical EULA. 

  17. On 2/6/2018 at 10:56 AM, Fett2oo5 said:

    WOW, this OP is amazing!  Well detailed, simply explained, and the illustrations are incredibly helpful.  Thank you so very much for this information, and presenting it in a manner that is easy for the lay to digest.  It is quite evident that you put a lot of love and effort into it.  I can't thank you enough.  Great work @keptin !!!

    I actually found that mod shortly after my original post. 

  18. I couldn't help but post this.. I love all of you. This forum had made me laugh and made me cry (laughing). I'm not even sure anyone by the end of this topic knows what the OP is or why it matters, but at least we know TT doesn't reserve the right to kick puppies. XD

  19. Phenomenonal, I've been playing for a while and even watched the old Scott Manley video for the basics. I still was having issues though when I recently added another batch of mods. Two that I added are FAR and kerbal construction time. Which means I really have to wait to fly and then my pilots were dying (nonreverts in gameplay). I really feel like I can fix this now.

  20. I have a dumb question... I'm looking at this mod and my heart is pounding, adrenaline flowing, and all I can think is... Do I need any of the regular contracts or contract packs with this mod? It appears as if I can play the way I have always wanted to play in my wildest dreams. (No dumb contracts. I am funded based on my ability to successfully explore and expand my knowledge of the cosmos).

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