Benzschwagel

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About Benzschwagel

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    Spacecraft Engineer
  1. amonkd, I made a post on your kmw thread. the thread seemed kind of barren, last post was in august, so figured I'd follow up here in case you don't check it regularly.
  2. hey man, just wanted to let you know that the latest update of your multiwheels and race wheels are both trying to update the same file: "gamedata\kdufferskorp\race wheel\fe0_wheel.png". CKAN is throwing an error saying that the file belongs to one mod and is trying to be updated by a different mod that doesn't "own" the file, and it stopped at the first file that caused the conflict, so there could be more. And then a thought occurred to me... which one was the newer updated file? I didn't know, so if I did it manually, I wouldn't know if I was upgrading with the one mod, and then taking a step back and downgrading with the other mod... can you separate that part or set of files out of one of the mods and keep it in the other mod so as to avoid confusion, please? I would greatly appreciate it. Thank you, Benz
  3. today I ran into an issue where 2 different mod authors who both make several mods created updates to one of their mods that included updates to one of their other mods. CKAN called this out as a violation because the file to be updated didn't already belong the the mod package updating it. While this is an understandable safety feature, is it possible to override this feature and force the update to happen? If it isn't possible, can you add that in the next update, or create some sort of something that allows several mods to fall under the same owner? it seems that some authors are starting to get understandably frustrated when CKAN tells the mod's users, "No, I'm not going to let you do that!" and then the users go complaining to the mod author because of something CKAN did. One author just plain pulled his update off CKAN, the other probably doesn't know about the problem yet.
  4. Jewel, can you look into getting this mod into the CKAN repository? Apparently CKAN won out against all the other mod managers, and it is so much easier to use. Benz
  5. Hey guys! So, I've been away for a while, deployed to Korea for 9 months, and I finally built a computer that can play KSP decently. What I wanted to ask is who is currently working on mechjeb? I know it was r4mon at some point, is he still working on it or did someone take over or step in to help out? I don't remember who all was working on it before I left. Benz P.S.: Does the current MechJeb work with 1.0.2? or should I get a development version, or just wait until it gets better?
  6. here's something else I noticed, when I tried to make a backup of the directory when it was .24 (the thought was to back it up just in case I wanted to bring the whole thing back for whatever reason), the backup utility didn't actually back up the root files (like the .exe's and other files) that were required to run the game. So when it suddenly updated to .25, I was dead in the water concerning trying to restore .24. Next time I will create an entirely different folder that is separate from Steam and try that.
  7. oh good, I wasn't the only one that saw that problem. good, I was starting to think it was only me...
  8. Oh, here is another bug that I noticed: Whenever I would do a right-click for the context menu (when all the mods were unchecked), and then select "check all mods", a large number of mods would only have the first check box checked (the root folder of the entire mod folder only). I would have to manually uncheck and recheck those mods to get the rest of the folder to become checked. While this may not be a big issue now, it is time consuming as I would spend a good amount of time trying to get those mods installed right. I'm also not entirely sure if the mods that said that they were installed were actually installed, as they could have had only 1 file or folder installed and they would have the color coding that designates it as installed. Also, when you check a checkbox for a mod, and you had intentionally unchecked a few files and folders because they weren't needed (like the source folder or the license and readme files), it asks you whether you want to install those somewhere after checking the box. While this is a nice feature, can you add an option to turn that off? I had gone through and taken the time to remove all the unnecessary files from loading by resetting their install directory. But upon checking the mod, I was asked over and over about where to install all those files that I told the program not to install. Overall, this is great work, though. Thank you for a great program. Benz
  9. so, would this be something like a database that KSP Mod Admin (or other programs) could access to keep mods up to date, something structured and ordered, non-chaotic (as it appears now)? Basically like linux when installing programs and their dependencies (as was mentioned earlier)? If so, that's awesome, finally some sense in the soup of madness!
  10. I have an idea: So, I noticed that when you select multiple items and right-click on them to do something (for me it's always 'reset directory', haven't tested for anything else), the action is only applied to the one you actually right-clicked on, not the other items you selected. When I'm trying to fix conflicts, I sometimes have to 'reset directory' for multiple files to stop them from showing up as conflicts. I like to try to get the actual mod instead of using what a modder packed along with his mod. For example: B9 uses Firespitter's dll, so I get the Firespitter mod, then 'reset directory' for the Firespitter folder inside the B9 mod so it doesn't load. This makes sure that the 'dependency mod' is there in case I want to use more of it, and that it is up to date (I lost count of the different versions of module manager that I have had to disable since I went and got the latest version, 2.3.5). So I end up doing 'reset directory' quite often. It would be nice if 'reset directory' applied to all items selected and not just the one item that was right-clicked on to bring up the menu. Also, since MA checks for the folder that a mod was loaded from, can you put a menu item in the right-click menu to got to that folder, next to the option for opening the 'installed into' folder? Something like 'Open mod source folder'? It would basically look like: Destination Zip Source Open mod install folder Open mod source folder --------------------------- Proceed selected mod <---- You should change 'Proceed' to 'Process' to keep with the wording of the 'Process mod selection:' area on the bottom of MA
  11. well, I'm going to wait until PR15 comes out, that "check for conflicting folders by default" thing is messing me up, keep having to dig into the structure, to find out that the files in the folder are new files
  12. wow, this is awesome! I just have to ask though, does curse fit into this in any way? I'm imagining not. I did think it was kind of odd that squad jumped to curse, when there were already several other options lying about... ...or maybe not, I could just not have a clue as to what I'm talking about, that does happen from time to time