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Benzschwagel

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Everything posted by Benzschwagel

  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
  13. here's something that is causing some annoyance for me, not sure about others: I like the idea of checking for conflicts, I think that it's an awesome feature, and very well done. However, it is my opinion that another check box be added for the purpose of enabling/disabling folder conflict checking, while keeping file conflict checking on. I like to be able to find file conflicts and eliminate them, so when I see an orange mod, I start looking through it to find the conflict. But when I get to the bottom of the mod folder and find that the only conflict was a single folder shared by 2 or more mods (especially when they were made by the same artist) I feel like I wasted all that time looking to find nothing. Is this something that can be done? Benz edit: hehe, I said artist, what was I thinking? lol! Oh, and I'm using the actual pr14, too. MacTee, you're doing an awesome job. Have you put out anything like an outline of how modders should build their zip files to be more Mod Admin friendly? I think putting out a kind of simple reference guide for modders to follow would be nice, and make your life easier, as well as anyone who is using mod admin. Maybe having them add a file into their mod that mod admin itself uses to find out info about the mod to display to the user, like current version, name, stuff like that. Anyways, keep up the great work.
  14. hey MacTee, I hope you're ok with this, but I thought I should let you know that I dropped your name here: http://kerbal.curseforge.com/news/9-kerbal-space-program-and-curse-join-forces-on-mods hopefully it's something that works out good.
  15. Hey guys, I'm back. It's been a while, the army life is crazy. I'm currently on "deployment" in Korea!
  16. Hey, I'm back! So, I had some ideas that just came to me a few days ago, however these would require more than just your programming skills. It would probably require a conscious effort from the modding community in general and possibly from Squad themselves. My idea was to figure out a way to get KSP-MA to pull info from a text file in the mod .zip file that would list things like: version #, compatible with KSP version #, forum page (displayed as link), spaceport page (also displayed as link), other useful info. The purpose of this would be to allow KSP-MA to track these automatically instead of manually so that we could more easily keep track of what we needed to update, but it would also require that the authors of the mods create that text file and, more importantly, keep it up to date. There could also be a feature that adds an update flag for when a mod has been updated, but this would probably require stuff that hasn't been integrated yet, such as the editing of Spaceport to allow for such a flag. Anyways, I thought that this would be nice to have, but it would require that the modding community be called on to support such a feature. It would have to be standardized, in case any other mod managers wanted to get in on it. Personally, I think this is the best mod manager around for KSP, since the others don't seem to work nearly as well as this or just aren't finished or are too buggy. Anyways, these are some of my thoughts on this, use them how you want Edit: There could also be a category for type of mod, like how some mods add parts, but other mods make fundamental game changes. And instead of listing a mod as one type (like how B9 would be in the parts category, and FAR in the plugins category), it could be something where "the mod contains these types=" for those mods like firespitter and hooligan labs, which contain some of both.
  17. so, friendly recommendations: 1) You should find a way to eliminate confusion as to the latest version of airships and other mods that you re-release (HL's last version was 2.2.0, your latest as of now is 1.2), this will cause confusion as the only other difference is the way the file is named and it does not denote any special change (such as change of ownership) besides Spaceport's month/year insert, I recommend that you start where he left off (if not 2.2.1, then 2.3.0); 2) There needs to be better interlinking of old and new Spaceport and Forum sites, so as to give mod users an idea of which one is currently valid, add a few lines describing the situation, with links to both the old forum and spaceport pages, stating specifically that they are the old ones, then add a link to your forum in your spaceport page, also try to contact HL to see if he can edit his first forum post to put your sites in there, at least your forum link; 3) Thank you very much for continuing the support of this mod set, I guarantee you that it is very much appreciated, thank you.
  18. I agree, 10kg (22 lbs.) for a display sensor is a bit heavy (major understatement). It makes me wonder what it's made of to be so small and weigh that much, especially on a spacecraft, where extra weight requires exponential fuel and thrust, not to mention the placement of one on the side of a rocket would cause it to be lopsided and require some sort of compensation.
  19. hey mactee, Innsewerants said he speaks german and would be willing to help you translate if you wanted the help
  20. well, I didn't want to replace the original files, and I don't know if copying the folder and renaming it is all I have to do. I guess I could try to find some time, but it would be nice to have someone who knows what they're doing to do this.
  21. well, I'd personally like some compatibility with Kethane, like just some re-colored tanks that hold Kethane and start empty. I haven't really had the time to make them myself, have to learn first, then use what I learn, and I really just don't have the time for either at the moment. and I suppose if it needs one of those size-shrinking re-textures, then that would be nice, I have to fit all of those mods inside of 3GB somehow. Edit: Also, I believe Blue Goblin might need to remake his adapter parts on account of Lack at LLL changing the fundamental basis of his parts.
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