Jump to content

[1.12.3] Lithobrake Exploration Technologies (LET) (formerly LETech) Version 0.5.1.0-release - `<No More Ghosts and 大胆安全回归>` {06 Apr 2022}


zer0Kerbal
 Share

Recommended Posts

 

LithobrakeExplorationTechnologies KSP version License
Curseforge CKAN GitHub SpaceDock
KSP-AVC Validate AVC .version files

Lithobrake Exploration Technologies (LET)

A parts pack that is focused on exploring other worlds, and returning safely to Kerbin.
The emphasis is on surface exploration, particularly with large rockets and large landers.
This pack includes fifteen (15) large parts.

By @zer0Kerbal, originally by @NecroBonesOrvidius

 

adopted with express permission and brought to you by KerbSimpleCo

Lithobrake Exploration Technologies

Features

This mod adds fifteen stockalike parts

  • A four-kerbal Capsule and a three-kerbal Lander Can

 

Spoiler

LETpod2m4k LETlander2mX3

 

  • Two: sets of large landing legs
    • "medium" will handle Mainsails
    • "large" works with Mammoths

 

Spoiler

LETleg1 LETleg2

 

  • Three large stackable and radial parachutes

     

    Spoiler

    LETchute1m LETchute2m LETchuteR1

     

  • Three (1m, 2m and 3m) static ladders

     

    Spoiler

    LETladderF1m LETladderF2m LETladderF3m

     

  • Two (5m and 8m) very long deployable ladders

     

    Spoiler

    LETladderD5m LETladderD8m

     

  • Three service bays / rover garages.

     

    Spoiler

    LETbay2mExp LETbay2mOct1 LETbay2mOct2

     

 

 

Youtube review by @Kottabos Gaming

Part of the NecroBones suite of mods, that work nicely together:**

Image Gallery


Cabin notes

  • This pack is essentially feature and part complete.
  • There should be no additional parts.
  • There should be no more major version (0.5.0.0) after this one.
  • Any minor releases will be for additional patches and improvements
  • I have not personally tested the patches
  • Have a request?
    • Glad to have them!
      • Kindly submit through GitHub.

Help Wanted

  • Assistance with converting Landing Legs (see GitHub issues)
  • Custom IVA's
  • Alternative Tech Tree integration
  • Tech Tree Balancing
  • Variant textures

Localization

  • English English
  • 简体中文 Simplified Chinese (简体中文) - +1 :rep: Thank you @beefpatty!
  • your translation here

HELP WANTED - See the README in the Localization folder for instructions for adding or improving translations. GitHub push is the best way to contribute. Additions and corrections welcome!


How to support this and other great mods by zer0Kerbal

Support Github Sponsor Patreon Buy zer0Kerbal a snack


See More

  • Discussions and news on this mod: See Discussions or KSP Forums
  • Changelog Summary for more details of changes : See ChangeLog
  • Known Issues for more details of feature requests and known issues : See Known Issues
  • GitHub Pages : See Pages

Installation Directions

Use CurseForge/OverWolf App (currently does not install dependencies) 1

CurseForge/OverWolf App

or CKAN 1

Dependencies

Supports



*red box below is a link to forum post on how to get support*

How to get support

 

Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date


Credits and Special Thanks

  • NecroBones for creating this mod
  • beefpatty for providing the Simplified Chinese (简体中文) translation

Legal Mumbo Jumbo (License provenance)

Current (1) - zer0Kerbal

Forum: Thread - Source: GitHub
License: License License

Disclaimer(s)

All bundled mods are distributed under their own licenses
All art assets (textures, models, animations, sounds) are distributed under their own licenses

Original (0) - Author: NecroBones/Orvidius

Forum: Thread - Download: SpaceDock - Source: ksp.necrobones.com
License: License License


Track progress

issues here - projects here

The Short List


zer0Kerbal | Twitter zer0Kerbal | YouTube zer0Kerbal | Twitch
 

Footnotes

  1. this isn't a mod. ;P  2

  2. may work on other versions (YMMV) 

  3. Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! 

  1.  

 

Edited by zer0Kerbal
updated readme
Link to comment
Share on other sites

Say. This looks handy. I hadn't paid much attention to it because of it being abandoned and listing support only to KSP 1.9. (Being just parts, perhaps it would have worked with current versions, but I hadn't checked). But glancing at it now, I'm thinking it might be a big help on Duna. My Duna missions kept having problems with Jeb and friends being unable to get back into their craft. Jetpacks won't do it on Duna, and I keep having difficulties with stringing multiple ladders together in that it's hard to transition between the ladders. Seems like the long ladders here might help.

 

Link to comment
Share on other sites

On 2/11/2022 at 6:40 AM, Randazzo said:

The change log returns 404 error. What changed for KSP 1.12 compatibility?

changed changelog formats, didn't update link. corrected now. https://github.com/zer0Kerbal/LithobrakeExplorationTechnologies/blob/master/changelog.md

short answer: lots.

long answer (open at own risk): 

Spoiler

Lithobrake Exploration Technologies Version KSP version
License AVC .version files


0.5.0.0 Adoption - Land Boldly and Return Safely

  • 10 Feb 2022
  • For Kerbal Space Program 1.12.3

Update patches

  • rename
  • add header
  • add footer
  • add :NEEDS
  • add :FOR

Localization

  • [en-us.cfg] Additions
    • #LETech-door-open = Doors open
    • #LETech-door-clos = Doors close
    • #LETech-door-togl = Door toggl
    • #LETech-light-open = Lights on
    • #LETech-light-on = Lights off
    • #LETech-light-off = Lights toggle
    • updates #24 - Localization - English (United States) <en-us.cfg>
    • updates #23 - Localization - Master

Part config updates

  • General Changes
    • lint pass
    • formatting pass
    • drag cubes
    • thumbs
  • [LETpod2m4k]
    • Command Pod
    • reduced [mass] from 5 to 3.6
    • mass = 5 vs 2.6 in mk1-3pod
    • replaced [ModuleAnimateGeneric] with [ModuleLight]
    • [ModuleCommand]
      • add [defaultControlPointDisplayName]
      • add reverse ControlPoint
      • add [hibernation]
      • add [ElectricCharge] = 0.05 consumption
    • [ModuleReactionWheel]
      • reduce [ElectricCharge] consumption from 1.2 to 0.45 (which matches the mk1-3 pod)
    • [ModuleScienceExperiment]
      • localize with stock #
    • [ModuleScienceContainer]
      • localize with stock #
    • Add [ModuleLiftingSurface]
  • [LETlander2mX3]
    • Landing Pod
    • reduced [mass] from 2.75 to 1.75
      • mass = 2.75 vs 1.355 in mk2LanderCabin_v2
    • Updated
      • [ModuleAnimateGeneric] for lights
      • [crashTolerance] to 20 from 9 (matches mk2LanderCabin_v2)
      • [maxTemp] to 1200 from 1000 (matches mk2LanderCabin_v2)
    • [ModuleCommand]
      • add [defaultControlPointDisplayName]
      • add ControlPoint
        • Up
        • Forward
        • Reverse
      • add [hibernation]
      • add [ElectricCharge] = 0.05 consumption
    • [ModuleReactionWheel]
      • reduce [ElectricCharge] consumption from 0.75 to 0.45 (which matches the mk1-3 pod)
    • [ModuleScienceExperiment]
      • localize with stock #
    • [ModuleScienceContainer]
      • localize with stock #
    • Add [MonoPropellant] of 40 (to match mk2LanderCabin_v2)
  • [LETleg1.cfg]
    • Landing Leg
    • updated [ModuleLight]
    • because of issues, used [ModuleAnimateGeneric] in place of
      • [ModuleLandingLeg]
      • [ModuleWheelBogey]
      • [ModuleWheelLock]
      • [ModuleWheelDeployment]
      • [ModuleWheelSuspension]
      • [ModuleWheelBase]
  • [LETleg2.cfg]
    • Landing Leg
    • updated [ModuleLight]
    • because of issues, used [ModuleAnimateGeneric] in place of
      • [ModuleLandingLeg]
      • [ModuleWheelBogey]
      • [ModuleWheelLock]
      • [ModuleWheelDeployment]
      • [ModuleWheelSuspension]
      • [ModuleWheelBase]
  • [LETchuteR1.cfg]
    • Radial Parachute
    • update tags
    • Add [preferredStage] = PARACHUTESTAGE
    • [bulkheadProfiles] removed size1 leaving srf
    • [ModuleParachute]
      • Updated [chuteMaxTemp] to 1600 from 650
      • Added [machHeatMultBase] = 0.5
      • Added [chuteThermalMassPerArea] = 0.08
  • [LETchute1m.cfg]
    • Stack Parachute
    • update tags
    • Add [preferredStage] = PARACHUTESTAGE
    • [ModuleParachute]
      • Updated [chuteMaxTemp] to 1600 from 650
      • Added [machHeatMultBase] = 0.25
      • Added [chuteThermalMassPerArea] = 0.09
  • [LETchute2m.cfg]
    • Stack Parachute
    • update tags
    • Add [preferredStage] = PARACHUTESTAGE
    • [ModuleParachute]
      • Updated [chuteMaxTemp] to 1600 from 650
      • Added [machHeatMultBase] = 0.25
      • Added [chuteThermalMassPerArea] = 0.09
  • [LETladderD5m.cfg]
    • Telescoping ladder
    • Add
      • [emissiveConstant] = 0.08
      • Add [thermalMassModifier] = 3.0
  • [LETladderD8m.cfg]
    • Telescoping ladder
    • Add
      • [emissiveConstant] = 0.08
      • Add [thermalMassModifier] = 3.0
  • [LETladderF1m.cfg]
    • Radial (fixed) ladder
    • Add
      • [emissiveConstant] = 0.08
      • Add [thermalMassModifier] = 3.0
      • Adjust [maxTemp] from 1900 to 2000
  • [LETladderF2m.cfg]
    • Radial (fixed) ladder
    • Add
      • [emissiveConstant] = 0.08
      • Add [thermalMassModifier] = 3.0
      • Adjust [maxTemp] from 1900 to 2000
  • [LETladderF3m.cfg]
    • Radial (fixed) ladder
    • Add
      • [emissiveConstant] = 0.08
      • Add [thermalMassModifier] = 3.0
      • Adjust [maxTemp] from 1900 to 2000
  • [LETbay2mOct1.cfg]
    • Service Bay
      • Add [emissiveConstant] = 0.04
      • Add [thermalMassModifier] = 5.0
      • Adjust [maxTemp] from 2600 to 2900
      • Add
        • [ModuleConductionMultiplier]
        • [modifiedConductionFactor] = 0.001
        • [convectionFluxThreshold]= 500
  • [LETbay2mOct2.cfg]
    • Service Bay
      • Add [emissiveConstant] = 0.04
      • Add [thermalMassModifier] = 5.0
      • Adjust [maxTemp] from 2600 to 2900
      • Add
        • [ModuleConductionMultiplier]
        • [modifiedConductionFactor] = 0.001
        • [convectionFluxThreshold]= 500
  • [LETbay2mExp.cfg]
    • Service Bay (Rover Garage)
      • Add [emissiveConstant] = 0.04
      • Add [thermalMassModifier] = 5.0
      • Adjust [maxTemp] from 2600 to 2900
      • Add
        • [ModuleConductionMultiplier]
        • [modifiedConductionFactor] = 0.001
        • [convectionFluxThreshold]= 500
  • [LETladderF1m.cfg]
    • Radial Ladder
      • [maxTemp] increased to 1900 from 1800
      • Add [emissiveConstant] = 0.8
      • Add [thermalMassModifier] = 3
  • [LETladderF2m.cfg]
    • Radial Ladder
      • [maxTemp] increased to 2000 from 1900
      • Add [emissiveConstant] = 0.8
      • Add [thermalMassModifier] = 3
  • [LETladderF3m.cfg]
    • Radial Ladder
      • [maxTemp] increased to 2000 from 1900
      • Add [emissiveConstant] = 0.8
      • Add [thermalMassModifier] = 3
  • [LETladderD5m.cfg]
    • Retractable Ladder
      • Add [emissiveConstant] = 0.8
      • Add [thermalMassModifier] = 3
  • [LETladderD8m.cfg]
    • Retractable Ladder
      • Add [emissiveConstant] = 0.8
      • Add [thermalMassModifier] = 3
  • closes #65
  • closes #66
  • closes #67
  • closes #68
  • closes #69
  • closes #70
  • closes #71
  • closes #72
  • closes #73
  • closes #74
  • closes #75
  • closes #76
  • closes #77
  • closes #78
  • closes #79

Part Localization

  • create agency
  • create /Localization/ folder
    • create [en-us.cfg]
    • create [quickstart.md]
    • create [readme.md]
  • Localized parts:
    • [LETladderF1m.cfg]
    • [LETladderF2m.cfg]
    • [LETladderF3m.cfg]
    • [LETladderD8m.cfg]
    • [LETladderD5m.cfg]
    • [LETchuteR1.cfg]
    • [LETchute2m.cfg]
    • [LETchute1m.cfg]
    • [LETbay2mOct2.cfg]
    • [LETbay2mOct1.cfg]
    • [LETbay2mExp.cfg]
    • [LETpod2m4k.cfg]
    • [LETlander2mX3.cfg]
    • [LETleg2.cfg]
    • [LETleg1.cfg]
  • closes #80 - Part Localization
  • closes #24 - Localization - English (United States) <en-us.cfg>
  • updates #6 - Adoption Documentation
  • updates #23 - Localization - Master
  • updates #65 #66#67 #68 #69 #70 #71 #72 #73 #74 #75 #76 #77 #78 #79
  • updates #86 - Agent update

Update texture pointers

Relocated art assets

Part Thumbnail Images

  • thumbnail images list
    • [LETladderF2m.cfg]
    • [LETladderF1m.cfg]
    • [LETladderD8m.cfg]
    • [LETladderD5m.cfg]
    • [LETchuteR1.cfg]
    • [LETchute2m.cfg]
    • [LETchute1m.cfg]
    • [LETbay2mOct2.cfg]
    • [LETbay2mOct1.cfg]
    • [LETbay2mExp.cfg]
    • [LETpod2m4k.cfg]
    • [LETlander2mX3.cfg]
    • [LETleg2.cfg]
    • [LETleg1.cfg]
    • [LETladderF3m.cfg]
  • create [docs/PartThumbnails.md]
  • closes #81 - Part Thumbnail Images

Parts Missing Manufacturer

  • [LETleg2.cfg]
  • [LETchute1m.cfg]
  • [LETbay2mOct2.cfg]
  • [LETbay2mOct1.cfg]
  • [LETbay2mExp.cfg]
    • closes #82 - Parts Missing Manufacturer

Status

  • closes #8 - Release 0.5.0.0-adoption
  • closes #7 - Adoption - social media
  • closes #6 - Adoption Documentation
  • closes #5 - Adoption Legal MumboJumbo
  • closes #4 - Adoption - GitHub
  • closes #64 - Update Lithobrake Exploration Technologies (LET)

See More

  • Changelog Summary for more details of changes : See ChangeLog
  • Discussions and news on this mod: See Discussions or KSP Forums
  • Known Issues for more details of feature requests and known issues : See Known Issues

Localization

  •  English English
  •  your translation here

HELP WANTED - See the README in the Localization folder for instructions for adding or improving translations. GitHub push is the best way to contribute. Additions and corrections welcome!


How to support this and other great mods by zer0Kerbal

Support Patreon Github Sponsor Buy zer0Kerbal a snack


*red box below is a link to forum post on how to get support*

How to get support

 

Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date


68747470733a2f2f7669612e706c616365686f6c


This document: CC BY-NC-ND 3.0 Unported by zer0Kerbal

What's Changed

New Contributors

Full Changelog0.4.0.0...0.5.0.0

 

On 2/11/2022 at 9:58 AM, Folkhoer said:

I don't seem to see it yet in CKAN?

something to talk about to the ckan folks about. 

https://github.com/KSP-CKAN/NetKAN/blob/master/NetKAN/LithobrakeExplorationTechnologies.frozen

 

On 2/11/2022 at 11:44 AM, rmaine said:

Say. This looks handy. I hadn't paid much attention to it because of it being abandoned and listing support only to KSP 1.9. (Being just parts, perhaps it would have worked with current versions, but I hadn't checked). But glancing at it now, I'm thinking it might be a big help on Duna. My Duna missions kept having problems with Jeb and friends being unable to get back into their craft. Jetpacks won't do it on Duna, and I keep having difficulties with stringing multiple ladders together in that it's hard to transition between the ladders. Seems like the long ladders here might help.

 

The ladders ares one of the reasons I was initially attracted to LET, along with the legs. Apologies, but the legs currently are only animations (they work, but no dampening) due to, well, complications that are beyond my current abilities to fix.

None of @NecroBones's mods are abandoned - just going through a very comprehensive update by me. Part of this is recreating all the releases on GitHub - which takes a painful amount of time.

On 2/11/2022 at 11:55 AM, Stone Blue said:

May I ask why no SpaceDock listing?.... personally, I'ld rather see it there than Curseforge vOv

Will update SpaceDock when the changes are thoroughly vetted.

Edited by zer0Kerbal
Link to comment
Share on other sites

  • 1 month later...

@zer0Kerbalhas been resurrecting lots of mods recently! Very cool.

However only CurseForge seems to have this recent 5.0 release. I know you said you wanted to test it first, but the post at the top says otherwise, but the GitHub release is source code only, and there's no CKAN or SpaceDock version. I know easily done/missed with so many mods - I have trouble keeping track of one. :lol:

 

 

 

Edited by 610yesnolovely
Link to comment
Share on other sites

10 hours ago, 610yesnolovely said:

@zer0Kerbalhas been resurrecting lots of mods recently! Very cool.

Thank you. More coming as I have resources to do them.

10 hours ago, 610yesnolovely said:

CurseForge seems to have this recent 5.0 release

Correct - it is a quick and dirty '-adoption' release. Once I get time and push out the next version (which will be 0.6.0.0-prerelease) to CurseForge for feedback, I will release 0.5.0.0 to SpaceDock which will promulgate it to CKAN

I do this for several reasons, chiefly because I want time to let a release 'percolate' on a low simmer for feedback and issue generation. I do not want to immediately release to SpaceDock/CKAN in case there is a game killer bug.

10 hours ago, 610yesnolovely said:

GitHub release is source code only

Well, there is no source code in this part add-on. Just parts, textures, and models (essentially).

CKAN does a relatively good job of tracking all mods - including manually installed versions. You can even RMB 'label' mods with tags like "DNI" - "HELD" - "ALWAYS Install". Now IIRC the first two tags CKAN pays attention to.

Link to comment
Share on other sites

3 minutes ago, 610yesnolovely said:

That makes sense - I'll probably end up installing 0.5.0 because I like living dangerously.

I'm loving all the mod adoptions, though you have quite some way to go to surpass Linuxgurugamer :lol:

Another pass on LETech is on my mind.

No Mod Left Behind. :D

Link to comment
Share on other sites

  • 2 weeks later...

I installed 0.5 from curse and I cannot find the parts anywhere in game. Digging into logs i find this for each part.

[LOG 13:57:48.395] PartLoader: Compiling Part 'LithobrakeExplorationTechnologies/Parts/Pods/LETpod2m4k/LETpod2m4k'
[ERR 13:57:48.395] PartCompiler: Cannot clone model 'NecroBones/LithobrakeExplorationTechnologies/Assets/Pods/LETpod2m4k' as model does not exist

[ERR 13:57:48.396] PartCompiler: Model was not compiled correctly

[ERR 13:57:48.397] PartCompiler: Cannot compile model

[ERR 13:57:48.398] PartCompiler: Cannot compile part

Link to comment
Share on other sites

Posted (edited)
8 hours ago, Flipper028 said:

I installed 0.5 from curse and I cannot find the parts anywhere in game. Digging into logs i find this for each part.

[LOG 13:57:48.395] PartLoader: Compiling Part 'LithobrakeExplorationTechnologies/Parts/Pods/LETpod2m4k/LETpod2m4k'
[ERR 13:57:48.395] PartCompiler: Cannot clone model 'NecroBones/LithobrakeExplorationTechnologies/Assets/Pods/LETpod2m4k' as model does not exist

[ERR 13:57:48.396] PartCompiler: Model was not compiled correctly

[ERR 13:57:48.397] PartCompiler: Cannot compile model

[ERR 13:57:48.398] PartCompiler: Cannot compile part

+1 :rep: @Flipper028 

thank you for reporting this.

GitHub Issue: [Bug th?id=OIP.cpfOx3RRCNI7JwVjr6zMzAAAAA%26pid=Api&f=1]: Parts not showing up in game 

that is a normal sized bug. 

@Flipper028 would you kindly drag and drop your <KSP ROOT>KSP.log to the issue link above? Thank you!

am on it. 

Edited by zer0Kerbal
Link to comment
Share on other sites

Posted (edited)

Thank you @Flipper028! +1 :rep:

as I suspected: the mod is installed into the wrong directory.

I suspect (according to the logs) that it is installed into:
<KSP ROOT>/GameData/LithobrakeExplorationTechnologies/

and it should be installed into:
<KSP ROOT>/GameData/NecroBones/LithobrakeExplorationTechnologies/

494 [LOG 13:57:01.067] Load(Texture): LithobrakeExplorationTechnologies/Assets/Bays/LETbayAtlas1-Specular
17179 [LOG 13:57:48.338] PartLoader: Compiling Part 'LithobrakeExplorationTechnologies/Parts/Bays/LETbay2mExp/LETbay2mExp'
17180 [ERR 13:57:48.342] PartCompiler: Cannot clone model 'NecroBones/LithobrakeExplorationTechnologies/Assets/Bays/LETbay2mExp' as model does not exist
When I started updating and releasing all of NecroBones' add-ons, I decided to put all of them into one common subdirectory, which will declutter GameData and allow me to eventually put a common agency/flag/config addon.

other than that and some issues with WOS (not ready to be published ;P ) your log looked healthy, didn't look to deep but didn't find any Exceptions.

 

I will be dropping a new version hopefully later today/tomorrow because I found some duplicated files thanks to you.

In that version I will be including the following file:
https://github.com/zer0Kerbal/LithobrakeExplorationTechnologies/blob/0.5.1.0-prerelease/ManualInstallation.md

Once I release 0.5.1.0 the file will live here:

https://zer0kerbal.github.io/LithobrakeExplorationTechnologies/ManualInstallation.html

Spoiler

Lithobrake Exploration Technologies (LET)

A parts pack for exploring other worlds, and returning home. Pods, large legs, large chutes, service bays, long ladders, etc for Kerbal Space Program.

Installation Instructions

Using CurseForge/OverWolf app or CKAN

You should be all good! (check for latest version on CurseForge)

If Downloaded from CurseForge/OverWolf manual download

To install, place the NecroBones folder inside your Kerbal Space Program's GameData folder:

  • REMOVE ANY OLD VERSIONS OF THE PRODUCT BEFORE INSTALLING, including any other fork:
    • Delete <KSP_ROOT>/GameData/NecroBones/LithobrakeExplorationTechnologies
  • Extract the package's LithobrakeExplorationTechnologies/ folder into your KSP's as follows:
    • <PACKAGE>/NecroBones/LithobrakeExplorationTechnologies --> <KSP_ROOT>/GameData/NecroBones/LithobrakeExplorationTechnologies
      • Overwrite any preexisting file.

If Downloaded from SpaceDock / GitHub / other

To install, place the GameData folder inside your Kerbal Space Program folder:

  • REMOVE ANY OLD VERSIONS OF THE PRODUCT BEFORE INSTALLING, including any other fork:
    • Delete <KSP_ROOT>/GameData/NecroBones/LithobrakeExplorationTechnologies
  • Extract the package's GameData/NecroBones/LithobrakeExplorationTechnologies folder into your KSP's as follows:
    • <PACKAGE>/GameData/NecroBones/LithobrakeExplorationTechnologies --> <KSP_ROOT>/GameData
      • Overwrite any preexisting file.

The following file layout must be present after installation

<KSP_ROOT>
  [GameData]
    [NecroBones]
      [LithobrakeExplorationTechnologies]
        [Agencies]
          ...
        [Assets]
          ...
        [Compatibility]
          ...
        [Localization]
          ...
        [Parts]
          ...
        #.#.#.#.htm
        changelog.md
        License.txt
        readme.htm
        LithobrakeExplorationTechnologies.version
    ...
  KSP.log
  ...

Dependencies

  • none

 

 

Edited by zer0Kerbal
dang I should stop sleep debugging and posting...
Link to comment
Share on other sites

2 hours ago, zer0Kerbal said:
...it should be installed into:
<KSP ROOT>/NecroBones/LithobrakeExplorationTechnologies/
....
When I started updating and releasing all of NecroBones' add-ons, I decided to put all of them into one common subdirectory, which will declutter GameData and allow me to eventually put a common agency/flag/config addon.

@zer0Kerbal, I'm not an experienced mod maker, but AFAIK, putting mod files outside of GameData is only done when it absolutely has to be done.

There are hundreds of currently supported mods.  A few of them use a common GameData subdirectory, while most use their own GameData subdirectory.  A few more either way won't make things more complex.

You should consult experienced modders like @linuxgurugamer, @Lisias, and @sarbian.  I'm sure they will support the position: mod files outside of GameData only when absolutely necessary.

Edited by Jacke
Link to comment
Share on other sites

25 minutes ago, Jacke said:

@zer0Kerbal, I'm not an experienced mod maker, but AFAIK, putting mod files outside of GameData is only done when it absolutely has to be done.

There are hundreds of currently supported mods.  A few of them use a common GameData subdirectory, while most use their own GameData subdirectory.  A few more either way won't make things more complex.

You should consult experienced modders like @linuxgurugamer, @Lisias, and @sarbian.  I'm sure they will support the position: mod files outside of GameData only when absolutely necessary.

In fact, cfg files, texture files and mu files will not work outside GameData

On 3/25/2022 at 11:27 AM, zer0Kerbal said:

Another pass on LETech is on my mind.

No Mod Left Behind. :D

Ummmm, huh?

That's one of mine now

Link to comment
Share on other sites

1 hour ago, Jacke said:

@zer0Kerbal, I'm not an experienced mod maker, but AFAIK, putting mod files outside of GameData is only done when it absolutely has to be done.

He's probably underslept, I'm pretty sure he meant: :) 

Quote

Wrong:
<KSP ROOT>/GameData/LithobrakeExplorationTechnologies/

Right:
<KSP ROOT>/GameData/NecroBones/LithobrakeExplorationTechnologies/

The package from CurseForge follows CurseForge standards, where the GameData fraction of the pathname should be omitted (the CurseForge installer only install things inside GameData).

 

1 hour ago, linuxgurugamer said:

In fact, cfg files, texture files and mu files will not work outside GameData

As a matter of fact, not exactly… :o

I will not explain how it works to avoid messing up with the mainstream, but I have successfully loaded assets and even Assemblies from outside the GameData (but still on KSP_ROOT hierarchy) and without any shenanigans.

But I had to edit the CFG files, however, as the pathnames changed a bit. But other than that, textures and models loaded fine. And the parts worked too!

On the bottom line? It works (and without errors or warnings on KSP.log), but I don't see a reason to officially support such a stunt on Forum.

But it can be useful if you want to customise your KSP using homebrew assets and code without touching the GameData and risking messing up with CKAN and CurseForge installers.

Edited by Lisias
Kraken damned autocompletes - they are attacking on MacOS now!!
Link to comment
Share on other sites

Thank you @Lisias, very much underslept. dealing with a mess somebody else made. I am sure you can understand that. +1 :rep:

17 minutes ago, Lisias said:

He's probably underslept, I'm pretty sure he meant: :) 

@Jackethank you for catching my sleep deprived error - +1 :rep:

There fixed it :D - dang it all to friday and the mun - the one place where I missed typing GameData/ but got it right the more than umpteenKerbaltillions times else where in the post. :cool:

4 hours ago, zer0Kerbal said:

<KSP ROOT>/GameData/NecroBones/LithobrakeExplorationTechnologies/

 

 

@Lisias is correct and the post even says so even a couple lines later.

4 hours ago, zer0Kerbal said:

'NecroBones/LithobrakeExplorationTechnologies/Assets/Bays/LETbay2mExp' as model does not exist

Spoiler

and here

4 hours ago, zer0Kerbal said:

https://github.com/zer0Kerbal/LithobrakeExplorationTechnologies/blob/0.5.1.0-prerelease/ManualInstallation.md

and here

4 hours ago, zer0Kerbal said:

If Downloaded from CurseForge/OverWolf manual download

To install, place the NecroBones folder inside your Kerbal Space Program's GameData folder:

  • REMOVE ANY OLD VERSIONS OF THE PRODUCT BEFORE INSTALLING, including any other fork:
    • Delete <KSP_ROOT>/GameData/NecroBones/LithobrakeExplorationTechnologies
  • Extract the package's LithobrakeExplorationTechnologies/ folder into your KSP's as follows:
    • <PACKAGE>/NecroBones/LithobrakeExplorationTechnologies --> <KSP_ROOT>/GameData/NecroBones/LithobrakeExplorationTechnologies
      • Overwrite any preexisting file.

and here

4 hours ago, zer0Kerbal said:

<KSP_ROOT> [GameData] [NecroBones] [LithobrakeExplorationTechnologies] [Agencies] ... [Assets] ... [Compatibility] ... [Localization] ... [Parts] ... #.#.#.#.htm changelog.md License.txt readme.htm LithobrakeExplorationTechnologies.version ... KSP.log

and so many other places in that posting.

 

1 hour ago, linuxgurugamer said:

In fact, cfg files, texture files and mu files will not work outside GameData

They in fact can, but should they maybe should have been the answer. 

 

1 hour ago, linuxgurugamer said:
On 3/25/2022 at 10:27 AM, zer0Kerbal said:

Another pass on LETech is on my mind.

No Mod Left Behind. :D

Ummmm, huh?

That's one of mine now

LETech is the Common name for Lithobrake Exploration Technologies and has been for years - so what do you mean by LETech and 'one of mine now'?

Link to comment
Share on other sites

29 minutes ago, zer0Kerbal said:

LETech is the Common name for Lithobrake Exploration Technologies and has been for years - so what do you mean by LETech and 'one of mine now'?

Because I got it confused with L-Tech, and I've not really heard that abbreviation before

Link to comment
Share on other sites

Posted (edited)
6 minutes ago, linuxgurugamer said:

Because I got it confused with L-Tech, and I've not really heard that abbreviation before

*chuckle* All good. Also why I went with the full name - to avoid some confustion, and it matched the vanity CKAN plates.

in good fun: 

Spoiler

Voice Intelligibility for Accurate Occupant Notification ...

:valwow::valjoy:

Edited by zer0Kerbal
Link to comment
Share on other sites

9 minutes ago, zer0Kerbal said:

*chuckle* All good. Also why I went with the full name - to avoid some confustion, and it matched the vanity CKAN plates.

in good fun: 

  Reveal hidden contents

Voice Intelligibility for Accurate Occupant Notification ...

:valwow::valjoy:

Sorry for the short replies, was on mobile.

Link to comment
Share on other sites

Posted (edited)

Lithobrake Exploration Technologies Version
KSP version License
AVC .version files GitHub Pages


Version 0.5.1.0-release - <No More Ghosts and 大胆安全回归>

05 Apr 2022
For Kerbal Space Program 1.12.3

DO A CLEAN INSTALL:
DELETE EXISTING INSTALLATION THEN RE-INSTALL


Download from CurseForge

Changes

Localization

  • Add Simplified Chinese
    • create <zh-cn.cfg>
    • update docs/
    • update documentation
    • +1 :rep: Thank you @beefpatty!
    • closes #26 - Localization - Simplified Chinese (简体中文) <zh-cn.cfg>
    • updated #23 - Localization - Master

Relocated art assets

  • delete old art assets that stubbornly didn't move, rather they just copied
    • closes #107 - [Bug th?id=OIP.cpfOx3RRCNI7JwVjr6zMzAAAAA%26pid=Api&f=1]: Duplicated models/textures

Status

  • Issues
    • closes #102 - Lithobrake Exploration Technologies (LET) 0.5.1.0-release <No More Ghosts and 大胆安全回归>
    • closes #103 - 0.5.1.0 Verify Legal Mumbo Jumbo
    • closes #104 - 0.5.1.0 Update Documentation
    • closes #105 - 0.5.1.0 Update Social Media
    • closes #106 - [Bug th?id=OIP.cpfOx3RRCNI7JwVjr6zMzAAAAA%26pid=Api&f=1]: Parts not showing up in game

See More

  • Changelog Summary for more details of changes : See ChangeLog
  • Discussions and news on this mod : See Discussions or KSP Forums
  • Known Issues for more details of feature requests and known issues : See Known Issues
  • GitHub Pages : See Pages

Localization

  • English English
  • 简体中文 Simplified Chinese (简体中文) - thank you @beefpatty
  • your translation here

HELP WANTED - See the README in the Localization folder for instructions for adding or improving translations. GitHub push is the best way to contribute. Additions and corrections welcome!


How to support this and other great mods by zer0Kerbal

Support Patreon Github Sponsor Buy zer0Kerbal a snack


*red box below is a link to forum post on how to get support*

How to get support

 

Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date


bada55?text=LET


Edited by zer0Kerbal
update links and lasso the birds
Link to comment
Share on other sites

  • 2 weeks later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...