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Seth
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KSP2 Release Notes
Everything posted by Seth
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It probably is. Something else feels a bit strange about it. The original thread has a dead link for BioMass because Spaceport was shutdown. The link that remains is the BioMass+ link to GitHub. If you just look at it you're not sure you'll actually get the mod. You probably get a working copy if you clone the repo or click "Download ZIP" but you won't know which version it is. It could be anything from some highly unstable alpha to the latest stable release. If you compare it to other mods that use GitHub for distribution you'll notice that they have releases listed which you can click on and you get a feeling for what version you're getting.
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[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
Seth replied to r4m0n's topic in KSP1 Mod Releases
The "problem" with a recompile though is that the latest version that was available for download wasn't labeled 1.0 and the source never was updated (it seems). Would be nice if r4m0n would turn up to reupload his version/source and just maybe do some minor improvements. -
[1.2?] Alchemy Technologies products... v1.2 beta
Seth replied to kyklop's topic in KSP1 Mod Releases
Is 0.6c still a beta or a real release? Maybe consider updating the OP if it's the latter. The spaceport link is down. -
Could somebody recompile and upload a working version? The spaceport link doesn't exist anymore.
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Any chance for this to be reuploaded? Current version compiled from source on GitHub on DropBox.
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[1.0.5] Versatile Toolbox System (Added USI Support)
Seth replied to Nazari1382's topic in KSP1 Mod Releases
Is the link on the development thread equivalent to the regular version? In that case maybe update the link here? It does look like a nice mod! -
Now-defunct-thread-that-should-not-appear-in-google-search.
Seth replied to Cilph's topic in KSP1 Mod Releases
It would be nice if someone would be able to put that link in the OP. After all 1.4.0 probably is some time away. -
New Horizons (Tweaks and additions to existing mods)
Seth replied to Paul Kingtiger's topic in KSP1 Mod Releases
Hey Paul Kingtiger, I did enjoy your "Procedural Fairings: Base Decouplers" Module Manager file but Spaceport went down so it's kind of lost. Would you be able to reupload it somewhere? It doesn't look like it's up on your homepage. P.s. I'd be interested in the "Engineer Redux: All Pods" config as well. -
Hi, I'm sure you're aware but currently the Spaceport download is broken as it doesn't exist anymore. On GitHub you don't have a real release though it looks like it would work to just clone the project to get a working copy. I'd be glad if you updated the post to make it easier to figure out how to get just BioMass and how to get BioMass+ as a working mod.
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@JonBar keep your cool. I'd guess Squad has a lot on their hands on Spaceport 2 probably isn't their top priority, which would be understandable. @swjt I'm not sure it's such a great idea. I do get why you're suggesting it but I'd expect people to come around a yell "favouritism" all over it. At least if you have all those stages with some not involving the community. Also this would inhibit new mods. "Casual" Players probably would only look at the gold tier and that would leave everything else in the dust. Sure some mods would easily break out of it if they're used by a well known Lets Player or something but that would be either look or money (depending on the character of the player). Oh and some of those very famous mods are just a part collection. @tanuki i like that idea. I don't really like the N++ updater but the idea of having a xml driven "mod repository" is rather nice but a simple interface like the N++ updater would be rather insufficient. The advantage for N++ is that they don't have thousands of updates/plugins. Especially since TextFX isn't maintained anymore. But expanding on this it might be possible to either have a simple interface with lots of filters or maybe have something like the steam workshop subscriptions. So you'd be able to navigate a site, click a link and add it to your "personal stash" of mods. On the other hand this might just be an enhancement to the service instead of an alternative if you do it this way.
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This was fun. While browsing the mod forum for things to add to my mod list i stumbled across the KSP Mod Manager. After reading that thread and seeing a link to the original KSP Mod Manager thread on the German forums i checked them out and came across the thread of Vardaaran. It was an interesting read and so i decided to continue reading the whole thing at a later point. Meanwhile i started checking other mods including this and thought "Hey, you should post it on the German forums it might be really helpful for that Vardaaran guy!" ... until i read the name MacTee. Nice work! It's cool that you guys worked it out!
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Es wurde eigentlich schon alles gesagt. Wenn du Speicher sparen willst und mit Mods hanierst schaut dir einmal Active Texture Management an.
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Bei den einzelnen Teilen gibt es mitlerweile eine Anzeige für die "Impact Tolerance". Eigentlich sollte diese einem verraten wie schnell man damit landen darf. Habe ich jedoch selbst noch nicht drauf geachtet. Was die Höhenanzeige angeht: Das ist die Höhe über Normal Null und nicht die Radarhöhe. Bedeutet also das sie sich auf den Meeresspiegel bezieht (auch dort wo es keinen gibt). In Kapseln hat man die Möglichkeit im IVA die Radarhöhe zu sehen und ansonsten können einem KER oder MJ helfen.
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togfox there's no log out. You'll always be able to get the full science value. In the R&D building you're able to see where you did science and if you collected the total amount.
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Maybe popping up the Scenarios Menu the first time (or after you click New Game the first time) would help to get people started on the available tutorials instead of just jumping in. On the other hand that might be intended ...
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I do think this is quite OK but i'd like to add something about the internet connection speed and why that 50 Mbps figure might be a bit misleading. It varies by region and that figure is usually only your download. If you don't know the numbers have a look at your contract, it should be there somewhere. Usually it's vastly smaller, a 50 Mbps connection might have something like 50 Mbps download and 5 Mbps upload. Twitch has some recommendation for different resolution (Maybe OBS specific Link). If your upload is too small for the resolution you're trying to stream you might either get lags or distorted frames. In addition you have to take into account that the some other pieces of software are using some of your upload as well e.g. while playing online games. P.S. Beware of the difference between Megabit and Megabyte while having a look at your connection speed!
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[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
Seth replied to r4m0n's topic in KSP1 Mod Releases
It would be great if a description window/field would be added to the tree selection so that tree authors could put up some information and maybe a button that directly gets you to the forum thread. Why? Well I've recently started Realistic Progression Light v18 and if you don't come across the thread and carefully read it, it will take some time until you discover that there is a mod which will help you to get your first bits of science. Sure it's mostly a problem of the tree but having a description in-game might help decide what to have a look at as well! -
Hi, as far as i've read Spaceport 2 is being build but did anyone ever bother to ask users and/or mod developers what they'd actually like to have or which would be a "required" feature? Sorry if this has been asked before but i wasn't able to dig it up. I'm sure some things are obvious but i'd expect that there are features which are easily missed. If it would be OK i'd suggest to collect features in this thread, if not i'd like a mod to delete it. If possible we should have some structure for this. For now i'd suggest having headlines with a "feature name" followed by a description and some indication of the importance. Maybe like this: Size 3 for headings and a (cool) smiley in the title to indicate that the feature would be important to you. Of course every feature is important but you should mark only those "must haves". P.S. this is actually meant to be a thread were people post something! Be it approval, rejection or whatever! Latest Update A field which indicates at what point the last update to the description and/or download file(s) occurred. This might help to identify abandoned stuff. Changelog for Mods A simple changelog for the mod which would be an "additional tab" to the current description. :cool:Multiple Versions The option to download something different than the latest version of a mod. Maybe on an additional "tab" again so you get the latest version by just clicking download and do have the option to get a previous version from an additional dialog. This might include an option for a Modder to set a "recommended" version which would be downloaded instead of the latest version. This might also include a way to link releases to KSP versions. So a dev is able to tell Spaceport that Version 1.1.2 of his mod is compatible with version 0.23 and 0.22. :cool:Forum Link A prominent link to the forum thread for comments and such. Modpack Bundles An option to have a (private) Modpack bundle. Which should allow a user to get a list of all the download links or a package containing the mods. If it's a single package it might either contain the zip files of the various mods or the mod files themselves. The latter would require a way to resolve collision issues like multiple versions of the same libraries bundled with different mods. Rated Tags Basically a mod can have tags but the users should be able to vote whenever or not they apply. With this it might be either that a author sets the tags and the community votes whenever or not they're applicable or the community could add tags through voting. I'm unsure whenever or not this should require a fixed list of tags available or the should be dynamic so that new mods/the community might introduce additional tags.