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Jacke

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Everything posted by Jacke

  1. As well, you could start transitioning to partless KER. In the VAB, go into KER settings and switch to partless. To hide the KER parts on the tech tree and in the VAB/SPH but not break existing .craft files and in flight, you can use my MM script below to do that. This way, all new .craft designs created and made won't need the KER parts. If you look at existing designs, you'll see the KER parts on the rocket but not available as parts (and these shouldn't be editted until all examples in flight have landed).
  2. Nothing we can do about changing licences. Something can be put under difference licences for different conditions, but I'd advise against using such a complex and time-dependent condition. Too easy to get it wrong. I'd always say it would be better to just licence under one of the share-alike CC licences, the GPL, or any other licence that allows the project to be forked. But some people want more control. However, I've also heard from some modders they'll never contribute again to an All-Rights-Reserved project or something similarly restricted as it's just too easy for all their work to be lost.
  3. This is the MM script I've used before in KSP 1.3. I just did a quick test and it appears to still be working well in KSP 1.4.1. It enables MJ partless with every Command Pod and Kerbal Seat (eg. External Command Seat, especially useful with mod Take Command) and provides all functions from the start of a career. This is the MM script to hide the MJ parts (no longer needed when partless) but not break existing .craft files and crafts in flight with the parts.
  4. For parts that just link in mod functionality, I always try to avoid them for just this issue. I either use custom settings to make the mod functions partless (KER has this) or add in a ModuleManager script to make the mod effectively partless by adding the appropriate MODULE to Command Pod parts. Editing save files is very tricky. There's a workaround you could do. For your save files that include the KER parts, if you remove KER, leave behind its Parts directory ("GameData/KerbalEnginer/Parts/"). It'll have the 2 KER parts (Engineer 7500 and Engineer Chip) but there will be no KER windows or functions. And pure and simple parts like this usually last through several KSP updates without breaking or even needing minor edits.
  5. This is a bit meta, but AVC itself is verging on being an unsupported mod. There's not been a new version since 2016 Oct 13. Its cloud database has been updated and obvious the mod authors update their own .version files. But @linuxgurugamer identified a non-trivial bug back in 2017 Oct 10 that's not been addressed. And it's got to be at least partly luck that a KSP version update hasn't broken AVC. But someday a KSP change will break AVC, which is a vital bit of KSP infrastructure most mods depend upon.
  6. It may. You could just install the KSP 1.3.1 version and test it. Or wait for @linuxgurugamer to update it to KSP 1.4.1. He's updating the over 130 mods he supports as quickly as he can find time to work on them. He's already updated several. When he gets a good updated mod release, he adds a post to the mod's topic (ie. here for Kramax) and updates the topic title to lead with "[1.4.1]". You'll also find the updated download on Spacedock.info and on LGG's Github (links in the original post). You can also ask for extra focus on a few mods in this thread.
  7. I really made a mistake above. Checking the first post. @cybutek licenced KER under the GPL v3. Which is about as far as possible from ARR as you can get. @Warezcrawler, my apologies. I've updated my post above. Thanks for compiling and posting that updated KER, @jrbudda
  8. Thanks for all the work you do supporting KSP mods, @linuxgurugamer. You've already got so many of your mods updated for KSP 1.4.1. That's amazing! Which makes my list of mod I'd like you to address earlier easier to make. Kramax Autopilot NavHUD Part Angle Display
  9. Could you provide @sarbian with an example .craft, steps to reproduce the issue, and logs. As he's stated many times, issues need to be reported with logs and other supporting information.
  10. Well, excluding Firefox, on my Windows 10 1607 that's about 3.5GB of memory. And that's a modern operating system. No one process in the Task Manager (which I think is actually a process tree) takes up more than 230MB (and that's a Window's service host) and most are only in the 10's of MB and even lower. But they all add up. It is possible to prune out some things to cut down on this, but that becomes difficult. Example get rid of the 52MB Steam bootstrapper and I can't launch Steam games except the few that allow being run outside of Steam, like KSP. It's better in Linux but that's because it comes at providing a user environment from a different direction, less stuff and usually with a smaller memory footprint. What would make things better is if Windows multitasked better. It's kind of crap at that.
  11. It's a pain to select instead of taking all. But I think if you limit your mods, you can get near the same experience and better performance, both loading and running KSP. The way KSP handles parts (loads all parts into memory at game start) means parts mods are the ones you should look at first. Even with KSP 64-bit, you can keep its memory footprint within 5GB and even under 4GB. I use the abandonware JSGME (best source is on the subsim.com forums, which you could join to download) to enable and disable mods in KSP. A bit of a learning curve but I've found it to be the best tool for manual control of game mods. At that level, you'll still get a bit of thrash but you should see game loads within a few minutes and better game speed that before.
  12. I agree with your good point about being careful with the licence. It's an All-Rights-Reserved mod, so I'd err on the side of caution and say you shouldn't distribute a modified version of KER. I've got KSP 1.3.1 for now and there's a bunch of other mods I'm waiting on for 1.4.1 versions. There's also MechJeb and VOID, which I think will be updated sooner. EDIT: I really made a mistake above. Checking the first post. @cybutek licenced KER under the GPL v3. Which is about as far as possible from ARR as you can get. @Warezcrawler, my apologies.
  13. [ Caught me halfway through editting me last post. ] @theonegalen, I'm suspecting you've got a smaller amount of memory and a Windows computer that, like all versions of Windows, uses its swap file far too much. So KSP is loading into "memory" but some of that "memory" is virtual in the swap file, so while KSP and its mods load, there's a lot of back-and-forth between memory and the swap file while the files are loaded into memory, classic computer storage thrashing. An SSD would help, but that level of use of the swap file will still be slower and can seriously eat into the life of the SSD. Yeah, that's it. Assuming you've got Windows, that 8GB can easily all be in use before you even launch KSP. From the task manager, even without KSP running, my 24GB on Windows 10 1607 is currently 41% in use, or more than 9GB allocated. (And yes, Windows will still use the swap file in a non-trivial way even with that much free memory. ) All operating systems will work hard to keep a bit of the memory free continuously by pushing out the least-recently used memory to the swap, but at that point that's just to prevent the computer from crashing. Thus 45-minute program loads. One of the bigger memory and processing hogs is the modern browser. On my machine the latest Firefox has 7 processes for 3 windows and several tabs and about 5.5GB of that 9GB of memory and almost all of the processing cycles. It can be helpful to be able to alt-tab to a browser for information while playing KSP, but unfortunately there's two big programs that can get in each others' way. One way that might work is to close the browser, launch KSP, then alt-tab out and relaunch the browser and limit its use to just get the info you need. If it's possible and you can afford it, I'd suggest upgrading the memory to as much as your computer can take. As well, you could prune your mods to reduce the size of loaded KSP; parts mods and older mods that haven't been thoroughly updated for the latest graphics standards for KSP are candidates there.
  14. That's not the HDD slowing things down. I've run hundreds of mods on a 5400rpm 2.5in HDD and it's taken at most a minute or two (and usually far less) to load and that's without ModuleManager using its cache from a previous load. But I've got 24GB of memory and since the 64-bit client became stock I've only used it. There's something else going on.
  15. I've got great programming skills and have done things like craft complex make files. But I haven't mastered setting up and using the IDE for cranking out KSP mods, so recompiling a mod from source for a new KSP version is an very non-trivial task. This isn't like Debian where doing something like producing compiled packages from the source triplets has been thoroughly documented and made as simple as possible. I wouldn't expect an average forum user to be able to do so. Especially when even if they get things set up, they're far too likely to run into compile bugs due to the changes in the new KSP version that they won't be able to resolve.
  16. Please be patient. @cybutek is still logging into the KSP forums, but he's posted before he's had some real life issues that prevent him from spending the time he wishes on his mods. I'm sure he'll address this as soon as he can. It's against forum policy to pester mod writers when an update will be done. They write mods in their spare time for the love of KSP and wanting to make it better. Every moment they spend modding is one they can't spend playing KSP. Real life and other demands often prevent them from modding and even playing KSP. Adapting a mod to a new KSP version takes time. I consider KSP not worth playing without a few key mods, like the engineering mods including KER. This usually takes a month or two. I keep a copy of the previous KSP which I mod and play until the mods catch up. There's also the other two engineering mods, MechJeb and VOID. I use all 3 (KER especially for its window in the VAB, VOID for its HUDs, and MechJeb for its customizable windows in flight mode) partly so I can shift between them. Both MechJeb and VOID don't have a KSP 1.4.1 version out, but their authors are working on that and they will be available as soon as possible. Yes we do. I'm surprised so many vital and simple things like delta-V haven't been included in stock KSP by now.
  17. Hey, thanks, @Avera9eJoe, for posting. I'm in the same position. I'd like to make a new career mod for KSP that improves on it, especially with a career more like the historical progress of space exploration. Not quite as BTSM did it, but some features would be similar. I have a number of ideas. But the tools aren't quite there to implement my ideas. My programming skills are strong but there's quite a steep learning curve to getting a setup to actually turn out KSP mods. And I haven't have the time free to progress with this. And it appears that SETI Unmanned Before Manned is effectively unsupported. As far as I can tell from its topic, it's reported as still working. But it's an ARR mod and its author @Yemo hasn't been on the KSP forums since last September.
  18. I based my comment about 1.4.1 having no changes (besides being a version bump at the same time as the release of Making History) upon a post, which of course I can't find now, by a reputable source, to the best of my recollection a Squad staff member. Considering what the others here posted above, that's obviously wrong. Wonderful. Forgot to "Trust, but verify." EDIT: Found the post. JPLRepo said in this post "The code base between 1.4.0 and 1.4.1 will not be very different." and I misinterpreted that as no difference between 1.4 and 1.4.1 except the option of having the DLC Making History. The Devil's in the details.
  19. Squad said there's no changes from 1.4 to 1.4.1 if you don't have Making History. So technically it isn't a patch. It's a version number change simultaneous with the release of Making History. And Making History can be bought and included with KSP from version 1.4.1 on. But it comes down to Making History still changes KSP. It can have side effects (especially from any bugs it has) and mod writers will have to vet their mods to be sure they work with Making History. Or mod writers won't vet their mods with respect to Making History. But that doesn't remove the possibility of side effects, especially with mods added.
  20. Making History isn't just addon content, it's a new version. It's KSP 1.4.1, which is identical to KSP 1.4 if you don't have Making History. As @Geonovast said, many mods don't support 1.4 yet. And you can't be sure that what Making History does to KSP won't break some mods. I've written enough software meself that "just added content" often has ramifications beyond what you think. And as @Temeter said, it has bugs that need to be addressed.
  21. Well, how about that. Looks like the spider from the Internet Archive dug down a few links, like what it did to get the 5 pages after the first one. And its capture of the end pages show each of them as the last page, so it did so over a few days. As you can see, after BTSM wasn't available for the current KSP, my activity on the forums here fell off. BTSM was the way I played KSP and I never found a good enough way to do so after KSP 1.0.5 came out. And with BTSM no longer current, its community drifted away. So many of the common posters appear to have left KSP entirely. Some are still active, besides @5thHorseman. A few, like @Avera9eJoe, @Beetlecat, @mindstalker, @Renegrade, and @xEvilReeperx are still around. That's a whole lot of BTSM and KSP skill and experience there. Hopefully, they can chime in about BTSM too.
  22. I bought KSP in August 2013, so I won't be getting Making History for free. Haven't gotten it yet, but will eventually. As usual with any new KSP version, I'll want to see support by the major mods before I considering switching to the new version. I love KSP, but without the major mods, KSP lacks critical necessary features. When those mods support it, I'll buy Making History. On that note, with Making History's price providing somewhat of a barrier to players adopting it, how thoroughly do you think Making History will be adopted?
  23. Hey @MaltYebisu, thanks for posting that Wayback Machine link. Alas, it only has the first 6 pages of the BTSM topic. Rather than a BTSM revival (which is legally impossible), I would rather see a new career mod, built using the framework mods now present, like Contract Configurator and the Custom Barn Kit. I've looked at Unmanned Before Manned, but I've yet to truly test it out to see how good it is. As @weissel pointed out, "Better" in the title was FlowerChild's way of saying this was his improvement on KSP. Like a lot of us, he considered the stock KSP career damn near a joke (launch a capsule-only rocket on the pad and get science there ?!?). His goal was a real tight gameplay challenge and he just happened for KSP to base that on being more historical and starting with probe launches and delaying crewed missions somewhat. FC did also put in a lot of fixes for issues in stock KSP, like making right the effect of atmospheric density on rocket performance (long before it was fixed in stock KSP) and improving the handling of science (no need to hop outside of the cabin to store Crew Reports properly). As for other mods, I could understand FC limiting what he would support as it made his support of BTSM much more complex, as well as detract from discussing BTSM in its thread. And as he said, he designed BTSM to what he wanted. I think he did take this metamod purity a bit too far. He had the patience and ability to manually play KSP beyond most other people. Some mods would bend and break BTSM because like any career mod, it provided challenges and any mods that bent or broke those challenges mean playing with them was different, sometimes radically, from BTSM without them. But some challenges, like calculating delta-V and the like, were kind of petty, and others like manual-only flight were tedious. So many of us would quietly and carefully include mods beyond the ones that FC approved of. (Although once he asked me to help a disabled player add MechJeb to BTSM as that player couldn't fly rockets manually.) As I learned through metamodding for BTSM, parts mods were usually a step beyond and obvious did break the point of playing BTSM, either through the new parts themselves or them not behaving the same as the stock parts that FC adjusted. So new parts in mods always needed a careful look, if only to place them in a reasonable spot on BTSM's tech tree. Some of FC's changes to BTSM to maintain that tight gameplay seemed to be aimed at killing off some of the cool rocket and spacecraft designs posted in the thread. Kind of irritating at times. I think BTSM's tight gameplay was too tight, as it took a whole lot of playtesting by FC to get right. And he needed to repeat that in detail, sometimes with major changes to BTSM, whenever Squad released a new KSP version. In the 0.90 and the various 1.0.x versions, the effort just exhausted FC. Which is why the last version was released for KSP 1.0.4 in August 2015. And then in 2017 January, the Great Forum Calamity destroyed the 20 threads on the front page of Add-on Releases. And BTSM was on that page. It was sad losing the BTSM topic. That was a great community within KSP and we had a great time. Without BTSM for the current KSP, people had drifted away. But there were still comments being posted and a few people were still playing BTSM, even a year and a half after the last BTSM release.
  24. Thanks to all who replied! I don't run on my Steam copy of KSP but always back it up and then run on another modded copy; so I still have 1.2.2., 1.3.0, and now 1.3.1. I'm not that invested in 1.3.0 that it wouldn't be hard for me to shift to 1.3.1. What I don't want to do is spend a lot of time staying back in 1.3.0 if things are good enough in 1.3.1. From what I'm reading here, I think they are. We have to find workarounds for bugs in most versions of KSP. I think if our crucial mods have good versions out for the latest KSP, it's more a question of when to make the shift, right now or in a short amount of time. I had an earlier post back in August about whether to stick with 1.2.2 or move on to 1.3.0. You may want to check that out and with the info from it and this topic make your decision.
  25. The rest of life took me away from KSP for several months, but I'm getting back into it. KSP 1.3.1 is released. I hear it has serious issues. So I'm interested in details. Should I stay with KSP 1.3.0 for now or switch to 1.3.1?
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