tedach
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Everything posted by tedach
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When I first began playing KSP, I enjoyed the experience enough to follow development more closely. And then I found the community-made mods. Now I'm an addict. I honestly don't think I would enjoy playing KSP without the multitude of mods I've come to *rely* on for enjoyment. That may be a failure on my end, but the mods are the reason I play this game. With that being said, folks should understand that the insanely dedicated modders produce all of this incredible content as a donation to our collective enjoyment. They aren't paid or promoted for their work, yet still support their endeavors on the forums as a kindness to us all. In my mind, I - and all users - should do everything in our power to help further the entire community by working together to fix problems, rather than undermine or derail code that takes no small amount of time to produce. Because mod integration isn't as fully fleshed out as most of us would like, things like the CC checker work to HELP EVERYONE identify issues before more effort is made to fix a very basic mistake. In my mind, I can't find a way to dislike the practice. With that being said, perhaps we can all think of a way to implement an auto-updater that pulls most recent mod versions from a central location? That would at least ensure that users are working with the latest code, in addition to automating folder/file distribution. I've seen a few versions that attempt this, but I think they only tie into the Curse site. I suppose I'm suggesting a Steam Workshop-type system. What are the requirements for deploying such a system? What sort of back-end would the community need to host such a plethora of mods? I'd be willing to fund the hardware side of this, as I can barely code a "hello world", but I want to help. We have a chance to work together to make thing better for everyone, it's worth a try! (and if I'm totally naive about the situation, my apologies, but tell me why!)
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
tedach replied to Raptor831's topic in KSP1 Mod Releases
View one page back. I posted a quick fix and it's working for most folks. Give it a try! -
Happy to report it works for me! At least for any engines that haven't had their names changed through patches. Haven't found any problems otherwise!
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
tedach replied to Raptor831's topic in KSP1 Mod Releases
Here's a quick updated RF Stockalike config. I have not tested anything; all I did was find/replace new fueltypes so be gentle if things go crazy. **Don't bug the original authors for support if my configs suck!** https://www.dropbox.com/s/9uoraoyv5u...alike.rar?dl=0 **Don't bug the original authors for support if my configs suck!** -
I'll drop the Stockalike config as soon as I get off work (hour and a half, at most). No promises that it's fully functional, haven't been able to playtest yet. -edit Here's a quick updated RF Stockalike config. I have not tested anything; all I did was find/replace new fueltypes so be gentle if things go crazy. **Don't bug the original authors for support if my configs suck!** https://www.dropbox.com/s/9uoraoyv5u6zpzg/RF_Stockalike.rar?dl=0 **Don't bug the original authors for support if my configs suck!**
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A thousand thanks for the update! I'd like to make sure the Stockalike engine configs are good to go; might you know where I can find which fuel types were changed by the .25 patch? I'll post any updated configs I make pending approval from original authors. Cheers!
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Gah! Sorry bud, didn't know the .cfgs weren't working. I had you make that config because, in your error log, it said that certain textures in TextureReplacer folder were made not-readable, which is an attribute set in ATM. The config you made disables that and makes the textures readable again...that is, if .cfgs were functioning. I think it's a safe bet to run without ATM at this point, because Squad added a new GameDatabase and custom asset loading, so it'll take a bit for our superhero modders to figure out how to implement those systems. In the mean time, definitely run OpenGL, delete any parts you dont think you'll need, set texture resolution down to at least half, if not lower if you don't mind ugly. Wish I could help further, good luck
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
tedach replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Hey bud, make sure cloudLayers-BetterAtmospheres.cfg is the only config file in \GameData\BoulderCo\Clouds. Try removing any excess configs from that dir and try again. Good luck! -
Howdy friends. I'm a complete boot when it comes to modding for KSP, so forgive my ignorance. I'm trying to find an external debugger or memory reader for KSP or Unity based games. Essentially, I'm trying to find an external application that allows me to view the memory stack as assets/configs/references are loading when booting KSP, as well as analyzing memory footprint using certain mods. Any ideas? Many thanks in advance!
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
tedach replied to Fractal_UK's topic in KSP1 Mod Releases
Although I, -we-, would all love a recompile, the idea is to not break the trust and intent of the mod author who - through the license - protects his or her work or enforces intent of usage. I'm no expert on these things, and I certainly wouldn't tell anyone their business, but personally I try to respect the framework in which free software is distributed. We're all on the same team, and I love everyone in this community, so don't take anything personally. Just my thoughts. Cheers! -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
tedach replied to pingopete's topic in KSP1 Mod Development
Nice, research for my new foray into kludging terrible mods for KSP! I'll blame you, Nathan. Thanks much! G'night all -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
tedach replied to pingopete's topic in KSP1 Mod Development
So honored to have a reply from the might Nathan! Wish I were half the modder you were! So RSS reads terrain height from the heightmap texture? Like a pixel's color or amplitude translate to a given height? Because that's mindblowing and awesome. Pingo, if I made a low/med res texture pack, could you use it? I'd just use it for myself for the time being, but I imagine quite a few others running 32bit will want a little headspace when using your fantastico mod. I can PM you the files and anyone else interested, as long as it doesn't conflict with forum and licensing rules. I'll add file attributions of course. Will not do so until I'm given the go-ahead. edit: if I scale EVERY related texture down by the same power, should they all fit nicely? -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
tedach replied to pingopete's topic in KSP1 Mod Development
Nice! Do you just size the image down, or is there some spiffy technique to lower the resolution in another way? I dont know much about this stuff, so I imagine that if I reduce the texture size, it won't scale well with the config? I dunno! -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
tedach replied to pingopete's topic in KSP1 Mod Development
I had the same red/white Kerbin textures; it occurs when you hit a memory limit (mine seems around 3.25 gigs) -without- a crash, so you get corrupt textures/wacky terrain elevation/clipped or black textures. Or at least that's my unprofessional opinion. I reduced my memory footprint and it cleared the problem. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
tedach replied to pingopete's topic in KSP1 Mod Development
Played quite a bit yesterday, everything looks amazing! I got home from work today and fired up KSP without realizing .25 hit! Anyhow, everything broke so I did a fresh(ish) install with a few key mods, but I'm getting white/red washed textures for Kerbin. I'll do a *real* clean install momentarily and report compat issues with .25. Keep up the awesome, cheers! -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
tedach replied to pingopete's topic in KSP1 Mod Development
Visionary work! I don't post on the forums normally, but when I do, it's to compliment a seriously fantastic mod. Bravo, keep it up! Minimal issues thus far, only put an hour or so into RSSVE. Will update as I find stuff.