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Poodmund

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Everything posted by Poodmund

  1. I find the best way to resolve these kind of things is involve an interested party, such as JonnyOThan, and also discuss it directly (as a party) with the CKAN team, typically on their Discord. That way, you have an enthusiastic stakeholder that can sort out the pull requests for the NetKAN files, you as the subject matter expert on dependencies and intricacies of setup, and the CKAN team who know their system and eventually get to know your mod and its setup through handling of the files. Honestly, its usually just a lack of communication with the CKAN team (who are very nice and helpful people) that lets situations like this occur.
  2. https://ksp.lisias.net/blogs/rants/on-CKAN/b9-pwings-fork/part-2 Can you please remove my name from your loveing website.
  3. There was some sentiment early on in the thread that 'things' such as Module Manager should be handled first party. I couldn't disagree more. Having a first party mod loader available is great as it gives all modders a keyhole for interoperability but tools like Module Manager, these absolutely should remain 3rd party as it allows for the modding community to be completely agile in the way these tools are developed and evolved to cater for, potentially, the fast paced needs of the modding community. Intercept Games should not take on the responsibility, for example, for being in control of the niche needs of the modding community that they do not require for their 1st party title because they are not the ones with the interest. The modding community is. They provide the platform, we provide the agile, customisable tools. I can't be bothered to engage in a back and forth on the matter so I won't be.
  4. I am experiencing a weird issue with the KSP forums (this is all experienced in Chromium based browers i.e. Edge, Chrome, Brave etc.) I think it was since around when the KSP2 bug report subforums were added but cannot say definitely but I am seeing an odd behaviour on the forum pages that do not have any child sub-forums where all pages will load with like 15-20% of the right hand side of the page empty and then after a second it stretches across to fill the gap. This delayed shift happens on all forum pages. Its something to do with element: forum.kerbalspaceprogram.com##.ipsLayout_sidebarright ... as if I block that element, the delayed shifting stops but then this happens on all forums that do not have any child subforums. So to summarise, blocking the front page sidebarright fixes the delayed stretch issue but then breaks the width of forum pages where no further sub-forums sit underneath. Is anyone else experiencing this?
  5. The vanilla part colliders were used for the vast majority of the ReStock parts so there should be minimal impact.
  6. With respect to the larger part mods such as BDB, Tantares, Nertea's suite of mods, they are actually balanced for a scale around 2.5-3.2x. The vanilla parts are also pretty well balanced around this scale too, which you can tell because at this scale with vanilla parts, your rockets start to look the actual size/shape of real life rockets for their payload size. Knowing this, you can refer to these parts and balance accordingly if it is easier to do this way. Otherwise it can be a lot of calculations... I'm not sure that there is a public 'calculator' sheet for this.
  7. For reference, @Dariusthedoggie, the preference referenced above is pretty much only shared by the poster and the user who liked the post... almost all other mod developers within the community support CKAN and would prefer not to interact with Curseforge, so I would suggest to not just listen to those who shout the loudest. Try both. Pick your poison.
  8. This all looks very promising. EDIT: Also, Dakota, I am aware that I just gave you 1337 post reputation points.
  9. SigmaCartographer literally generates its maps upon game load... so once you get to the Main Menu the maps are generated. This is why if you use it to generate large resolution maps, it sits for ages at the blank screen before the Main Menu. There is no UI, its all config based setup.
  10. https://github.com/Sigma88/Sigma-Dimensions/releases/tag/v0.10.8 Is the latest version, and it still works in 1.12.5. Note that the mod's license is ARR so you could recompile it against 1.12.5 yourself, for whatever reason, just don't then distribute it.
  11. Have no idea why you tagged me... but if you want to reference stock textures, try referencing the stock game textures???
  12. If you want to add the module to a part that doesn't have the module originally (either through Stock+KIS implementation or via a patch for a modded part included within the mod), you might then want to consider doing the following. @PART[SomePart]:HAS[!MODULE[ModuleKISInventory]]:FINAL { MODULE { name = ModuleKISInventory xxx = xxxx xxxx = xxx } } It would mean that your patch would get overruled by a patch that was included by a mod at a later date, only applying your patch if the part didn't get the module applied during the normal MM pass.
  13. Is the repository private? Getting a 404 error.
  14. I run my own slimmed down theme of the forums by blocking/editing some certain elements... I've just checked it against the other 3 new themes and its all working perfectly too! I guess because its only colour changes. Shameless plug for anyone wanting a streamlined, text/posts only look to the forum:
  15. This is a Kerbal Space Program forum. Not a spaceflight or what I had for dinner yesterday forum.
  16. Updated uBlock Origin elements to get rid of some of the KSP2 marketing that's been added recently and updated the CSS to indicate the use of the extension Stylus (instead of Stylish) and to correctly shift the sub-forum lastPoster over to the right hand side of the table due to a skin update. EDIT: Added side-by-side comparison links so you can easily see the difference.
  17. Hi Dakota, thank you for doing that, it certainly is a lot easier to navigate and is more visible. The only other thing I could suggest, is to potentially make it appear similar to how it used to be, is to create another main forum category, "Kerbal Space Program 1 Mods" above the "Community" category, which would contain the sub-forums, "KSP1 Mods Discussions," "KSP1 Mod Releases" and "KSP1 Mod Development." You currently have about 1/3 of all the forum posts that have ever existed on the forum (since the great accident) squirreled away under one link. It would be nice to have them separated out again, as they previously were, so you can track the latest post status for each respective sub-forum. EDIT: So, just for clarity, the layout I am suggesting would be as follows: Kerbal Space Program 2 Mods - KSP2 Mod Discussions - KSP2 Mod Releases - KSP2 Mod Development Kerbal Space Program 1 - KSP1 The Daily Kerbal - KSP1 Discussion - KSP1 Suggestions & Development Discussion - KSP1 Challenges & Mission ideas - KSP1 The Spacecraft Exchange - KSP1 Mission Reports - KSP1 Gameplay and Technical Support -- KSP1 Gameplay Questions and Tutorials -- KSP1 Technical Support (PC, unmodded installs) -- KSP1 Technical Support (PC, modded installs) -- KSP1 Technical Support (Console) - KSP1 Expansions -- Breaking Ground Expansion -- Making History Expansion Kerbal Space Program 1 Mods - KSP1 Mod Discussions - KSP1 Mod Releases -- KSP1 Tools and Applications - KSP1 Mod Development -- KSP1 Modelling and Texturing Discussion -- KSP1 C# Plugin Development Help and Support -- KSP1 General Mod Development Help and Support Community - Science & Spaceflight - Kerbal Network - The Lounge -- Forum Games! - KSP Fan Works I hope that makes sense. No dash = Main forum category Single dash (-) = Sub-forum Double dash (--) = Sub-sub-forum
  18. I've been this having trouble with 2.14.3.0-1151 and 2.14.3.0-1152. Clean vanilla install of KSP 1.12.5 with only MechJeb 2.14.3.0-1152 installed: Boot KSP Start new Sandbox save Open editor and load a stock craft, I chose the 'Kerbal 1' with a MechJeb computer added, and send to the pad. Open the Ascent Guidance window and then change the mode to PVG. Toggle on 'Edit Rocket Staging' and the 'PVG Settings' window opens in the top left corner and its blank and you cannot move it. Since 2.14.3.0-1151 I also have the issue that you click 'Engage Autopilot', then stage to launch and the ascent guidance doesn't do anything. With 2.14.3.0-1150 it correctly functions and launches the craft and controls the ascent, since 2.14.3.0-1151 the ascent guidance seems to not trigger. I'll get some logs. EDIT: For this I used the same Vanilla 1.12.5 with MechJeb 2.14.3.0-1152 above, followed the same process as the bulleted points above and then let the craft ascend under the SRBs (the central LVT engine doesn't throttle up as the ascent guidance fails to take control) and then let the craft fall and crash. Then I quit to main menu and closed the game. You can see the exceptions being thrown as soon as I open the Ascent Guidance GUI. https://www.dropbox.com/s/zo47m3ew88gsf68/KSP.log?dl=0
  19. Handpicking parts to use from ReStock is not a supported feature... and kinda goes against the idea of the mod, I think both Nertea and Cineboxandrew mentioned as much previously somewhere. You can of course white a stock part and then go in and manually butcher the config patches to stop ReStock making edits to the stock part in question. You're on your own at that point though. With respect to using ReStock parts/assets on other mods' parts, again, you're on your own and would require an understanding as to the part config syntax/format and also as to how Module Manager does its patch handling. I would suggest you take a look at the Module Manager Wiki for some guidance. https://github.com/sarbian/ModuleManager/wiki
  20. I think you have a misunderstanding of what the blacklist/whitelist does. By default, all stock parts that are replaced by ReStock are blacklisted. Whitelisting a stock part will override the blacklist and ensure that the models/textures for that stock part are loaded in the case that another mod uses those files.
  21. You can browse for 'Popular Mods' but I think that just ranks mods by total download count not, as you mention, within a specified time frame. SpaceDock is integrated with CKAN from a mod developers standpoint, I wonder in the future whether it could trigger CKAN to open and tick the mod for installation(?). Finally, its up to the mod developer to add screenshots to the SpaceDock listing page, it is available, its just not many use it as you can just click a link through to the forum page where they are typically posted. As far as Nexus Mods goes... there's no nauseated Kerbal emote I can use.
  22. With reference to the above, would you be happy with all the rocket parts being solid pink cylinders and cubes, the sky be jet black and the ground be plain white? Arguably having parts textured serve no gameplay purpose, having normal maps to simulate ground visuals serve no gameplay effect, having stars in the skybox serve no gameplay effect. I wonder where this line sits and what you'd be happy to retain and what you'd be happy getting rid of? I'd love to see weather effects in KSP even if they are visual only.
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