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Everything posted by KillAshley
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and it's attitudes such as that that has made so many amazing mod authors leave in the past in many communities. Freedom of speech has nothing to do with this anyway, freedom of speech allows you to say whatever you want without governing bodies stopping you, however it doesn't protect you from those who have to listen to the inane rants. I can understand the mentality of how you think, however an attitude such as that will only create more issues in the community itself, the attitude that mod authors don't matter and that end-users should get to do what they want will eventually destroy the community altogether. I mean, who would want to create anything for people that won't even respect them? Why spend countless hours creating content if you can't even control it? you are right though, theres nothing stopping you from re-uploading everything, except after you do so you'll have to sit there and watch how quickly all of these amazing people leave the scene for good. We work through a mutual respect, it's the only thing we have. We don't make money off our work, we don't get famous off our work. We do it because we enjoy doing it, and if more people act to us the way you act to us then why should we do anything? anyway, lets leave it there and go back to the topic, this thread is about trying to create an understanding and a better system for CKAN and/or any other mod manager that exists/will be made.
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with all due respect, and with trying not to let this thread get derailed any further, the issue is between mod creators and CKAN, not users and CKAN. The arguments presented here are the result of a long period of hoping things would get fixed, and yet still belligerently remain broken. Things that content creators find extremely stressful, and intolerable could be seen as complete BS by an end user, however thats not the point. The point is that the creators themselves should have the final say in their mods If you have decent case then by all means make it, but at the end of the day, it's our personal time and effort that lets people play all this extra content. This is about creating a FAIR way for our content to be distributed, and to be taken down when & if we so choose. As it currently stands the wave of ARR licensing and bad blood will only damage the community in the long run
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[1.3.1][Kopernicus] KASE v0.3 [26June2016]
KillAshley replied to KillAshley's topic in KSP1 Mod Development
v0.3 is now live on Github! v0.3 -Muted Mun to a greyer look (so no more complaints) -Tweaked Jool's map -Tweaked Duna's atmosphere gradient give it a "Mars" look -
[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Uncharted Lands v0.5.2 is now available on Github! v0.5.2 -Removal of Kerbin's PQSCity mods causing terrain issues -Removed SigmaBinary from download and added to OP's dependancy instructions -Fixed issue with Gilly's parameter tab being blank -Fixed Eve's ocean heat curve to stop the insta-explode (hopefully) -
you'll also notice that @Sigma88 has decided to change licensing for all his mods due to the same issues. This new license prevents redistribution so CKAN will not be able to distribute it. Pro-tip - always check the licenses of mods
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Favorite Planet Packs and Rescale Mods?
KillAshley replied to JedTech's topic in KSP1 Mods Discussions
ill just leave a small post for the links in my signature (shameless self promotion ftw!) -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Yeah as as @cantab unfortunately my inspiration levels for Derso are super low, and rather than delay the update a couple weeks i decided to release with only a placeholder body. It will get done as soon as i work out how i want it to look basically. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
lockRotation defines if the rings rotate with the planet, false mean the rings aren't locked to their initial position and rotate with the world's rotation. I'll try and find out whats happening -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
yeah that shouldnt happen, ill fix it (again) -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
thats because OPM is installed too, simple fix in my cfg however the OPM patch thats there was made in about april last year and never touched again cool, good work testing, been too distracted by stellaris to check it out yet, but it narrows down things. I'll try and see why it causes so much of a problem -
ill try and find a decent 1.1.2 build for you guys once people get back online then.
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latest kittopia dev builds work pretty well in 1.1.2, unfortunately jenkins isnt loading for me so i cant link it to you. Planets can still easily be made in 1.0.5 though, as the release build was stable (sort-of), so you can always just do minor changes after creating the planets for 1.1.2. If more people are having difficulties please let me know and i can always extend the closing date a little to give people the needed time. (as a one off thing only for this round though)
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
oops, ill fix the typo, cheers. very odd that CC would add a some lag to the game, ill have a look and try to find out why at some point! And while i won't be adding any (new) bodies to the game, making Kerbin moonless, you can easily set up a little MM patch to add your own sub-moon if you wish. i havent done any, but i know a few people are already starting to work on it themselves, try checking the previous couple pages lol yeah airships might be the way to go now Thats odd, sorry to hear that. I'll upload a half-res texture pack for people when i make the next update so people can lower the textures themselves if they experience issues -
[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
already on my todo list -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
odd, ill have a look -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
trailer's up to you dude but anyway I've already added UL support for the next release, just had to tweak the load order and nuke a few orbit parameters (as well as removing Kerbin's rings). Nothing needed to be touched in the UL files though. -
OSIRIS-REx Asteroid Sample Return
KillAshley replied to IonStorm's topic in KSP1 Challenges & Mission ideas
unfortunately it seems i accidentally deleted the files while cleaning my dropbox out. I don't have any kind of backup available unfortunately perhaps there is someone out there who has a copy of it and will re upload it for me EDIT: luckily the file was still in my recent deleted files so i was able to restore it. link should work again now! -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
thanks for the feedback, yeah for KP it needs an update too. It's had no real love since it was initially released so ill be working on that soon. The whole rework was based off the idea of realism (mostly) i wanted to create bodies that looked mroe like they could actually exist rather than over the top ones that in no way could. Unfortunately the real world is slightly more bland than the bright colors of the original NH, but i did what i could. Apart from the little potatoes, which would be nothing more than clumps of loose rock IRL..... I recommend Sigma Dimensions by @Sigma88 it should work fine along it and can give you complete control over any sized system you want. I havent tried with KSPRC yet, it was low on my priority list so i left it until a future date for now. It should work fine for stock planets, but wont include my ones. People are already working on EVE & Scatterer support so who knows, maybe they are srting it out already -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
yes........leouch................ *runs away* -
please keep ideas quiet until the round is complete. Asking for help from other people is fine, however we would like to keep this thread clear of any unnecessary clutter, thanks!
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
ok so i was being nice an quiet, seeing how long it would take for people to notice, however it seems around 50 of you have already seen the update so let's say: New Horizons v2.0.0 is now available. v2.0.0 "the overhaul edition" -complete rework of all bodies -complete rework of all PQSMaterials -complete rework of all scaledspace gradients -complete rework of all atmospheres & ambient coloring -complete rework of all orbits -removed Lave due to lack of gameplay elements -reparented Eli to Sonnah -added asteroid belt between Sonnah & Jool -added asteroids as simulated debris from Leouch (size to be tweaked in later versions) -reduced Tidus' atmosphere back to 0.7atm as it originally was intended -fixed scidefs to refer to new biomes/terrain of planets -fixed descriptions to refer to bodies new terrain. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
KillAshley replied to Thomas P.'s topic in KSP1 Mod Releases
they were able to be generated back even in PFCE days, heightmaps are pretty easy to make & implement -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
maybe when i finish fixing the SciDefs to the new biomes ill drop you link....and everyone else too -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
KillAshley replied to Thomas P.'s topic in KSP1 Mod Releases
with photoshop and patience. seriously though, it's not too hard, but it can be frustrating, just take your time and give it a try.