-
Posts
853 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by dboi88
-
Yes, and I'll readily admit that i have been extremely naive up until this point about licencing. TBH I'd never noticed issues with licencing until the big CKAN debate a while back but I've never really considered it properly until this conversation(and the fact i've got a big release on it's way). Hence my suggestion that a no redistribution licence was probably the licence i should have always been considering now i think about how i actually want my work to be dealt with. Prior to this conversation I had this idea in my head that the community would respect my wishes while an open licence would allow continuation if i was to ever stop support. A lot of comments on this thread have shown me that I've been extremely naive during that thought process. Thankyou very much for providing the time-bombed licence example above, it fits very closely with my own sentiment and is likely the way i'll go myself.
-
I know how much work was done(i did all the art work for that pack) and I agree but maybe i wasn't clear in what i really meant, this is the sort of input i would expect from a modpacker before i would consider them reasonable in bundling in others work i,e, what i would call enough work to be reasonable in releasing a modpack you'd call a mod in it's own right and that's what we really want, high quality pieces of work with the appropriate support. The users we are having problems with would have happily thrown in MKS and KPBS in full in a zip with maybe a few rough cfg's and caused a huge amount of support issues along with it. We NEED users like @DStaal around who are putting in an amount of effort equivalent to most modders.
-
In my opinion bundling anyone's work into a zip file and posting a download link on the forum should be banned without express permission, license or no license. This allows mods like MM to have express permission declared on their OP, and allows other mod authors to give permission where they are happy for it. The onus should be on the modpacker to provide a full list of mods, licences and permissions. Any modpacker that won't take the time to provide full documentation should not be allowed to post a mod pack and should have their posts removed until they do. At the end of the day it's likely the original mod author spent 100's of hours making the mod, the least the modpack er do is spend a few hours polishing their pack. Here's an example of what i believe to be a best case scenario for a modpack, it bundles none of MKS or KPBS, is 90% configs to tie everything together, and the few models that have been included have been given express permission from the original author. See above, i'd be much more open to allowing a more free licence if at least here on this site (which is all i'm bothered about) it was unacceptable for someone to bundle my work without my permission.
-
One thing this thread has achieved is to persuade me to put a much more restrictive licence on any mod i release then I had previously planned to do. I wanted people to be able to continue the mod if i left or make derivative works, I'm not so sure now. Maybe I've just not thought it out properly before now and a none re-distribution licence should have always been the correct option but either way, a restrictive licence is only beneficial to me rather than the community as a whole. In regards to modpacks I don't want to see them, I don't want my work being included in them and i'll therefore be licencing my mods appropriately.
-
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Thought I'd share a little shot of what's been my playground for the last few days as i'll probably never open this file again now the interior texture is complete. -
Congrats on the beta release!
-
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Almost finished the textures for the EVA prep area -
[1.11.0] Airline Kuisine v2.5.0 ~ [Jan 2, 2021]
dboi88 replied to JadeOfMaar's topic in KSP1 Mod Releases
I've always relied on the dataabse lists in the F12 menu for object/texture names.- 146 replies
-
- 3
-
- life support
- mk2
-
(and 1 more)
Tagged with:
-
[1.11.0] Airline Kuisine v2.5.0 ~ [Jan 2, 2021]
dboi88 replied to JadeOfMaar's topic in KSP1 Mod Releases
Sorry i misread, but still not sure what you are asking, 'mk2FuselageShor't is the name of the texture for that part, the name for the Mk2 crew cabin is 'mk2CrewCabin', as far as i'm aware the 'internal name' of a texture in KSP is just the name of the texture file in your game data folder without the extension.- 146 replies
-
- 1
-
- life support
- mk2
-
(and 1 more)
Tagged with:
-
[1.11.0] Airline Kuisine v2.5.0 ~ [Jan 2, 2021]
dboi88 replied to JadeOfMaar's topic in KSP1 Mod Releases
Squad/Parts/Command/mk2CockpitStandard/Cockpit- 146 replies
-
- 1
-
- life support
- mk2
-
(and 1 more)
Tagged with:
-
[1.11.0] Airline Kuisine v2.5.0 ~ [Jan 2, 2021]
dboi88 replied to JadeOfMaar's topic in KSP1 Mod Releases
What can i do for you?- 146 replies
-
- 2
-
- life support
- mk2
-
(and 1 more)
Tagged with:
-
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
The finishing touches on the freighter hull are coming along nicely. Who likes large cargo bays? The EVA prep area -
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Exactly as per the explanation in the KSPedia. I'm not sure. Yes IIRC on the left IIRC nothing, only the settings on the focused port count. When you undock you cannot redock until you've moved a certain distance away from the dock(otherwise you'd just instantly redock every time you undocked) reset acquire cancels that block and reacquires the docking port again allowing you to undock and redock without moving away from the dock. IIRC the stock distance is 3 or maybe 5m.- 1,473 replies
-
- 1
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
It has it's place, I mainly use it on a duplicated layer to sharpen details. My favorite has always been Vivid light but i've found no use for it in texturing work @steedcrugeon I'd generally recommend running through the options on each new layer to see what it gives you. -
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
@Kobymaru I'm getting the similar behavior. With a test craft in orbit there just isn't any magnetic force with snap turned on, as soon as i turn it off the magnet turns on. I'd recommend putting a purely stock test craft save onto github as an issue for RD to look at.- 1,473 replies
-
- 1
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Yes please send. No need to remove kis/kas parts.- 1,473 replies
-
- 1
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
This just doesn't sound at all like expected behaviour, i'll have a go recreating tonight and get back to you. Ahh sorry, the links were supposed to go to the relevant part on the Konstruction Parts page but seem to have been broken, there was never any craft files for any of them- 1,473 replies
-
- 2
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
A link to what? If it's a craft file you're after there isn't one because these weren't tested designs just some crafts thrown together to highlight the available usage of each of the main parts.- 1,473 replies
-
- 1
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
I don't really have any secrets to be honest, I've just drawn lots of boxes and shapes in different greys and everything i know was told to me by @CobaltWolf. Only thing i did was think about the highest part(the girders) and the lowest part(the panels behind the netting) and make sure that my steps in gradient were small enough for me to get as many 'levels' as i needed. Are you trying to create bump maps using some kind of filter? I've drawn mine from scratch as any attempt to filter out what i needed came with some SHOCKING results. I've used blender for all my modelling and photoshop for all my texturing. Pretty much all my textures are from scratch so the only resource i could probably share with you is this http://www.textures.com/category/decals/52338 Put these images over your texture, chose multiply, or maybe hard light as the blend option and then take down to 1-5% opacity to add grunge/scratches ect -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
I've been working on bump maps -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
I'll take a look, if it's something that can be done i'd like to include that. Nothing stopping you trying -
Ohh gutted, i know you're pain, hope it heels quickly.
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
Ohh you need to come on over to the MKS documentation thread with some math for us when you're done! It is likely out of date as this was last confirmed correct back Occtober16. Edit: i'm not certain it was ever confirmed correct -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
This is awesome! will the transfer be instantly or take as long as expected for the transfer? ------------------------------------------------------------------------------------------- Is this info still correct for the effeciency calculations? x: Machinery inside Main Part (0 to 100 %); y: Machinery inside Efficiency Part (0 to 100 %); n: Number of Efficiency Parts used; T: Type of module (Duna: T = 29.8368; Tundra 2.5m: T = 23.0566; Tundra 3.75m: T = 6.0928) L: Level of Scientist with more experience (Level); If you don't have a scientist around your base: L = 1 If you have a level 0 scientist around your base: L = 5 If you have a level 1 scientist around your base: L = 9 If you have a level 2 scientist around your base: L = 13 If you have a level 3 scientist around your base: L = 17 If you have a level 4 scientist around your base: L = 21 If you have a level 5 scientist around your base: L = 25 -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
dboi88 replied to RoverDude's topic in KSP1 Mod Releases
@Perringo Just to add to what RD said, if you aren't confident in actually updating the wiki yourself but find something that could be included give us a shout over here and we'll be happy to get it added to the wiki for you. That includes times when you come across something that needs adding even if you don't know the answer, we can get it worked out and added. Though we've already added everything we can think of so it'd need to be a specific request not just 'add more'.