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8u1letSp0nge

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Everything posted by 8u1letSp0nge

  1. This is just a placeholder link for now but we will have one posted eventually. Amigogumball and I are very busy IRL right now so we havent had chance to work on the pack. I am still yet to get in to contact with mod authors about this too. I do not belive providing a .ckan file infringes on any copyright but due to the negative stigma surrounding modpacks in the KSP community, I would just like to be sure. For now you can search for the mods in the list on CKAN or use the links provided on the post to download them from thier respective pages.
  2. Hi all, Quick update on the modpack - Everything seems to be working fine so far, just need to test out the last few mods and do some bugfixing. Once we have approval from mod authors, an "Alpha" for the pack should be available on CKAN soon. - 8u1letSp0nge
  3. We are looking in to some of the mods listed above, however, we have decided to leave out Vens Stock Revamp, mainly for two reasons: We wantaed to try and keep as close to the core KSP Aestheitc whilst also trying to make the game look better at the same time We are thought that some of the changes to the models it made would not work with some styles of craft, e.g. the extension to the jet engine models make it hard to make realistic looking VTOLs. Also, we are currently using ATM as DTL appears to be broken and /or not available due to a Unity bug.
  4. We only plan to update the mods in our modpack if any of the following happen: Squad releases a new version/ patch of KSP and mods need updating for it to function properly. The developer of the mod releases a patch that fixes an on-going bug we cannot fix or that allows a mod to work with our existing set that we would like to have added originaly. The developer of a mod introduces something that changes the gameplay of that mod fundamentally. We are currently testing the compatibility of the mods in the pack and plan to release some sort of Alpha or Beta (if you could call it that) for people to test if the mods are compatible and get feedback from the community before release. If two or more mods turn out to be incompatible then we will provide a patch that uses the last compatible version(s) of the mods until we or the developer can provide a patch or work-around. As for support, I will be running a separate thread once the modpack is released to do with support strictly regarding issues with the pack e.g. a mod doesn't load/ install properly or two versions are conflicting etc. It is up to the developer of the mod to provide support for bugs or issues regarding the mod itself (e.g. a plugin is not working properly etc). Making sure people can use the modpack without hassle is a priority. This means that if we are using an outdated version of a mod that the developer no longer provides support for and people are having issues running it we will pull it from the pack immediately (dependant on circumstances). If we then find a fix, we will re-introduce it as soon as possible. We do not plan to edit any of the mods included with the pack itself unless the issue is game-breaking and the developer allows us to. At the current stage we want to gauge interest in to making a modpack for KSP and any further comments are welcome. We have seen projects like the MOD Docket and Avera9e's Visual Ultimatum which were the initial inspiration for this idea and shows that there is some sort of place for this idea in the community. Thanks for all the feedback so far, 8u1letSp0nge
  5. Hi all, I am working with AmigoGumball on the modpack and in response to the above; I'd like to put forward a few points. To start, we wanted to put together a modpack that could be easily installed and used, almost like "plug and play" controllers but for KSP, without having to faff about trying to get X mod to work or Y mod to be updated etc. Modding KSP can be a tedious and annoying task at best when things don't go your way. For example, when initially putting together the first version of this modpack we had problems getting all the B9 parts to load in-game. The main idea was to create a modpack for new players, or to save people the time and hassle of modding the game themselves. I mean, what’s the point in wasting time putting together a bunch of mods when someone else has done it for you? However, I do not understand all the negativity towards such an idea. It's been done with so many other games and worked, so why not with KSP? We are not the kind of people trying to "be a modder by re-packaging other people's work." In fact, I am very much against this kind of behaviour. We both have knowledge on how to create mods for the game and I personally have released mods for older versions of the game back when the "Space Port" was around and wish to release more in future. I mean, nobody complained about the “Unofficial B9 updates” back when the mod stopped being updated for a while. The original idea was for this to be a sort of "CKAN Modpack" if you could call it that although not all mods listed are available through CKAN. The only real work-around, withoug having to hassle other modders to try and get CKAN support for their mods, would be to host a downloadable zip on the forums. I am aware of the issues surrounding licenses and copyright etc, and, if need be I shall contact the mod authors to get approval to release it as part of the pack. As for support, I will host a separate forum thread for support regarding the modpack and any issues people may have when it is officially released. We are just trying to help. Thanks, 8u1letSp0nge
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