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JadeOfMaar

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Everything posted by JadeOfMaar

  1. That's just my argument for why mods (as a whole) won't be made stock. When they do become stock, that's Squad going along with one or two very attracting points and the most basic features of those mods. That's completely fine...like a better stock inventory system (the DLC thing is kinda lame. It only supports its own parts. But... the premise of extracting planetary level science over time is epic). There has been talk of rather than having a whole LS system, have just the underlying hooks and features that LS mods could plug into and become even better and more immersive and stable. And I can't say no to some of those (other) QoL mods like Easy Vessel Switch. Why is THAT not stock yet? Literally everyone will agree on that mod when they have more than 3 separate things in physics range at once.
  2. I urge you to change your perspective. KSP (and KSP2) are made to be modded. That's why stock is so lackluster. You have full ability to customize the game to fit your play style. Baking in lots of mods into toggle-able options in stock only makes for a huge bloat for the players who don't want them. And if you can play in a particular single version of KSP for years, then copy it out of Steam so that it can't auto-update and break the mods. Some strong points for why mods exist and will never become stock: You like USI LS. But I like WBI Snacks. And all of those guys over there like TAC. The non-USI players are gonna hate it when USI is baked in. MechJeb is a very complicated mod that many players might never use, as these players don't even leave Kerbin's atmosphere. Moreover, KSP still tries to be easy for Joe Average to get into. A HUD mod like this will turn people off quickly with information overload-- optional information that Joe Average likely won't understand and won't care to try to understand. USI MKS.... Hell no. That's one of those mods that's just too big and changes KSP into an entirely different experience. By far most of us just want to "Build. Launch. Fly." Related, this is why there's still no stock LS, and won't be in KSP2. Robotics: Note the obvious reason that Squad released this as a DLC. The base game is one small purchase and free updates for life, and is moddable. That's not very "profitable" when you're on the side of the creator of a product or service vs the side of the end user trying to pick a game to blow their salary on. Robotics (if you forget that Infernal Robotics exists) is a great opportunity to deliver something that mods haven't done or mods can't do, in order to be able to gain a little $$. OPT Spaceplane Parts: As its maintainer I don't need to (but I choose to) tell you I love this mod suite very, very much...But I wouldn't want it in stock. Having it stock will put a large dent in how creative and forward a spaceplane parts mod can get vs stock sci-fi plane parts. And as an owner of a potato PC, it hurts when I restart KSP frequently in order to troubleshoot stuff that have nothing to do with OPT, and I'm full aware that the weight of its textures is slowing KSP's startup. (Well. OPT and OPT Legacy. I bet you don't use Legacy so you're better off) Rather, if X-33 or its big brother, the Venture Star was stock, that would be great and would be incredibly appropriate for the time frame in KSP. It was actually 90% completed when it was cancelled so it's not sci-fi but it's an amazing technological achievement and something that spaceplane junkies and historical rocket nerds could rally around together......meanwhile, there's the barely there Skylon and ye olde Mk3 Shuttle. KSP 1.10's Ariane series parts: I'm not a historical rockets nerd so I'm personally highly averse to a new suite of rocket parts coming to stock. (The modding community provides several great options already: Near Future Launch Vehicles, SpaceY, KW Rocketry... and in particular, the French mod maker @Well has done his share to represent the ESA.) The stock game is so inefficient with its many redundant tanks, or huge gaps in tank options, and no built-in fuel switching, and overall very poorly optimized textures making KSP waste video memory. Now there's going to be more of that with stock ESA parts. And we don't know yet how many parts there are, therefore their impact on performance. Mods break depending on how deeply they reach into the game's core code, and it's not the mods' fault when they break. It's that too much is kept private inside the game and it's illegal to go in really deep. A lot of people who see mods as a plague and a curse will never get to know this, and that's a very sad situation. But Squad has put in great effort to ensure that mods are less likely to break when updates happen. The only reasons they break now are the huge Unity engine update under KSP 1.8, and the terrain shader matters that have stalled Kopernicus.
  3. I've posted my patches for Delivery. Let me know if there are any problems. It doesn't create its own mod folder but a patches folder within Delivery's mod folder. If CKAN guys come knocking I will change this accordingly. DOWNLOAD (GitHub) Clones the fuselage part and makes a liquid tank version Applies compatibility between B9PS (using SSPXr tank options, also colors these), Configurable Containers, WBI OmniStorage. Colors the stock variant switcher to match the variants themselves.
  4. Done. PR sent. I did very little for the non-stock engines as I don't use the mods that provide them.
  5. @Joker58th @linuxgurugamer RealPlume adds its own plumes and sounds to the jet engines. This mod also adds both. This mod will need a new AFTER pass in order to operate after RealPlume, and (not immediately important but relevant) not apply its own plumes. I'll troubleshoot that for myself later today, when I can.
  6. @Misguided_Kerbal Sorry. I can't take credit for any textures except for parts that I've made from scratch (so far, just the power spheres and the Nebula Shock intake. Anything else right now is cloned stuff). If you're asking me to re-texture the Legacy parts, then sorry again. I don't have any desire to do that. These have existed since KSP 0.90 and older, where stock had a very strong contrast of white and black. The majority of these parts, the Stail and Avatar bodies, are obsolete and replaced by Main's parts. If you're asking me to re-texture Main's parts then absolutely no. Remember that "stock" is a hodge podge of work from various artists, and that the gray of Main's parts happen to fit well with stock's Mk3. Stock is more than just the Mk2 parts and the wing boards. But I understand that the Mk2 parts palette is most highly preferred. *I must make note that the lighting in my SPH and VAB is different because reasons, so the difference between the cockpits isn't so clear. If stock truly held to one palette, one set of texturing standards (as Restock does) then I'd entertain requests to re-texture OPT.
  7. I have these two over here. Keep pointy end far from face. Yes, they resemble fountain pens. Because reasons.
  8. I don't support IFS. And Dark Goo is supposed to be non-transferable. It may only be held by a part that has built-in capability to generate it or contain something viciously reactive like Antimatter. So only a fusion reactor, magnetic confinement engine, or actual antimatter tank... An IFS tank config should typically look like this. Semicolon-delimited arrays, no semi-colon at the end of the strings. MODULE { name = InterstellarFuelSwitch tankSwitchNames = #LOC_IFS_LqdAmmonia_Abbreviation;#LOC_IFS_LqdCO2_Abbreviation;#LOC_IFS_LqdCO_Abbreviation resourceGui = #LOC_IFS_LqdAmmonia_GUIName;#LOC_IFS_LqdCO2_GUIName;#LOC_IFS_LqdCO_GUIName resourceNames = LqdAmmonia;LqdCO2;LqdCO resourceAmounts = 8000;8000;8000 basePartMass = 0.033 massExponent = 2.75 baseResourceMassDivider = 50 displayCurrentTankCost = true hasGUI = true availableInFlight = true availableInEditor = true showInfo = true } // stripped localization stuff. The actual LOC values will be different MODULE { name = InterstellarFuelSwitch tankSwitchNames = NH3;LCO2;LCO resourceGui = Liquid Ammonia;Liquid CO2; Liquid CO // idk if spaces are allowed. I guess they are. resourceNames = LqdAmmonia;LqdCO2;LqdCO resourceAmounts = 8000;8000;8000 basePartMass = 0.033 massExponent = 2.75 baseResourceMassDivider = 50 displayCurrentTankCost = true hasGUI = true availableInFlight = true availableInEditor = true showInfo = true } This should be enough for you to get going.
  9. Do not attempt to adjust or reset your KSP. Today I took control of the vertical And the horizontal
  10. Better is coming. I've prepared B9PS, Configurable Containers, and WBI OmniStorage for this mod. My patch adds a part, however, so as not to overlap with the current, KIS-only tank. Also I gave a fitting palette to the variants strip.
  11. @KIMCHI I generally avoid any dealing with crewed parts for a few small reasons so I can't promise a K cabin or science lab. OPT has primarily leaned on the Kerbal Foundries set of airplane wheels, but something unique to OPT would be very nice. I can promise a tall nose wheel like what Skylon needs, but not as part of the coming release, and until I finish that one wheel, I can't promise a whole set of them.
  12. Hey @Northstar1989. I've been considering circular jet engines so yeah that can happen. Since OPT Main has the 2.5m Nebula Shcramjet I've been somewhat against making another typical 2.5m turbojet. But I've wanted a large circular WarpJet so a liquid turbojet will happen first (and with it). Deleting the included wings won't cause any crippling effects. If you have no crafts that use them, you have nothing to lose, and Reconfig won't cause MM problems. Uh..... Funny you should mention that... (Album link)
  13. By request and with further help from someone on Discord, I nailed all the remaining Kerbalism problems and learned to buff the science storage capacity for the cockpits and drone cores. * Screenshot taken in sandbox mode.
  14. Finally unwrapped and textured this one. One engine remains but it'll take a while on its own. It has some complex variant options.
  15. I take it things are already working as you hoped?
  16. @somnambulist There's a best practice, yes. You have it but you didn't place the resource name properly. You shouldn't need the :BEFORE pass. @GLOBAL_RESOURCE:HAS[@ResourceName[Karbonite]]:BEFORE[RationalResources] { %Tag = Spared } @PLANETARY_RESOURCE:HAS[@ResourceName[Karbonite]]:BEFORE[RationalResources] { %Tag = Spared } The Karbonite mod (already) contains the end-game, hard-to-exploit resource, Karborundum. Perhaps use that instead and save yourself some of the trouble of rebalancing Karbonite. If I may add, I perceive it to be a crystalline substance (perhaps I subconsciously equate it to Energon crystal from the Beast Wars/Transformers metaverse).
  17. The NF Propulsion patch needs an inspection. Delete the portions that add the Xenon subtype, or delete that file if you don't use NF Propulsion. It and Kerbalism both add Xenon. I fixed these already but they're integrated into a bit of an overhaul of the B9 configs. If I share it now, I'll break more stuff.
  18. Go to WildBlueIndustries/Snacks/LifeSupportResources/ and rename the .txt files that you want to .cfg You will need to go to the View tab in Windows Explorer (if Win10) and reveal filename extensions if they're not already revealed. Once you restart KSP after that, go to Difficulty Settings as expected (if you actually need to fine-tune anything).
  19. Do you have the ModuleManager.dll file? Nearly no mod works if that one little file is missing. It probably is, since B9PS is having a problem with the most basic fuel tank type, LFO and suggesting exactly that.
  20. What this mod was doing was deleting the whole EFFECTS node which contains the particle and audio settings for everything. That's going overboard for a mod that only changes sounds. And in doing so, it causes conflict with mods that may change only the particles, like RealPlume or one of my own mods.
  21. @HebaruSan @linuxgurugamer Special request for this mod concerning CKAN. Its download contains all of its dependencies which I believe will cause issues. So the relationships I see are: Depends: B9 Part Switch, Community Resource Pack, DMagicScienceAnimate Suggests: Community Category Kit Provides: Kerbal Actuators The ability to install a Ships folder (for sample craft files) will be welcome too for when @Rodger adds that to the download.
  22. This page will help you out, actually: https://github.com/Galileo88/JNSQ/wiki/Highlight-Mods It shouldn't attempt to steer you in any particular direction (except the first section, the recommended utilities).
  23. Upgrade Party Putting shiny things in the display cases in the item shop! Continuing my little tradition of infectious "party" mods (cheers to those of you who know of my one-shot mod Panel Party, and my pet project Plume Party, used by BDB, benjee10's Shuttle Orbiter, and Tundra Exploration), I bring you this new animal. The few times I've played a progression game I've always found myself triggered by how the part upgrades utterly fail to stand out from, and have to borrow the first part that they apply to. I don't know about you but I want a power-up in KSP to look like a power-up. I've done a lot with part upgrades since B9 Part Switch started allowing to expand on them, and I've wanted for a very, very long time, to have something flashy to represent them. The decal artwork represents categories and there will be many of them. The artwork itself is a little sloppy and will be sharpened up some, but it aren't intended to get fancy and highly detailed. They need to stay basic and legible in a tiny size. *The level of detail shown in the sample OPT spaceplane upgrade is meticulously, manually written. It's not auto-generated, sadly. There are 5 palettes for the "LED" of the upgrade token. The palette will let you see at a glance what level the upgrade is, before you mouse-over its tiny thumbnail and see this larger icon in its PAW in R&D. Simply: cyan is level 1, green is level 2, yellow, red, "black." Just like with Rational Resources (to some degree, it's also a party mod), owners of tech trees and owners of part mods and that feature upgrades will easily be able to mix and match the templates in patch configs (the upgrade level, and the upgrade category decal) to create every upgrade icon they will desire, if it's in their interest to have this mod and hence, compatibility. The rules I impose for use of the upgrade levels are few and easy and as follows: Use the upgrade level colors as appropriate and in the order they are designed and listed: cyan (1); green (2); yellow (3); red (4); black (5). They are not a free-for-all like if they were different shapes of boxes. If your part has less than 5 upgrade levels, then each level is still whatever number lower than 5. Do not give the level 5 frame to them. This rule is to prevent misuse and overuse of the level 5 frame. The list of category decals is in the spoiler: I've anticipated 22 and drafted 11 already. Let me know if there are others you might want to see and use. Intended release date is wherever between May 18 and Jun 1, 2020.
  24. I've finally settled on a design for part upgrade icons. There will be a few more part upgrades to quest for as part of the coming major Reconfig update.
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