-
Posts
3,315 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by inigma
-
[24.2] Karbonite Ongoing Dev and Discussion
inigma replied to RoverDude's topic in KSP1 Mod Development
Thank you marce. I did find which explained a bit about the setup.I am curious though as to exactly where in the GitHub do I grab the right files start modifying Karbonite code in VSE? Do I open the .dll or Karbonite.v12.suo? I can't seem to open .suo. in VSE argh. Total noob. here. In short, what files am I supposed to download from GitHub, where do they go, and how do I open the project in VSE, and start modifying code? I just need to crack this nut open and play. -
[24.2] Karbonite Ongoing Dev and Discussion
inigma replied to RoverDude's topic in KSP1 Mod Development
RoverDude I'd love to take a crack at coding as well the additional resource layer I mentioned. Just need to know if there a free way to do so, as it appears Visual Studio is a bit on the expensive side. I have some coding experience with php, java, but C# is new to me, but is a challenge I can surmount. I just need to know if there is anything specific I need to get started working with karbonite code - specifically what is your setup, what do you use, and what exactly would I be importing and modifying in my own branch? I guess I'm just looking for a basic how-to guide to get started and setup. I read some of the threads out there, but I'd like to know what you're using yourself and what you are opening up on your end. -
The claw!! Why didn't I think of that? You just made my day. Edit: I've just spent the last 10 minutes hilariously ramming my new fuel trucks into my sensitive SSTOs. At least they are all refueled now. Thanks for the suggestion! This will have to do until we get a KAS alternative.
-
I'm looking for a mod that simply allows Kerbals to EVA and connect fuel lines, but in a mod that has an open license allowing redistribution. Is there an alternative to KAS?
-
First draft of the Bare Essentials Mod Pack readme: Any comments? ************************************* Inigma's KSP Bare Essentials Mod Pack v .24.2a ************************************* TESTED PLATFORM: 64 bit Windows 7, 32 bit KSP v .24.2 RELEASE DATE: 9/23/14 PURPOSE: A minimalistic introduction to KSP mods with some of the most widely accepted and tested non-part mods. None of these mods change game physics by default. HyperEdit is included only to allow a builder to test their spacecraft prior to mission. INSTALLTION: To install simply copy and paste the contents of the GameData folder into your KSP GameData folder. LICENSING: All original mod downloads are in this pack and contain licensing information for the mods included. All mods permit redistribution, some with certain restrictions that are outlined in their attached licenses. MODS: Editor: SelectRoot by FW Industries (MIT) - select a new root part for your vessel RCS Build Aid by m4v (GNU LGPL v3) - adds an rcs center of balance and other visuals in VAB and SPH for perfect RCS placement HyperEdit by Ezriilc (GNU GPL v3) - included for only for testing ship designs, not cheating Command and Control: Toolbar by blizzy78 (License Permitted) - essential GUI container for other mod buttons Kerbal Alarm Clock by TriggerAu (MIT) - set timers that alert you to launch windows, SOI changes, and maneuver node pausing Docking Port Alignment Indicator by NavyFish (License Permitted) - easier docking with a GUI Missing Game Artifacts: Mk2 Cockpit Internals by Sam Hall (CC BY-NC-SA 3.0) - opens the windows on the stock mk2 cockpit. the only visual enhancement that isn't, since it actually should be in the stock game aways. SUPPORT: Before asking a mod developer any question about the mods in this mod pack, please post your inquiry to http://forum.kerbalspaceprogram.com/threads/94353-WIP-Inigma-s-KSP-Essentials-Mod-List-(in-Testing) Please see each mod's zip folder for any required documentation, or else please see http://forum.kerbalspaceprogram.com/threads/94353-WIP-Inigma-s-KSP-Essentials-Mod-List-%28in-Testing%29?p=1428244&viewfull=1#post1428244 for links to each mod's release or development thread. If at anytime a mod developer has posted a newer version than what is posted in this mod pack, we ask that you first contact our mod pack support thread, else we recommend that you update to the latest versions of all mods in this pack, and only then solicit individual mod developers for assistance.
-
Inigma's Bare Essentials Mod List is now complete. Testing complete. 32 bit only KSP tested. Should be compatible with 64 bit KSP as well, but not tested. Mod List found here. http://forum.kerbalspaceprogram.com/threads/94353-WIP-Inigma-s-KSP-Essentials-Mod-List-%28in-Testing%29?p=1428244&viewfull=1#post1428244 I guess this will be the first mod pack I actually publish.
-
Updated OP with current permissions and licenses. All items on mod list except KAS are free to be redistributed in any mod pack, not just mine. Rather interesting study. Mod pack release will require a License doc itself explaining the proper credit for all mod pack authors, and copies of their licenses so as to contain everything required in the variety of licenses used. Took an hour of my time if not more. Wow. Worth it though as I have no further questions as to what is permitted. If you are a mod developer and you wish to give us expressed permission to include your mod in the pack by all means continue to do so - you will be noted and especially thanked for your contribution to making this list and pack a reality. If you have any special conditions you'd like us to meet, post below, and I will gladly do what I can to honor them! You guys rock!
-
@avivey Thank you for supporting this mod list/pack! I really like your plugin and I know others will too. I'll have to try FF sometime. I hear a lot of good concerning it. @ferram4 You make a point that there aren't a lot of incompatibilities in the current mod market, and then post a concern about issues that may arise with deprecated mod versions the older one's set of mods get. You essentially countered your own disagreement behind the market desire for a mod pack, with your later stated concern of users using deprecated mod versions seeking support. In essence you concur there will be a market need at some point after a mod release to provide such support for users using deprecated mod versions! Whether or not a user download and installs a mod pack with old versions though, or downloaded and installed mods individually when those versions were the latest and run into the same problems, there then exists in both scenarios the exact same incompatibilities and the lack of mod dev willingness to support such. There is a need for such a support service. The answer in both scenarios, which I think you may be missing: is that the end result is the same - to recommend the user to troubleshoot by removing mods to discover which is at fault, and then updating current mods with the latest versions starting with the at-fault mod, and only then bring up incompatibilities with the mod developer. At that point, regardless if they started out with a mod pack, or were an independent mod aficionado and installed mods independently at one point matching the same conditions as users with a mod pack, they would still go to the mod dev for support once the latest versions of all mods were finally installed and if the problem persisted. The only real benefit to the mod pack scenario is that multiple users would be affected, not just one, and thus a pattern better established, and perhaps additional data points for troubleshooting what otherwise would have been an isolated issue. To be honest I don't know what mod developers gain at all from their hard work except recognition. I know testing this mod list and doing the work to make a mod pack is a lot of work. What reward do I get? Same thing: recognition (but more importantly I'd rather just be happy knowing I helped someone enjoy KSP all the more since I want to see KSP thrive. I don't need to have my name associated with this project. Heck I'm really just doing it so I can get a DMP server off the ground with a good working set of mods for users to download and start enjoying playing together, but figured if I can help them, then I can help even more by publishing such a pack on KSP forums! ). You said there were problems with the approach I'm taking with this mod list/pack: If you don't update your pack exactly when a constituent mod updates, you will continue to distribute code that does lacks up-to-date bugfixes. :MY RESPONSE: If the versions in the pack work well enough at the time of release, then new versions won't need to be updated "exactly when a mod updates" for any "up-to-date bugfixes" that could likely break compatibilities with other mods in the pack anyways! Granted new features may be missing, but concerns about bugs should be emphasized and worked out during the mod pack's testing phase, not necessarily post-release. If you don't provide support for each of the constituent mods, each of those mod's authors will have to work to support your pack, regardless of what version of the mod you are distributing. :MY RESPONSE: This is true regardless if a user installed a mod pack or downloaded the individual mod's version at the time that singular version was current. The support scenario and resulting solution is the same: update the mod! Most existing features do not change significantly between releases. If its a bug that is found that escaped the mod pack's original testing, then standard mod troubleshooting is the answer! Remove mods to isolate affected mod, update mod, and if doing so breaks compatibility with other mods whether in the mod pack or not, then update those mods as well. If unable to be fixed by the community or the affected mod devs after that, then users should be encouraged to simply remove the mod, and future releases of the pack should remove it as well! If you happen to leave, your download rots, and then months after you're gone we will be dealing with issues from the last versions you packed because people are still downloading that old archive. :MY RESPONSE: Perhaps then I should leave instructions in the OP that if I am AFK for more than 3 months straight (no posts on KSP), Kerbal Stuff pulls the mod pack down, and any mod developer or user is welcome to inform Kerbal Stuff to do so at that point with the authorization from me, the list/pack manager, already in my OP. Call it a self-destruct clause if you will. Even while you're there, people are less willing to download a pack frequently than they are to download various mods frequently; people will be unwilling to update because not enough has changed in the pack, and then we're back to old versions again. :MY RESPONSE: The solutions always remain the same though, and the answers just as forth coming both here in this thread and in mod dev threads: remove offending mods to isolate cause, update all mods to latest versions, remove mods that can not be fixed. Simple eh? Stick to that response, forever, and there will be no issues. In fact, isn't this what is already being told to mod users that are having problems? So my approach is nothing different than what is already being done. I wouldn't expect mod devs to change what they are doing now anyways. It really is a seamless response. Except now the community has another point of support: this mod pack's user community, where I hope this mod pack user base collective intelligence will resolve problems even faster than the current user-mod dev support model. @Majiir When not addressing major KSP version compatibility, the majority of the time Kethane releases new versions, those versions contain new features, not necessarily always a removal of old features. So even current documentation of Kethane features is usually sufficient to assist users of deprecated mod packs. In fact, this is true for most iterations of software anyways. But even if not, users of this mod list/pack are encouraged to post their questions here first anyways so users can benefit from the collective knowledge of the user base. Regardless though where they may initiate their support request, if you ever received a question from a user of an old version of Kethane, what do you tell them if they are asking a feature or bug question? You should be telling them to upgrade first and then ask their question! Why would you think twice about saying anything different to mod pack users, or even wondering if they were mod pack users? Your support answer should always be the same to users of old Kethane versions regardless of where they got it: Upgrade! When those users upgrade and still have questions... then what? Are you saying you've worked hard to not handle support questions from new users? Does this mean you've worked hard not to have new users then? I'm confused. I think your desire to reduce support request workload is commendable. But with new users comes the increase, mod pack or not. Are you saying then you don't want new users? After all, if we eliminate the worry over supporting deprecated versions by both accepting the real need for users to be running updated mods anyways, then it should be a non issue. I as mod pack owner should be responsible for updating the pack, of course, but it's beside the point: upgrade individually or via pack is the universal response we both have to the deprecated version concern. If this project can draw in people who've never used mods before and can teach them by osmosis to manage their own desired mods individually whenever they run into a major problem or out-of-date feature questions, I will have achieved another goal of this thread: KSP fan base mod education. I would hope Kethane would be an integral part of this introduction to KSP mods to such users - if you're interested in the increased fan base (and ok with the increase in support questions from users using updated versions of Kethane). Thanks for the suggestion about mod management tools. I want to investigate them in the future. Do you know of any you'd recommend? If there was an easy way to have a mod pack inform users of new versions of mods that are out, I would adopt it for this project in a heartbeat! If not, then I only have time to test mod list compatibilities, and publish a mod list. I haven't even assembled the pack and probably wont until .25 comes out, although I might release the Bare Essentials pack before then.
-
@Majiir: Would Kerbals Stuff be able to add download counts to corresponding mods every time a mod pack is downloaded? Also, would you be willing to allow the KSP Essentials Mod Pack to include Kethane if this thread alone supports any Kethane version in the pack that is deprecated? From my perspective, the best value well-managed mod packs can bring is community intelligence on mod compatibilities both within and outside the mod pack. The market need for this service increases with each new mod released to the public over time. KSP is nearing a point where mod packs are becoming necessary to meet this need. Managing individual mods may be easy for some, but there will always be an increasing market for those who don't want to put out the effort, and thus stay away from mods as a result. A mod pack brings people into the mod universe who otherwise would not have bothered. It's a win win solution for all. I am not certain I see any downsides except to myself, to the approach I'm taking with this mod list and future pack.
-
[24.2] Karbonite Ongoing Dev and Discussion
inigma replied to RoverDude's topic in KSP1 Mod Development
If you want to keep simple and then expand complex, then perhaps we keep Karbonite as the universal resource, but then develop an expansion that adds a single refinement layer to processing Karbonite as it is refined into A, B, and C in a 9:3:1 ratio. A, B, and C, could be whatever is decided to name those resources. Karbonite would remain infinite, but 90% rarer, still locatable anywhere in land, sea, air, and space. A would be found only in land and water, and would be finite. Distilled into liquid fuel and monopropellant. B would be found only in ice, in the atmosphere of water or ice planets, in water, and on certain asteroids (comets?). B would be finite. Distilled into oxidizer. C would be found only in space, atmospheres of non water or ice planets, and on asteroids. C would be finite. Distilled into xenon gas. Karbonite would remain findable anywhere, but in trace quantities. All resources could be recoverable into cash by simply using the Recover Vessel function on a craft that contains those resources. Least expensive would be A, then B, then Karbonite, then C. To avoid engine bloat I recommend no new engines using A, B, or C - reasoning that they are too complex or too basic for engine use. The only direct use would be in selling them for cash via Vessel Recovery, or converting them to fuel, oxide, monoprop, or xenon. Also, current mining parts and convertors would remain as the expansion pack could simply add code to expand them to mine, store, and convert the additional resources. Thoughts? Who else is discussing these possibilities? My ABC names: A: Karbide or Karthane B: Karbox C: Karbonium Call this Mod: Karbonite 4X (for the four resources: Karbonite, and whatever is named for A, B, and C). -
[24.2] Karbonite Ongoing Dev and Discussion
inigma replied to RoverDude's topic in KSP1 Mod Development
What are your thoughts on diversifying the Karbonite production system to a triumverate of 3 resources, Karbonite, Karboron, and Karbonium? Karbonite should be a land resource, infinite. Karbaron should be an atmosphere and water resource, infinite. Karbonium should be a space and asteroid resource, limited. Karbonite makes liquid fuel Karboron makes oxidizer Karbonite + Karboron makes mono propellant Karbonium maken xenon gas Is this the thread to suggest it?? -
Kerbal Stuff, an open-source Space Port replacement
inigma replied to SirCmpwn's topic in KSP1 Mods Discussions
Would Kerbal Stuff be interested in hosting our intended KSP Essentials Mod Pack http://forum.kerbalspaceprogram.com/threads/94353-WIP-Inigma-s-KSP-Essentials-Mod-List-%28in-Testing%29 -
Anyone playing with installed mods...please help
inigma replied to sam1133's topic in KSP1 Mods Discussions
This thread is a perfect example of why at this point we need mod pack managers to step up and offer packs with pre-tested mods for the KSP community. @sam: I am working on testing mods to combine into a mod pack. Feel free to check it out and help us test if interested! It's the community's first mod list turned pack project that appears to be taking off rather well: Inigma's KSP Essentials Mod List & Pack It's being developed for 32 bit since the current list isn't 64 bit friendly yet. We might release a separate 64 bit mod pack (Bare Essentials?) after we release KSP Essentials. -
Tested PartCatalog with current mod list. No issues. Actually works very well. This should be standard game. Seriously considering it for inclusion, albeit with my own modified config file to narrow down catalog to only three categories: KSP, Karbonite, KAS. http://forum.kerbalspaceprogram.com/threads/35018-0-24-2-PartCatalog-3-0-RC7-%282014-08-18%29
-
created a KSP Bare Essentials Mod List in post #3 - a reduced version of the KSP Essentials Mod List from post #1 removing camera and EVA enhancements, and multiplayer and resource mods, with the intent to provide a single player, near universally accepted mod list that works in 32 and 64 bit from which subscribers can play without incompatibilities, or expand into including their own desired mods.
-
[1.1.2] [v0.4] Resource Details in Tracking Center
inigma replied to avivey's topic in KSP1 Mod Releases
my bad, I encourage you to rename this to Tracking Center Extensions - in plural, since hopefully this gives this mod a direction to provide different kinds of information extensions such as the text you display now, and hopefully in the future a thumbnail of craft as well. Perhaps TCE will expand to include other Tracking Center "extensions" by you or future developers who pick this project up to either control such objects, or other bits! I'm loving it so far! -
godarklight, when running DMP for first time, but before connecting to a server, when I attempt to Resume a save game, I get a save game invalid error, which delete is the only fix for (update and cancel crash KSP) but will reoccur on game restart since the default DMP save game persistent file is not recognized by Resume Game. This can be prevented by either requiring the user to simply connect to a DMP server prior to running a save game (as I think you assert somewhere in your documentation), or simply creating the following persistent.sfs file in the default DarkMultiPlayer save folder when DMP is accepted by the user on first-run: persistent.sfs GAME { version = 0.24.2 Title = DarkMultiPlayer Description = linkURL = linkCaption = Mode = SANDBOX Status = 1 scene = 5 flag = Squad/Flags/kerbin launchID = 1 PARAMETERS { FLIGHT { CanQuickSave = True CanQuickLoad = False CanAutoSave = True CanUseMap = True CanSwitchVesselsNear = True CanSwitchVesselsFar = True CanTimeWarpHigh = True CanTimeWarpLow = True CanEVA = True CanIVA = True CanBoard = True CanRestart = True CanLeaveToEditor = True CanLeaveToTrackingStation = True CanLeaveToSpaceCenter = True CanLeaveToMainMenu = False } EDITOR { CanSave = True CanLoad = True CanStartNew = True CanLaunch = True CanLeaveToSpaceCenter = True CanLeaveToMainMenu = False startUpMode = 0 craftFileToLoad = } TRACKINGSTATION { CanFlyVessel = True CanAbortVessel = True CanLeaveToSpaceCenter = True CanLeaveToMainMenu = False } SPACECENTER { CanGoInVAB = True CanGoInSPH = True CanGoInTrackingStation = True CanLaunchAtPad = True CanLaunchAtRunway = True CanLeaveToMainMenu = True } DIFFICULTY { MissingCrewsRespawn = True AllowStockVessels = True } } MESSAGESYSTEM { flash = False } } I believe simply creating this default persistent.sfs file during first-run acceptance of DMP will avoid the nasty error when a fearful user first checks their save games first before even bothering to connect to a DMP server and thus having the game populate the persistent.sfs with recognizable Resume Game values. I am also sure your better knowledge of save game syntax might be able to reduce this even further, but at least I know adding this persistent.sfs to the save folder DarkMultiPlayer, prior to running DMP for the first time, will avoid the error. In my KSP Essentials Mod Pack I may have to require users to do the same if not fixed in DMP first-run. FYI.
-
64bit KSP: In one of my stock save games (the SSI public save game available in the SSI dropbox), KSP will crash on game load when either DMP is loaded with TAC Fuel Balancer or Kerbal Alarm Clock. Removing DMP prevents the crash entirely. Keeping DMP but removing TAC Fuel Balancer and Kerbal Alarm Clock prevents the crash too. Investigating. Not tested with 32 bit yet. Not tested with other saves yet. Not tested with new games yet. Added to known issues post. EDIT: All other saves broken in 64 bit. 32 bit has no issues at all with loading saves when running all current mods in KSP Essentials Mod List. I think a mod pack at this time of any sort may be limited to only a 32 bit release. Now that save games load, time to start test if every mod is working as designed....
-
@godarklight: DMP is actually the reason I've put together this mod list, since I intend to test out a fully functional mod pack for use on a DMP server. Thanks for your support! DMP will be an essential mod in this pack going forward, and thus will have priority over all other mods. Until I hear back from a KAS dev on licensing permission, it is currently hanging by a thin thread especially since though I've not been able to reproduce any issues, KAS + DMP explosions, others say they have. @marce: I am testing the usefulness of EVA Resource Transfer, especially in a DMP environment. Any mod that can non-invasively (ie does not add parts) add useful EVA options should be part of the base game, and hence why I am seriously considering keeping yours in the final list. Thanks for your permission to include it in a released mod pack. As usual, initial issues with any mods will first be directed to this thread, and if there is anything EVART specific that we've narrowed down, we'll redirect the support request to your dev thread. Thanks again for supporting this mod list/pack! @mic_e: Thank you very much for supporting this mod list and allowing inclusion of your mod in the mod pack! I will publically share the download count for the mod so all modders know how many copies of their mod have been distributed. I think this should be expected for any mod pack. I've tested your mod and it works really well for a minimal docking aid vs Navyfish's DPAI mod. I wish to include both mods since both work together without conflict. Here's hoping. @RoverDude: Thanks RoverDude for your full support! It's modders like you that I believe set the gold standard of what our modding development community should strive to be like. You have vision my friend. Let's see it become reality! I look forwarding to spreading the open license vision with this mod list/pack push. As usual, if there are issues with anything in the actual mod pack whereby a user is using a deprecated version of a mod, we will attempt to resolve it, and if not able to, we will redirect the user to getting the new version directly from the mod dev and only then encourage them to bring up continued issues with the mod dev. Thanks again for helping get this project kickstarted. @mhoram: I will certainly look at them! I really like the part managers. I am avoiding enhanced navball since .25 will be including enhancements to the navball. @toadicus: Thank you for supporting this project! We'll keep comaptibility reports in this thread for now and refer users over to you if installing any new version you release continues any issues. You make a pretty cool mod. @magico13: Thanks for your support as well! I will look at StageRecovery... looks promising. I'll test it out to see if it meets our general theme.
-
No problem sumghai. Thank you for commenting. I understand when a mod pack is released it may include deprecated mod versions and support for those versions then falls on the mod pack manager alone else the user will be directed to the latest version of the mod after which support for compatibility would rest with the developer first, then us second if the dev desires not to troubleshoot the matter with the user. At anytime a mod can not be made compatible either by the work of the mod dev or this mod list community with other mods in this mod list, it will simply be considered for mod list removal. There are no support obligations for the compatibility of a devs mod with the mod list upon the mod dev themselves except for that which they may wish to provide.
-
Inigma's KSP Bare Essentials Mod Pack Theme: The theme of this mod pack is a minimalistic set of tested mods that are universally accepted, and do not conflict with other mods in this pack or the KSP Essentials Mod List, or most other mods for that matter, and introduce concepts and add or fix missing parts that should be in a gold release of KSP. This list and future mod pack is fully compatible with upgrading to the KSP Essentials Mod List/Pack above since it's the same pack as KSP Essentials but with cameras, EVA enhancements, resources, and multiplayer removed. Inigma's KSP Bare Essentials Mod List Editor: SelectRoot by FW Industries (✓)(MIT) - select a new root part for your vessel RCS Build Aid by m4v (✓)(GNU LGPL v3) - adds an rcs center of balance and other visuals in VAB and SPH for perfect RCS placement HyperEdit by Ezriilc (✓)(GNU GPL v3) - included for only for testing ship designs, not cheating Command and Control: Toolbar by blizzy78 (✓)(License Permitted) - essential GUI container for other mod buttons Kerbal Alarm Clock by TriggerAu (✓)(MIT) - set timers that alert you to launch windows, SOI changes, and maneuver node pausing Docking Port Alignment Indicator by NavyFish (✓)(License Permitted) - easier docking with a GUI Missing Game Artifacts: Mk2 Cockpit Internals by Sam Hall (✓)(CC BY-NC-SA 3.0) - opens the windows on the stock mk2 cockpit. the only visual enhancement that isn't, since it actually should be in the stock game aways. UPDATE: The Bare Essentials list is now complete. Testing is complete. I am still examining others for possible inclusion, but nothing hard yet. The idea of Bare Essentials is minimalism with least resistance to additional mods a user may install, and widely used by a majority of mod players. Download Link TBD (For now, go to each individual mod thead linked above to download and install them individually) Installation 1. In a fresh install of KSP, simply extract the downloaded zip file into your GameData folder. 2. Thank each individual developer in their development thread for making an awesome mod. 3. Contribute to a mod's development and support. Troubleshooting 1. Remove all mods. 2. Update broken mod and test with that one mod. If issue persists, contact the mod developer. 3. If conflict is only when other mods in the pack are installed, and if you are using updated versions of all mods downloaded from the developer directly, then contact the individual mod developers, and inform this thread of the issue so we can remove the offending mods Self Destruct Clause If at any time an incompatibility is found with any of my mod packs hosted on Kerbal Stuff, Kerbal Stuff has my permission to remove my mod pack at will, if and only if the issue has been reported in this thread, and two weeks have passed, and I have not posted anywhere on the KSP forums, and if I have not stated in this thread that I have a planned absence from this thread that will go beyond 2 weeks. After that point, any user or mod dev may request Kerbal Stuff to pull down my mod pack if all those conditions are met, and Kerbal Stuff at their discretion may remove the mod pack to prevent propagation of a bad mod pack. Final Word This pack is minimalistic. I install it in every game I play no matter what. I hope you enjoy these mods. If you do, please shout out to the developers in their respective forum threads, and contribute to their work.
-
Hello! I wanted to invite you KospY, Majiir, zzz, and Winn75 to a discussion on a mod list I'm testing. Let me know in that thread if you would be interested in helping test other listed mods with yours, or if you already have. I know you guys have a restricted license on redistribution, but before approaching that with you about possible permission to redistribute compatibility solutions in a future zip, I wanted to ask if it was ok if I included KAS in the Mod List I've generated and if you'd be interested in checking out the thread below. Inigma's KSP Essentials Mod List http://forum.kerbalspaceprogram.com/threads/94353-WIP-Inigma-s-KSP-Essentials-Mod-List-%28in-Testing%29
-
Hello! I wanted to invite you godarklight to a discussion on a mod list I'm testing. Let me know in that thread if you would be interested in helping test other listed mods with yours, or if you already have. Inigma's KSP Essentials Mod List http://forum.kerbalspaceprogram.com/threads/94353-WIP-Inigma-s-KSP-Essentials-Mod-List-%28in-Testing%29