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Everything posted by Stone Blue
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Let's put this in a nicer, less egotistic way...
Stone Blue replied to Matuchkin's topic in KSP1 Mods Discussions
Wow... How to follow up Ferram's post? But since so many distinguished modders are responding to this thread, let me ask this question of them: So say a mod becomes "abandoned" or left in limbo, for whatever reason. Say it even has a closed or restrictive license. Now say another modder comes along, and likes the idea/feel/theme of the original mod, and then releases their own version of it. First, legally, how close can you get to the original mod as far as function, theme, visualness, WITHOUT using ANY of the original mods' work, and building the 2nd mod completely from scratch? ie replicating the idea, theme, method of the mod? Second, so say legally, there is no issue (building from scratch), what are the ETHICAL ramifications? Especially if the original modder had stated vehemently they didnt want their work replicated or changed, or any other stipulations? (either with a ARR, or a completely open license?) ie Is it a jerk-move to go ahead and do it no matter what? -
Let's put this in a nicer, less egotistic way...
Stone Blue replied to Matuchkin's topic in KSP1 Mods Discussions
The modder....exactly... A modder looking to handover their mod will be able to pick and choose, without having a public list thrown at him, and a whole bunch of people clamoring to take over the mod. -
Let's put this in a nicer, less egotistic way...
Stone Blue replied to Matuchkin's topic in KSP1 Mods Discussions
I'm not keen on this idea. I think a hand over of a mod should be a discreet discussion between interested parties, and I think the current means to get those appropriate parties together is already there, meaning posting to the release thread and private messaging/emails. I think if you put together public lists, you'll get hurt feelings and possibly too many people stumbling over each other if they all DO get picked to fork or continue a mod. You can have well meaning but not really qualified people ending up taking over a mod... plus a zillion other things that could happen that sometimes shouldnt be publicly discussed -
Let's put this in a nicer, less egotistic way...
Stone Blue replied to Matuchkin's topic in KSP1 Mods Discussions
Oh this I know...Trust me, I have my eyes on a few old mods I'm consider asking if I could try reviving... A few I had to not even consider due to closed or lack of license... but anyway, I could be wrong, but I think Ive seen threads get locked that DID have open licenses -
Let's put this in a nicer, less egotistic way...
Stone Blue replied to Matuchkin's topic in KSP1 Mods Discussions
Well, sort of..... Kind of hard to post a request in a release thread that a moderator locked just because its old, and the OP hasnt been around in awhile.... -
First sattelite attempt
Stone Blue replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Yeah, you dont have to worry about parts overheating/breaking/detaching on the rocket you got there. Here's pics of the cheapest single launch rocket I could make for a 4 sat KEO RemoteTech network, using all stock parts. This is the first comms launch I do in career. Works out to just over $26k (just about $6600 per sat.) Each sat is just 7 parts: 1 Comm 32 1 Probe Core 1 Battery 4 OX-SATs (could maybe get by with just 2) They are mounted using just a single Jr. docking port. This thing is NOT pretty, and it flies like a bucking bronco (minimal SAS & RCS), but it gets the job done cheap, and (relatively) early in career. -
Let's put this in a nicer, less egotistic way...
Stone Blue replied to Matuchkin's topic in KSP1 Mods Discussions
And this is probably the single most, biggest reason why @Matuchkin started this post, and what users need to know, to keep those popular, cant-live-without-mods alive. Its probably about the only one that users can have any affect on... Because with the first three reasons Snark posted, you likely do not have a disgruntled modder, and the chances of them handing over, or giving permission to continue their work is more likely... Once a modder gets to the fourth reason, then thats when EVERYONE has a problem -
Let's put this in a nicer, less egotistic way...
Stone Blue replied to Matuchkin's topic in KSP1 Mods Discussions
^^ Yup... About the only thing beyond THAT, might be to get some modders together to come up with a list of "guidelines" (NOT RULES), of things they as modders would like to see both modders and the community follow... A thread where civil discussion of expectations and hopes of what would be good for the community as a whole... Again, NOTHING should be forced on modders... Just a place to encourage modders to voluntarily follow similar ways of presenting mods, and encourage open licenses, but also a place to help educate and encourage users to understand where modders are coming from, and that there are certain etiquettes and ethics to consider beyond just the legalities of licenses, as well as expecting support or updates. -
While I agree with the sentiment, I think this is a fantastical picture of the way things would be... I've seen many times in release threads, where someone post a problem & needs help... Then there are many back and forth posts, (sometimes exasperating), only to find out after much back and forth and time spent, that someone is actually running a mismatched KSP version with an incompatable mod version... I'm sure this can quickly sour mods attitudes toward the community, and providing good support...Possibly even discouraging them from further development. I think many modders are already deadset on quickly removing past versions of mods just to head off these issues. (Which really bugs me) Some modders already seem to have ego issues from the get-go, and have made it clear they dont want to bother with the "idiot masses" who arent as intelligent as they are, and are only willing to provide minimum support/documentation/clarity on their mods. Likewise, I could see it cluttering and possibly overtaxing and wasting Squad Customer Service time, that could better be spent elsewhere.
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1.0.5 mod crashing
Stone Blue replied to Moose Rocket Science's topic in KSP1 Technical Support (PC, modded installs)
First, you need to detail your problem, and the circumstances surrounding the crash... Second, you need to read How to Get Support thread stickied at the top of this forum... Then someone can start to help you -
While I agree, it would be nice to have all the old versions available (to paid users), no one has so far mentioned the likely customer support nightmare that would create for Squad... I mean just look at how many posts on the forums there are about bugs and mods not working, when it turns out someone simply has older, or mismatched versions of mods? Not to mention the support nightmare that would open up on the forums and modmakers... People posting for support of LONG dead or obsolete versions of mods...
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Here's one for the suggestion box, if possible: Any way to add a feature that somehow "highlights" new parts?.... That maybe keeps them highlighted for the whole instance of the 1st time the game is run with added parts?... No mattter how many times you enter/leave the editor?... Then "turns off" the highlighting the next time the game is restarted?...Or until the user actually, manually, turns off the highlighter for specific parts?... That way parts could stay highlighted indefinately, thru indefinate game restarts...??
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[WIN] KSP to DDS texture converter
Stone Blue replied to Lilleman's topic in KSP1 Tools and Applications
In KSP 1.0 - 1.0.5, IIRC, KSP (and the Toolbar mod), still need the icons to be in .png format... So you need to be careful not to convert toolbar textures... Not sure if this has changed in KSP pre-1.1 or not... 64x64 should be OK... IIRC, most stock toolbar textures should be 32x32 (although IIRC I have seen some at 36x36), and the ones for the Toolbar mod should be 24x24... I'm no expert, but I've never seen any toolbar icon texture larger than 36x36 -
Windows update interfering with KSP?
Stone Blue replied to kino's topic in KSP1 Technical Support (PC, modded installs)
Well, one thing I know, is Windows Update has at least a couple processes that run in the background when updates are available. (UNLESS, IIRC, you have WU set to NEVER check for updates) These processes are memory sucking PIA's... They do not shut down until ALL updates are either downloaded & installed, OR hidden. I've found that even though these processes do not max out RAM, my computer will be VERY sluggish with them running... So I'm guessing, they somehow are very CPU intensive, as well? I've found once you download updates, its best to immediately shutdown, and reboot EVEN if Windows Update does NOT give you warning that you have to restart.... I've ALSO found that once you restart, its best to restart YET again... This 2nd restart clears out the Windows Update processes that open again even after the 1st restart, I assume to re-check for updates to make sure you got them all, AND to make sure the ones that got installed, are installed correctly... Unfortuntaely, those processes seem to sometimes stay open indefinately, until a 2nd restart... This is one reason, of several, why I HATE Windows Update, and one reason why I have been using Linux more and more as my main OS... It also doesnt help Microsoft's case, that they have that "Get Win10" abomination of a horrible marketing tool they try to slyly pass off as an update, that is constantly triggering updates if you ignore it or dont keep hiding it, even if there are no updates available. (And even hiding it, it seems to "miraculously" re-appear next months update cycle... -
No popcorn, but I guess I just grabbed a front row center seat for this one...
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@Vist I recently learned there were changes made, and new KEO is 2,863,334 m, with an orbital period equal to Kerbin sidereal rotation of 5h 59m 9.4s HOWEVER, KEO wont do you any good without Communotron 32's... With Comm16's, you can do 3 sats at 750~800km, IF you are later going to put more relays in KEO... If you are NOT going to put anything in KEO, then best bet is 4 sats w/Comm16s @ 1000km... I highly recommend this site for ANY RT user: https://ryohpops.github.io/kspRemoteTechPlanner/
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[Mod Request] Part joint stiffener.
Stone Blue replied to daniel l.'s topic in KSP1 Mods Discussions
There is Kerbal Joint Reinforcement for KSP v1.0-1.0.5. A 1.1 compatible version will be forthcoming once a FULL release of KSP 1.1 drops...- 1 reply
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@SSgt Baloo Also, in case you didnt know, in pruning parts, with most mods, you can delete just specific parts from the mod, without having to remove the whole mod. You just have to be careful with parts that share models or textures, or parts that are hard-coded into .dll files. As an example, while I really like the whole AEIS mod, sometimes I'll use SpaceY instead, and delete everything from the AEIS mod EXCEPT the antenna parts...
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Just to add to the choices (and confusion ), here's another LS mod: Also, JPLRepo has a sanity/mental health mod here:
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@SSgt Baloo I forgot to mention you could try forcing OpenGL or DirectX11 if you havent already... I have had better results forcing DX11 than OGL...Though both were definite improvements over stock (DirectX 9)... Here's a link for that: PS- This method is also used to force OpenGL. Just substitute " -d3d11 " with " -opengl " EDIT: Ooopps... I just realised I skipped over the posts by YTNewneo & RA3236 discussing this...lol
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Shoot... Thanx for searching those up, WintericeUK...Wish I had seen your post before you found them though.. I have copies WITH the original links pasted into the files, so I could have saved you the trouble of thread dumpster-diving searching... Anyway, here's another .cfg by Cilph, that adds RT support for both the MechJeb AR202 and the KSO MechJeb part. (I always delete all the orginal MJ parts, and use the KSO MJ part ONLY)... // Support for MechJeb probe core and KSO MechJeb part // May have to rename this file to RemoteTech_MechJeb.cfg // Original config by Cilph @PART[mumech_MJ2_AR202]:HAS[!MODULE[ModuleSPU]]:AFTER[MechJeb2]:NEEDS[RemoteTech] { // Append tag to the existing part name @title ^= :$: (ModuleSPU): MODULE { name = ModuleSPU } } //Support for KSO MechJeb //Added in by freakneek @PART[mechjebkso]:HAS[!MODULE[ModuleSPU]]:AFTER[MechJeb2]:NEEDS[RemoteTech] { // Append tag to the existing part name @title ^= :$: (ModuleSPU): MODULE { name = ModuleSPU } } Also, here's a thread for those interested in trying other, custom MechJeb parts with RT support (I mention it, because at the bottom of Pg 1, freekneek posted RT support code for Blizzy's TomTom part):
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Well, 1st, I'm not a Steam user: I bought the game directly from the Squad store, so hopefully a Steam user will chime in if there is anything different.. Basically, all you have to do is extract the KSP installer to different folders. Here's some of mine: ie E:/KSP Windows v0.90 Aircraft/KSP_Win E:/KSP Windows v1.0.5 Stock/KSP_Win E:/KSP Windows v1.0.5 Mod Test/KSP_Win E:/KSP Linux v1.0.5 Stock/KSP_linux E:/KSP Linux v1.0.5 Modded/KSP_linux I just create unique desktop shortcuts from each KSP.exe, to run which ever "install" I want at that time... (of course only the Windows ones will work in Windows; I boot to Linux when I want to play my Linux-based installs) While probably not ideal, I found you can also pretty much copy over modded /GameData folders between the different "installs" (as long as they are the SAME KSP version), with little to no problems... Even between Windows & Linux installs...
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Oh, since KSP is a bit different than "regular" software, you can have multiple instances of KSP "installed" at one time, independently & without interference between them. I have 8 or 9 separate installs for Windows, and just as many for Linux... I still have a working KSP v0.90 (with B9, KW Rocketry & NovaPunch), a couple still working 1.0.4 installs, and several 1.0.5 installs (both for Windows & Linux): One is stock, that I use for testing mods one-by-one, another geared toward Kerbin atmo/SSTO gameplay, another with mostly stock-alike mods, and another that I mod with everything until it crashes...
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Well, I for one LOVE B9, but with memory restrictions (hopefully to disappear with 1.1), I have a separate KSP install geared around Kerbin atmospheric, and LKO SSTO flight... It has B9, and many of the Mk2/Mk3/MkIV parts mods... (Another reason why I have this separate install, geared for atmo, is my 9yr old son mainly likes aircraft in KSP, and thinks rockets are boring...lol) Then I have my main install for more spaceflight specific activities... Also, I see you have a lot of USI stuff... Maybe have separate installs for mainly USI stuff, and another for everything else? Doesnt Pathfinder and USI MKS kind of overlap?... Also, maybe the same with Modular Rocket Parts & SpaceY?