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Stone Blue

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Everything posted by Stone Blue

  1. Or maybe it will be just because this is like the 10th (duplicate) thread on the subject...And the OP has absolutely no information, no opinion, and nothing constructive to ad to the situation.... OP only has 22 posts by a new user... Whether it was intended or not, this thread is just basically troll bait...
  2. Good points... As always, thanx for an explanation, and another point of view.
  3. Huh... Good to know... If thats the case, then increasing hosting costs marginally, to support a 2nd mod host, that seems to be handling a SIGNIFICANT portion of the modding community Squad supposedly supports, seems like it could be considered good marketing? I have no idea how much a used server costs, but maybe a couple thousand, or even a few hundred dollars would help KS to expand? Or if Squad HAS an old server laying around, maybe donate it?... Heck, maybe even put something in place on the forum, or start a Kickstarter, or something, where the community could donate, and Squad could work something with SirCmpwn?
  4. And more than likely, not only binds them to using Curse exclusively, but specifically PRECLUDES them from using, or advocating any other hosting site...
  5. I was wondering how long it would take the hornets to appear, once I kicked the nest... I did NOT say that EVERYONE who uses CKAN uses it as a crutch... But there ARE LOTS of people who do... If you do not believe me, go check out a couple of the KSP Reddits, and see how many people post that their mods arent working, they cant figure out why, and it turns out its a CKAN issue... Also see how many people jump into a thread of someone asking how to fix a problem with a mod, only to answer with the golden tidbit of, "I-have-no-idea-how-to-help-you-with-your-problem, but you should use CKAN: I have no idea how, but it just does everything for you!" So, monstah, and all others I may have offended, if you actually KNOW how to do manual installs of mods, and more-so, know how to manually MANIPULATE folders and files and such to work custom installs, but still use CKAN for whatever reasons, then YOU are not those I refer to... I see it kind of like how some people consider MechJeb... Or the age old argument between Linux and Windows... (need I say more? ) SO my purpose of THIS post, is to clarify my "offending" statement, and to just say that I mentioned CKAN in the 1st place, as relating to KerbalStuff, only because I know CKAN scrapes KerbalStuff, for how little or how hugely, for data I dont know.... BUT, since KS has built-in functionality to support CKAN, I imagine theres a decent chunk of traffic on KS due to CKAN... And if that IS a significant amount, maybe other options as far as CKAN should be looked at or considered... Also, if anyone wants to specifically discuss my stance on CKAN, or extol the virtues of CKAN, lets take it elsewhere so we dont derail THIS thread any worse than i already have...
  6. Well, i hope it lasts at least a couple more months, till I can grab all the old versions of mods for my archives...
  7. Hear, Hear!! EVERYTHING you posted was very well said...
  8. Sorry... No pity here... Now you know how I feel about Curse, and especially Github (since I cant access Github for ANYTHING...), when THEY are the ONLY place to download anything... Thats why I think multiple locations for mod hosting is a good thing... It may be a little PIA for the mod devs, but sure makes things easier on end users... Well, if there werent THOUSANDS of people using CKAN as a crutch, KS probably wouldnt HAVE the traffic it's likely getting, that is drgging it down... ??? Yeah... i think we need government regulations to enforce improved quality on free stuff...
  9. I dont have a problem with the use of Github, and would encourage it.... I just have a problem when Github is the ONLY place to get a mod... But then, I admit of course that I am biased, since I cant ACCESS Github...
  10. Hmmm... Thanx BloodDusk & MatterBeam... Maybe I'll try that someday, when I can actually grab DTL off Github... Too bad it doesnt work with Linux, either...???
  11. Hmmm... Maybe if CKAN support was dropped, and CKAN traffic blocked, until something could be figured out, then the rest of us could get on with no issues... ??? (Gawd...Just ANOTHER reason I despise CKAN... lol)
  12. Seems to be not so much DOWN, as just constipated a little... I've been accessing it a TON, at all hours, over the past week, to update a HUGE spreadsheet of mods I have... (I'm probably a small part of the problem... ) I get 504's maybe half the time, the rest of the time it loads, just real slow... I'd guess its mostly a "traffic" issue, and growing pains... I just hope SirCmpwn can keep it going...
  13. So you want to switch two DIFFERENT textures, for two DIFFERENT objects at the same time?
  14. Hmmm... Forgive me if I'm way off on this, as I'm not a coder.... If you could build craft outside the game in a browser, save the craft files, THEN load KSP with the craft files.... Would it be possible for KSP to NOT pre-load ALL the parts like it does now, but just go thru all the craft files, and ONLY load all the parts that would be in use by the craft files? Seems this would save TONS of RAM, and allow for many moar parts (MOAR MODS!! ) to be used? I can see at least one negative, in that if you are in the middle of a game, and want to build and use a new craft, how would you get it in-game, without exiting and restarting KSP all together, to allow it load the parts?
  15. @Shaikhaanshai1 Did you try the fixed version, or did you just assume it doesnt work because of the thread title? @GunnDawg In the VAB, you right click on the part, and the in the menu that pops up, there should be a "Next Paint" button... You click that to switch between all the textures... The textures are NOT changeable in flight only in the VAB/SPH. @Kartoffelkuchen So, is the Old School Fairings still a needed dependency then?.... Its still listed as such in the OP?
  16. @Speedster159 Well, I guess its more of an "official" update for 1.0.5, now... Its linked in the B9 original post:
  17. @Speedster159 No...No need for ATM with B9 any more... blowfish and the others have converted the textures to .dds in the B9 Community Fix... Easy way to tell if ATM MIGHT still be useful for a mod, is to look in a couple of the mod's part folders... if there are any .dds files, ATM is NOT needed...
  18. Last iteration is this: http://beta.kerbalstuff.com/mod/58/Kerbal_Foundries_Wheels_and_Repulsors_ALPHA
  19. This mod has worked flawlessly for me in every version of KSP from 0.90 to 1.0.5... I've even used a couple of the textures here, in RPM, to change the navball in the RPM monitor view... (this would be the "glass cockpit" navball, NOT the "traditional" IVA navball...This mod changes the "traditional" IVA navball by itself...) There may be conflicts with other mods, tho, that are giving people issues...
  20. CKAN is a crutch, and way too many people are drinking the CKAN Kool-Aid...
  21. Hmmm... I'll take a look at it right now... Yes... Sometime back, snjo updated the Firespitter texture switch module, and I incorporated the change into the new DeadSkins .cfg... Thats why you need to use v6.3 or newer Firespitter plugin with this... EDIT: OMG!... HUGE rookie mistake #2: Packaged the folder structure incorrectly... If you dont want to re-download, just pull the DeadSkins folder out of the AviationLights folder, and drop it, by itself into the /GameData folder... Sorry everybody... Now fixed... I CANT believe tho, almost 400 downloads, and over TWO WEEKS, before someone posted the mod didnt work... Thanx, @Beetlecat !! Lesson learned: ALWAYS download and playtest published mod, with fresh install of KSP, just like a typical end-user, instead of only testing a pre-published version as a mod author...LOL
  22. Yup... I'm also waiting on the update to give this a whirl... I've been using Tarsier hardrives, as well as the Modular Computer Package chips for data storage...
  23. SInce I have several other mods installed that also use only one or two parts, I use a mod called Modular Computer Package ... It already has a "chip" for KER... I'm kind of playing around with doing some different models for this mod, for my own use...
  24. Hmmm... SpeedyB, have you considered making these TweakScale compatible?... And its GREAT to see you're still trying to keep these alive...
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