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Stone Blue

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Everything posted by Stone Blue

  1. I'm reserving this post for future updates EDIT: Partially updated list for Apr 01, 2016 This does have mods marked as being compatable with, or being "W"-orked on for PRE-RELEASE v1.1. Keep in mind that the PRE-1.1 is supposed to be for STOCK bug finding first and foremost. Dont start flooding mod release threads with "This mod does not work for me (in 1.1), can someone help me?" posts...
  2. Hello, my name is Stone Blue, I have OCD, and I am a KSP mod hoarder... I have had a spreadsheet going, which I have been using to keep track of mods that I use, or find interesting, since before KSP v0.25. This is by NO means a complete, all-inclusive list. This is MY personal list, so there will be lots of popular mods NOT on here. Since, I, and it seems many others still play older versions of KSP, I'm getting caught up on an updated list for every version of KSP from 1.0.5 to 0.25, that has the most recent (last) versions of mods for each version of KSP. I also wait a month or two after each KSP release, for mods to catch up to the new release, before I start playing the new KSP version. It makes for a lot less broken saves and crashed games. Instead of scrambling around every few days as modders hurry to push working mod updates, I update my list. Once the dust settles after a few weeks, and everything tends to stabilize, THEN I will have a nice organized list to quickly work thru for getting STABLE, mod updates for the new version of KSP. I play heavily modded, and "collect" every version of every mod on this list, and then some... That makes it difficult to keep track of mod updates & new releases. It especially gets crazy when a new version of KSP drops every few months... Once I get it completed, it will make it easier to keep track of mod updates as I jump from each current, to each next future KSP release. It will also help me clean out (delete) lots of old, unnecessary .zips, and make it so I have (hopefully), only the latest copy of each mod, for each version of KSP. I thought I would share it, not only because there are a lot of "odd", unknown mods that get little love, that people might like, but mainly as a spreadsheet people can download it if they want, and use it as a template of their own, and add or delete the data as they wish, to keep track of the mods THEY use. So here it is. I have just over 600 mods on it. Unfortunately, its gotten bigger and bigger, and its now WAY too much for me to keep current. I had previously posted it, and had some offers to help maintain a live list. At the time I wasnt sure it was a good idea. I guess I STILL dont know if it would be or not. But if anyone is interested in colaborating, please post. (Serious offers only though...This will take a bit of time & dedication) At this point, I guess I'll throw it out there, and hopefully get feedback on whether this is worth publicly maintaining or not. Feedback on ways to structure it, or to make it easier to maintain for private use would be welcome also. I'm about ready to trash it, as it takes up too much of my time. I know people who use CKAN, which seem to be the majority now, will probably see absolutely no point in this list, but maybe there are still enough of us holdouts to get some use out of this. This is downloadable, in case anyone wants to download it, and use it as a template and add/delete/maintain THEIR favorite mods privately. Right now its a bit of a mess. Anything with “zd” AND is highlighted green is pretty much up to date (within the past few days as of Apr 1, 2016). So use it at your own risk, ALWAYS check the release thread for the most current info. DO NOT pester mods or post on release threads about ANY information directly from this list (ESPECIALLY about old versions). PLEASE post questions, issues, noted discrepancies, feedback and opinions on THIS thread ONLY. I also welcome feedback and opinions from mod authors on having this information publicly listed in one location like this. If any author would prefer not to have their mod listed at ALL, feel free to PM me and I will see its removed. ALWAYS, ALWAYS, USE YOUR HEAD, AND CHECK THE MOD RELEASE THREAD FOR THE MOST CURRENT INFO. ESPECIALLY BEFORE POSTING ON THE FORUMS THAT A MOD IS BROKEN, DOES NOT WORK, OR YOUR SAVE GOT DESTROYED. On outdated mods, 98% of the time, I bet someone has already asked/posted about any issues, so DO the research if you want answers!! That is what I created this sheet for: keeping links and notes that I've had to dig up and/or research ONCE, so I dont have to keep doing it all the time. ALWAYS make sure the mod version matches the KSP version you're playing. I removed the links for direct downloads. Also, this is WIDE...It goes over all the way to column " Y "... And now the DOWNLOAD LINK: Stone Blue's Top & Odd Mod List
  3. regex is right... lol Hmmm... 1.0.5 isnt supposed to be a major mod breaker... What is the one thing that you just stated rules ALL your mods?.... CKAN maybe?... You ever think that maybe CKAN is what isnt updated yet and what doesnt work with 1.0.5 yet? Sorry... people make me laugh...not even 12hrs after a new KSP release, and people who heavily mod, expect to jump on the bandwagon and have everything work perfect, and complain when mods dont work... Especially when they dont even research thru each mod thread to see if it IS updated, or if it's DEFINATE that the new update breaks it...
  4. Now all we need is one that does this for stacks of batteries...
  5. ^^ That would be sweet... I hate starting and waiting thru load-time, when running KSP for the 1st time after every fresh install I do (I do ALOT, since I heavily mod), only to have to immediately exit, edit the settings.cfg for this, and restart, because i keep forgetting to edit BEFORE starting a new install... (Even though my computer has a default 1600x900 display, i have to use 1595x870 in the settings to get KSP fitted within the screen... )
  6. ^^ LOL @Waxing... You should try it at the 1368x768, (which is the largest supported res that completely fits IN my screen), AND with the UI set to "Quite Small"..
  7. ^^ I was changing those in the .cfg, also, since it was suggested by the multimonitor mod author...Still had the issue, but i never tried any of the default KSP sizes...
  8. Well, thats good to know, since, Yes, i AM on a laptop, with a default 1600x900 display, which KSP does not seem to support... I'd give you rep again for this tidbit, sal-vager, but you're the last person I gave some to, so it wont let me...lol
  9. Interesting... So is it correct at certain zoom levels, then orbits/markers shift to the left once you zoom out a couple levels? If so, that is one of the same exact effects I got when i installed the multidisplay mod: http://forum.kerbalspaceprogram.com/threads/126780
  10. Nope...Comm16 is fine... It looks like you have LoS (Line of Sight) in your screenshot... Just remember once your active vessel loses LoS with KSC, you'll need something else to get a signal from that DOES have LoS to KSC, and an active and long-range enough antenna to reach your active vessel... Other than that, i guess I got nuthin right now...
  11. ^^ Need more info... Basics: -Do you have at least a DP-10 antenna?...Is it activated? -Do you have enough electricity?... I notice you dont have the motor running, so do you have a battery (or another means that is currently generating electricity)?
  12. I could be wrong, but also, I believe when you install RT, it adds its own .cfgs, changing/overiding any stock parts settings, (for parts that are listed in the RT .cfg, anyway...)... Hence, the RT .cfg listing "Unmanned Tech" for the OKTO (two levels above "Electrics")... This is probably just for the RemoteTech/communications SPU MODULE in the .cfg, NOT when the part itself gets unlocked... If I've got it wrong, I'm sure someone who knows will pipe in shortly... EDIT: So I just checked, and in a stock game, with ONLY RT2 installed, the OKTO doesnt show until "Electrics" in the TechTree... ??? EDIT #2: So I just checked, and it seems changing the RangeMultiplier affects all antennas, EXCEPT KSC Mission Control: https://remotetechnologiesgroup.github.io/RemoteTech/guide/settings/ Not sure if this has anything to do with the original issue... ?? EDIT #3: So i just confirmed: -OKTO doesnt get unlocked till "Electrics" -W/RT2 installed, it will NOT connect until "Unmanned Tech" is unlocked -RangeMultiplier set to 0.5, and Mode set to Additive had no effect So, question to paul23: Are you playing Career/Science, or Sandbox?... If Career/Science, do you indeed have "Unmanned tech" unlocked? If not, I'd say thats the problem... Do you have any other probes unlocked you could test connection with at your current techtree level?
  13. Hmmm... The OKTO .cfg in my install of KSP, shows "Electrics" needs to be unlocked...And the RT Squad probes .cfg says the OKTO needs "Unmanned Tech" unlocked, which in turn needs "Precision Engineering", which inturn needs "Electrics" or "Miniaturization", both of which req. "Basic Science", which requires "Survivability", which reqs "Engineering 101"....
  14. Yup...You can modify the KER .cfg.... Or, there was an older .cfg you could install, that adds MechJeb & KER to All command parts... Or, you can install the .cfg from Malah's StockPlugins (just delete the .cfgs you DONT want, after extraction (keep the KER one, of course): http://forum.kerbalspaceprogram.com/threads/99869-1-0-X-Malah-s-Stock-configs#StockPlugins
  15. TristonWilson: Yes, the circular solar panels work in 1.0.4 with no changes needed...I've been using them since before 0.25...Work in 0.90, 1.0, 1.0.2, & 1.0.4...
  16. Thats why i mentioned total part count... I like to prune as much as I can, and I use KSP ModAdmin to do it, and it has a total parts count always showing in the status bar, so I've ended up following my total part counts, trying to get that perfect (though non-existent) balance between collecting EVERY modded part ever made, clearing out duplicate or useless parts, and of course, the ALL-IMPORTANT game performance, RAM-usage...
  17. I live in the "mod it till it crashes" camp... As was said, its hard to put a number on it... Without any large parts packs, I've managed to push just over 120 mods on Windows, with a mediocre laptop... WITH one or two pretty large parts packs, maybe 50-75... Now that I've jumped ship to 64bit Linux, I havent had a single crash yet, and am still adding mods... Currently at 110, with no large parts packs yet, and about 1GB of RAM to go... (Soon to be 3GB once I upgrade my comp from 6GB to 8GB...) There are several other "stats" you could look at... One being total parts count... I've pushed just over 1225, with pruning, on Windows... Currently have 917 without any pruning... Adding more soon...
  18. Doh!...Yup...Sorry... I dont usually use that one... lol Here's the Player.log https://drive.google.com/file/d/0B0D_PFGuuyqoVmgyaV9FbEFqTjA/view?usp=sharing
  19. https://drive.google.com/file/d/0B0D_PFGuuyqoT2pvNG54UW5UbEk/view?usp=sharing
  20. It looks like there's a discrepancy between the versions listed on the Overview and the actual hosted files: Overview says 1.7.1, but it IS actually 1.8.1 that you download (at least thats what the folder name and the Changelog.txt say... plus the solarpanelfix is in it... ??..) ...And I DO appreciate your help with this blowfish... :thumbsup:
  21. May I ask why you believe so?... I've been playing HEAVILY modified ever since I started playing KSP around v0.17 or so... I've modified plenty of .cfgs and parts files on my own... I'm pretty sure I can correctly install mods.... I've re-read the OP and README's several times just to make sure I didnt miss anything special that needed to Also, this was with a FRESH KSP install, I haven't touched the Squad folder, and Ven's is the ONLY mod installed... ..I even did it TWICE just to make sure...I havent modified ANY of the files... Straight extract into Gamedata... Pretty sure I got the Curse download, as there's no Pruners folder, and I generally only grab stuff off git as a LAST resort....???
  22. Yes!...The 2 new ones are sweet...Please keep hosting on KerbalStuff...I cant access CKAN, due to I am blocked to the github domain... There are lots of mods I cant use because they are ONLY on github...
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