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Stone Blue

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Everything posted by Stone Blue

  1. Yes... you have to be careful downloading any mods directly from Github. Dont *ever* install a mod from a .zip by clicking the green button on top right of the main Github repo page. ALWAYS, click the "Releases" tab, and be careful downloading/installing from the "Source.zip" links... those are usually not the correct .zips to installing a mod with, either. Some mod devs host actual release packages (the .zips to use to actually *install* a mod), on *other* websites/hosts, even tho they host the files to *build* the mod on Github. Sarbian is one of those. IIRC, all of Sarbian's mods should be downloaded from Jenkins website and links, NOT Github. Imgur.com is a good site for free hosting, with NO account/sign-up required. Just go there, click the "New Post" button at the top, and drag/drop your image in the box... then after its uploaded, for single images, you right-click, an select "Copy Link Location", and paste it in your forum post, and you are done.
  2. I dont quite understand the first part of your question, but most mods include multiple files/folders, so to make it easy to install/remove, they generally come with one, parent folder that contains everything. And generally, you only have to "put" that one folder in your /GameData/ folder. ModuleManager is just *one* file, so no need to have it in its own folder. So to make it easier, you just have to "put" that one file in your /GameData/ folder. Plus, when troubleshooting or asking for help with broken mods, using a screenshot of the list of folders (mods) in your /GameData/ folder, its easier for anyone trying to help, to actually *see* the ModuleManager file, and to know *exactly* what version it is, and that its the correct one or not, because the version number is in the file name. vOv
  3. @Cyriak Wow.... BEAUTIFUL maps! Too bad the download links are dead, and even if they werent, there seems to be no license for them clearly stated in the OP. A shame, since I wonder if these could have been of use on the new Kerbal Maps site vOv
  4. You can basically delete the *whole* Squad/Parts folder... *HOWEVER*... be aware, any mods that rely on stock parts, stock cfgs, or stock models/textures, of course, will have issues. But the game *does* start, with absolutely NO parts... I only suggest such extreme pruning, to people who are very familiar with manually installing mods, and *how* parts are made and used in KSP.
  5. @Spoonifer from your list, I dont see *any* mods that have had their full functionailty included/ported to the stock game. All of the mods listed still add *something* over and above, or way better than what is provided in stock. So, unfortunately, if you are having RAM/performance issues, you'll just have to choose what mods to cut and live without. About the only ones I see that would cause RAM/performance issues, are the large parts packs you have, being all the Near Future stuff, SSPxR and the USI stuff. I would try cutting that down to one set or the other. Also, EVE is a big hitter on performance. If you dont do much atmospheric/aircraft/SSTO playing, then yeah, you could probably cut out FAR, tho I dont know how much that one affects performance. Most everything else is small, Quality of Life mods, and most are plugins, or small parts packs, and shouldnt be too hard on performance. If after re-evaluating my above suggestions, if you still have issues, you may have to do some investigative work, to determine what exact mods it could be, and post or read thru those respective mods' threads about it. IMHO, that would not be worth it. Any of those old mods that pretty much got 90%-100% "absorbed" by stock, over the years, have pretty much disappeared into the dustbin of old, inactive threads. Someone would really have to Google to search them up, and it should be pretty obvious by either the dev stating right in the OP that the mod is now obsolete (many have done this), and/or the inactivity of new posts, or even the KSP version number in the thread title. Parts packs are a little different, as MANY old parts mods may still work in newer KSP versions, as parts-only packs are rarely, and less-affected by KSP updates. Anything with a plugin (.dll file), usually gets broken moar often, especially with KSP/Unity updates.
  6. @Spoonifer There are TONS of mods that have become obsolete... WAY too many to list. Your *best* bet, would be to take and post a screenshot of the contents of your /GameData folder. Then we could see what *you* have installed, that might not be necessary vOv
  7. So, camera jerks around back and forth when brakes on a ground vehicle (rover) are applied. REALLY bad if the brakes are locked using the brake button. Goes away if you move the camera with mouse. Also, with a rover, from a dead stop, moving forward, the camera flips around to the front, looking back at the front of the craft (like you are running backwards in front of the craft, and when moving in reverse, does the opposite). And, unfortunately, as great as the name is, @taniwha, it seems that for Google search purposes, you couldnt have picked a worse one... Google returns *nothing*, using "kerbal tinu", as well as "kerbal there is no up" *and* even "kerbal tinu there is no up" ... lol EDIT: and OH MY GOSH!!... the funny ragdoll effect it has on EVA'd Kerbals is hilarious... Until you realise there seems to be no way to get your kerbal standing upright... which makes ground EVA impossible. vOv
  8. @FrostBird347 As you have since discovered, Telemachus does NOT have any maps of its own included in the mod. Telemachus only *displays* maps, that were seperately hosted on the old KerbalMaps website. Both projects were developed seperately. KerbalMaps was, I believe, intended *exactly*, as just a host site for those maps (with many kewl embedded features), and was availalable as a "service" to any KSP mods that wanted to access those maps. I dont know of many that did, except Telemachus. As you found out, the *original* KerbalMaps site became either unusable or unavailable. There was someone in the forums that managed to rehost them on a different site, and they were again available for a time. THEN, someone *else*, again, came along, and picked up the project, and rehosted the site on a different domain. The newest maintainer, and new website can be found in *this* thread: THAT maintainer has been active recently, and is working on adding maps for other planet packs. There is a beta version of the site up for testing JNSQ maps. That is also the site, and the developer, that I believe @DanGSun was, and now @Sidrus, is working with to get the maps working again for Telemachus. So, yes, for what you are looking for, no need to concern yourself with Telemachus' licensing. You can work with either @CraigCottingham, or if you have managed to contact the original owner of KerbalMaps, then maybe that person. Do me a favor, please, in any future contact you have with the *original* dev that you managed to hear from, and let them know of the thread I linked above.
  9. Try this one: (i edited it to never expire, and good for unlimited uses) https://discord.gg/sNtFa7J
  10. @Aliplayer1 Do you happen to have Kopernicus installed? Also, when posting about issues with mods, theres some stuff you should do or be prepared to provide. This thread should show you what you should know & do:
  11. IIRC, the KopernicusSolarPanels thing, is a module from Kopernicus itself... so *THAT* *might* need to be addressed on the Kop thread... I know there were issues with it awhile ago, I know they (IIRC either Sigma or ThomasP vOv) has recently done quite a bit of fiddling with it... Idk if it has been fixed or is still an issue, tho.. vOv
  12. Not to argue semantics, but RD posted that on Feb 29th... 3 days after 1.9.1 dropped Last post is just someone asking for a 1.9.1 update... has NOTHING saying its incompatable... they are probably just *assuming* it doesnt work because RD is too lazy to create a new thread and keep the thread title updated. Well, if *someone* can confirm LET works in 1.9.1 (doesnt necessarily *have* to be the mod dev), the NETKAN file can be updated by the CKAN team. Unless a dev specifically states they dont want their mod listed on CKAN at all, or that *they*, only want to be the ones updating the NETKAN file, just about anyone can submit an update for it. vOv
  13. 2nd to last post in FS thread, by RoverDude himself, says CKAN data for FS is updated, and FS *is* compatable with 1.9.1 If you are seeing issues with that, then the proper place to post would be the FS or CKAN thread. As to whether *this* mod has a true dependency or not on FS, you are correct in posting here. I guess either the dev ( @NecroBones ), or someone who uses/and or really knows the workings of this mod, would have to reply. Necrobones hasnt been on in a longwhile, so I wouldnt really *expect* an answer from them any time Soon™
  14. Doesnt look like it? Its not mentioned in the OP... I poked a few cfgs, and didnt see any patches or modules for Firespitter... vOv Quick way to check, if you have *this* installed, but not FS, is to scan your KSP.log for [ERROR] or [Warning]. If any of the LETech parts require FS, but FS is not installed, there will be messages in the log saying that module FS"something or other" couldnt be found
  15. Well, I believe CC by itself has some basic contracts of its own? If so, install ONLY CC, NO other contract packs, and then test it... if it works... Then it's compatable... If you (or anyone testing this way), has issues, *THEN* post them here, with description of the issue, steps to reproduce, and links to logs... Until then, saying there are issues with external Contract Packs, is kinda pointless, and just pointing the finger at CC, with no real evidence to say that CC is *not* 1.9.1 compatable... vOv
  16. Is it not working for you? If not, please describe the issue, and provide logs and list of installed mods. You can find out how to post logs here:
  17. Hmm.. I guess I'm dumb... cant figure out how to download a whole album at once... other than to save each image vOv
  18. Just wondering if any one might have a copy of pheonix_ca's Icon Set to share? vOv *AS LONG AS THERES A STATED LICENS IN THE PACKAGE, and license allows, of course ) ... the link in the thread OP is ded
  19. @DriftedCougar MOAR PICS, pleeze!
  20. @linuxgurugamer OK... I'm about to delve into this mod... Another use case i am interested in seeing if this mod can do: Can it combine a PartTools created Color Animation, with a "standard" unity created one? Example: trying to get an emissive Color Animation for a lamp part (lens), to animate with, and use the *SAME* PAW toggle, as a Unity created animation for a Unity point light (actual light source). Surprisingly, this is turning out to be IMMENSELY difficult using stock modules... Currently, as far as I can tell, the lens emissive can be easily done with a ModuleColorChanger, and the point light can be done with a ModuleLight... but it makes NO sense to have to toggle them seperately with TWO buttons in the PAW. I know of at least one other mod dev who is having this *same* exact issue right now.
  21. I admit idk if it would fit your weight criteria, but it is shaped in such a way that works pretty good with radial mounted rockets or tanks. If not engines or tanks, theres a lot of flat surface for attaching science equipment. Also, if you like playing IVA, the 2nd Engineer/Scientist seat is pretty darn handy with its full complement of MFDs/switches/indicators... vOv I DO wish the 3rd seat had a "station", rather than just being a passenger seat, but the pod has a lot of kewl QoL things built-in. ie lots of external cameras. Also, it does have an aesthetic all its own but, anyways, have you seen or considered: I use this thing quite extensively as lander, rover, space station command pod... as well as spacecraft command pod *if*, it also leads into dual-purpose as one of the other mission-roles.
  22. Whoops!... Looks like the release package .zip didnt make it to the releases page... Only the two Source .zips are there. vOv
  23. NEVER just ass-u-me a bundled dependency is up to date. I manually install mods, and I *always* disregard bundled dependencies, and manually install those seperately. There *are* times when a certain version of a (outdated) bundled mod is specifically needed for a certain mod, but those cases are actually very rare.
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