-
Posts
1,777 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Fengist
-
Ya know, I just realized I completely forgot to post pictures of Idiot Lights in the OP. So, since I'm here, here's a brief description of how they work. There's only one Idiot Light part, but you can configure it to monitor any resource in the game. Step 1. Stick an idiot light on any part that contains a resource. Step 2. Right click on the idiot light and click next or prev resource. The name of the resource will change in the label at the top as you cycle through them. Step 3. Stop on the resource that the part contains and... voila, the idiot light should start to glow. If it doesn't then the tank has no resources in it (or the part is set to ship - more on that in a moment). Move the slider to increase or decrease the amount of the resource and you should see the lights change. Step 4. (Optional) Idiot lights can give you a visual readout of the part they're on or, the amount of that resource for the entire ship. Click on 'Toggle Resource Scope' to change that. (Note: IN THE EDITOR THE LIGHTS WILL BE OFF IF SET TO SHIP. Reason being, the ship doesn't technically exist yet.) Step 5. (Optional) Several different fonts are built in to KSP. Idiot Lights can change the display font to any of those installed. Simply click on the next/prev font button to change them. (Notice: Most of them look VERY similar. I did not do that.) Step 6. (Optional) If you change the color slide bars in the dialog box, the font will change colors. If you're so inclined, you can have purple fonts on your Idiot Light. (I did do that.) Now, for the image below. This shows the dialog for changing the idiot light. Yes, all options can be changed in the editor or in flight. Take note of the resources panel in the top right. Those are the same resource volumes displayed in the next image. The next image shows the Idiot Lights a bit more clearly. All of the Idiot Lights on the left are reading the contents of the part they're attached to. The Idiot Lights on the structural panel are reading the resources ship wide. So, you'll notice that the solid fuel (a small booster is in the back) is black. That's because it's empty. I burnt the fuel up. The shipwide Idiot light for LF is green. But, if you look at the two tanks on the left, one is almost empty (red). The reason: the two tanks combined are greater than 60% full so, the shipwide Idiot Light reads green. One oxidizer tank is empty so it's lights are off. The other is full so it's green. But, the shipwide Idiot Light for Oxidizer is yellow. It says you have between 30% and 60% oxidizer left. Green = 60% - 100% Yellow = 30% - 60% Red = less than 30% Off = Empty So, if you've been itching for a reason to turn off the hud and fly by the seat of your pants, now you can see your resources at a glance. And they're visible for a pretty decent distance. Enjoy.
-
Once upon a time, I made an amusing video called, "The Life of a KSP Modder" and had it in my OP. I was recently told that this video did not have nearly the number of views that it should have and that I should put it back in my OP. Done. Enjoy.
-
Toolbar buttons are fuzzy in 1.4.1
Fengist replied to linuxgurugamer's topic in KSP1 C# Plugin Development Help and Support
Reinstalled KSP Copied the GameData folder back over and ran it Texture2D.LoadImage error Removed all of my KSP references from VS 2015 Replace the references pointing to those in the KSP 64 bit folder Recompiled My Icons are now there and working using your code. but KAX distribution still produced the error and didn't load the icon. Now I know damned well I told VS to use the references in the KSP game folder. But it appears it didn't pick up the new ones when I updated KSP and it decided to keep using the ones in the bin/Debug folder (that's my guess). So, either way it appears that both your solution and the one I floundered into works. If Unity does ever move/remove LoadIcon there is a workaround. As for KAX, since that's not a fuzzy icon issue, if you want to private me I'll be glad to test any .dll you or Spanner have for KAX and we can stop bombing this thread. Either way, thanks to both you and @SpannerMonkey(smce) -
Toolbar buttons are fuzzy in 1.4.1
Fengist replied to linuxgurugamer's topic in KSP1 C# Plugin Development Help and Support
[ERR 13:28:14.381] Exception handling event onGUIEditorToolbarReady in class KerbalElectricFilter:System.MissingMethodException: Method not found: 'UnityEngine.Texture2D.LoadImage'. at MPUtils.BaseFilter.SubCategories () [0x00000] in <filename unknown>:0 at EventVoid.Fire () [0x00000] in <filename unknown>:0 [EXC 13:28:14.383] MissingMethodException: Method not found: 'UnityEngine.Texture2D.LoadImage'. MPUtils.BaseFilter.SubCategories () EventVoid.Fire () UnityEngine.Debug:LogException(Exception) EventVoid:Fire() KSP.UI.Screens.<SetInitialState>c__Iterator1:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) KSP.UI.Screens.PartCategorizer:Setup() EventVoid:Fire() KSP.UI.Screens.EditorPanels:ShowPartsList(Action) EditorLogic:SelectPanelParts(Boolean) EditorLogic:StartEditor(Boolean) <Start>c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) And that's after copying your code exactly and only changing the icon extension string. All 3 of my icons cause that error as well as KAX which I still have installed. Let me delete and reinstall KSP and see what happens. -
Toolbar buttons are fuzzy in 1.4.1
Fengist replied to linuxgurugamer's topic in KSP1 C# Plugin Development Help and Support
Oh, I'm up and running just fine. The code I have works great now. I get the icons and all my parts are under those icons. Now I'm just trying to figure out why the code everyone else uses doesn't work for me and whether this is my issue or if I'm just the first to stumble into this problem. As I said earlier Texture2D.LoadImage doesn't even appear in the current Unity docs: https://docs.unity3d.com/ScriptReference/Texture2D.html. There's a post here: https://forum.unity.com/threads/unityengine-texture2d-loadimage-is-missing.467202/ where one of the Unity devs says that LoadImage was being moved to ImageConversion.LoadImage. I wasn't able to find any ImageConversion class so I found the WWW class solution. Here's my code: using KSP.UI.Screens; using RUI.Icons.Selectable; using System.Collections.Generic; using System.IO; using System.Reflection; using UnityEngine; namespace MPUtils { [KSPAddon(KSPAddon.Startup.MainMenu, true)] public class MPFilter : BaseFilter { protected override string Manufacturer { get { return "Fengist's Shipyard and Gedunk Shoppe"; }// part manufacturer in cfgs and agents files set { } } protected override string categoryTitle { get { return "Maritime Pack"; } // the category name set { } } } [KSPAddon(KSPAddon.Startup.MainMenu, true)] public class SteampunkFilter : BaseFilter { protected override string Manufacturer { get { return "Fengist's Clock and Watch Factory"; } set { } } protected override string categoryTitle { get { return "1869"; } set { } } } [KSPAddon(KSPAddon.Startup.MainMenu, true)] public class KerbalElectricFilter : BaseFilter { protected override string Manufacturer { get { return "Kerbal Electric"; } set { } } protected override string categoryTitle { get { return "Kerbal Electric"; } set { } } } public abstract class BaseFilter : MonoBehaviour { private readonly List<AvailablePart> parts = new List<AvailablePart>(); internal string category = "Filter by function"; internal bool filter = true; protected abstract string Manufacturer { get; set; } protected abstract string categoryTitle { get; set; } void Awake() { if (!MPConfig.MPLoadIcons) { return; } parts.Clear(); var count = PartLoader.LoadedPartsList.Count; for (int i = 0; i < count; ++i) { var avPart = PartLoader.LoadedPartsList[i]; if (!avPart.partPrefab) continue; if (avPart.manufacturer == Manufacturer) { parts.Add(avPart); } } print(categoryTitle + " Filter Count: " + parts.Count); if (parts.Count > 0) GameEvents.onGUIEditorToolbarReady.Add(SubCategories); } private bool EditorItemsFilter(AvailablePart avPart) { return parts.Contains(avPart); } private void SubCategories() { var icon = GenIcon(categoryTitle); var filter = PartCategorizer.Instance.filters.Find(f => f.button.categorydisplayName == "#autoLOC_453547");//change for 1.3.1 PartCategorizer.AddCustomSubcategoryFilter(filter, categoryTitle, categoryTitle, icon, EditorItemsFilter); } private Icon GenIcon(string iconName) { var normIcon = new Texture2D(32, 32, TextureFormat.RGBA32, false); var normIconFile = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), iconName + "_off.png"); // icon to be present in same folder as dll WWW www = new WWW(normIconFile); www.LoadImageIntoTexture(normIcon); //normIcon = www.texture; //normIcon.LoadRawTextureData(File.ReadAllBytes(normIconFile)); normIcon.Apply(); var selIcon = new Texture2D(32, 32, TextureFormat.RGBA32, false); var selIconFile = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), iconName + "_on.png");// icon to be present in same folder as dll www = new WWW(selIconFile); www.LoadImageIntoTexture(selIcon); //selIcon = www.texture; //selIcon.LoadRawTextureData(File.ReadAllBytes(selIconFile)); selIcon.Apply(); www.Dispose(); print("*****Adding icon for " + categoryTitle); var icon = new Icon(iconName + "Icon", normIcon, selIcon); return icon; } } } -
Toolbar buttons are fuzzy in 1.4.1
Fengist replied to linuxgurugamer's topic in KSP1 C# Plugin Development Help and Support
@DoctorDavinci It's essentially the same as this code from KAX: https://github.com/SpannerMonkey/KAX/blob/master/KAXPartCatalog.cs (Which Spanner tells me is also adapted from USI) The only difference is the strings for the the mod & category names and the changes I posted above (for both icons). Here's what's puzzling us. If I download the KAX distribution with that compiled DLL I still get the error posted above that it can't find the method LoadImage. If I change the code to using WWW as I posted above, it works perfectly. Spanner however is able to use the KAX .dll with no problems. And I'm doing all of this in the Steam download folder so my KSP version is exactly what Steam sent. I'll do a wipe and re-download of KSP and see what happens. I did briefly install some mods (which I deleted) that seemed to have affected the tech tree. They may have affected other things but I can't imagine them wiping out the Texture2D.LoadImage. I'm not at the machine with that code atm. I'll post it in a bit. -
Toolbar buttons are fuzzy in 1.4.1
Fengist replied to linuxgurugamer's topic in KSP1 C# Plugin Development Help and Support
Oh, hate to necro an older thread but I couldn't find anything else on this and it's relevant. @SpannerMonkey(smce) and I have been having a private chat about the code KAX uses to load it's icon and my attempt to duplicate it. His code looks like this: var normIcon = new Texture2D(64, 64, TextureFormat.RGBA32, false); var normIconFile = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), iconName + "_normal.png"); // icon to be present in same folder as dll normIcon.LoadImage(File.ReadAllBytes(normIconFile)); It uses the Texture2D.LoadImage. I can get that code to compile just fine. However, when I load up KSP and jump into the editor, I get this in the log file: [ERR 10:01:11.562] Exception handling event onGUIEditorToolbarReady in class KAXFilter:System.MissingMethodException: Method not found: 'UnityEngine.Texture2D.LoadImage'. at KAE_Ltd.BaseFilter.SubCategories () [0x00000] in <filename unknown>:0 at EventVoid.Fire () [0x00000] in <filename unknown>:0 [EXC 10:01:11.563] MissingMethodException: Method not found: 'UnityEngine.Texture2D.LoadImage'. KAE_Ltd.BaseFilter.SubCategories () EventVoid.Fire () UnityEngine.Debug:LogException(Exception) EventVoid:Fire() KSP.UI.Screens.<SetInitialState>c__Iterator1:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) KSP.UI.Screens.PartCategorizer:Setup() EventVoid:Fire() KSP.UI.Screens.EditorPanels:ShowPartsList(Action) EditorLogic:SelectPanelParts(Boolean) EditorLogic:StartEditor(Boolean) <Start>c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) and no icon of course. Spanner however is able to compile that code, run KSP and get it to load up his icon with no problems. The only workaround I have found that works on my install is this: var normIcon = new Texture2D(32, 32, TextureFormat.RGBA32, false); var normIconFile = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), iconName + "_off.png"); // icon to be present in same folder as dll WWW www = new WWW(normIconFile); normIcon = www.texture; normIcon.Apply(); Now, the next thing is, the only reference I can find in the Unity docs to Texture2D.LoadImage is for version 5.3 and older. In the latest docs, the Texture2D.LoadImage method doesn't even exist. And, as per this post, the icons I get on the toolbar are 'fuzzy' *EDIT* Ah hah. I fixed the fuzzy buy doing this: www.LoadImageIntoTexture(normIcon); //normIcon = www.texture; but it still doesn't explain why Spanner can get the LoadImage to work and I can't. -
[SOLVED] When 1 <> 1 Ya gotta love Unity.
Fengist replied to Fengist's topic in KSP1 C# Plugin Development Help and Support
I've been writing code for well over 30 years. I'm well aware of what floating points are. Again, when I ask a language to show me a variable... show me the variable, not some ballpark guesstimate. -
[SOLVED] When 1 <> 1 Ya gotta love Unity.
Fengist replied to Fengist's topic in KSP1 C# Plugin Development Help and Support
From what I read when comparing Vectors in Unity == is an approximation. I was using != which, as I understand it is not an approximation which makes no logical sense. And you are correct @linuxgurugamer. If I printed out vector.x it gave me the full value of x. I finally ended up ripping out vectors and used quaternian local rotations and a quaternian.dot to compare them. For whatever reason, quaternian != quaternian works but vector != vector doesn't. I originally tried the local rotation thinking that was the solution but I guess my code was bad and it kept giving inconsistent results. I still protest the fact that when I tell Unity to show me the value of a variable that it shows me a rounded approximation instead. If I visually inspect the contents of 2 variables and they LOOK equal then they should be equal. I know of no other examples in all the programming languages I know of where that type of illogic exists. -
[SOLVED] When 1 <> 1 Ya gotta love Unity.
Fengist replied to Fengist's topic in KSP1 C# Plugin Development Help and Support
Ya, I saw that solution as well. public static bool FuzzyEquals(this Vector2 a, Vector2 b) { return MathUtil.FuzzyEqual(Vector3.SqrMagnitude(a - b), MathUtil.EPSILON_SQR); } but what I'm trying to detect will be either 0 or 180 out so rounding should be fine. The complaint I have is when I output the debug.log and it shows me (0.3, 0.5, -0.8)... well, I expect that to be EQUAL to (0.3, 0.5, -0.8) and not to hide a gob of floating points in there. -
So, I'm trying to detect when a thrustTransform has been rotated. public override void OnStart(StartState state) { myEngine = part.Modules.OfType<ModuleEngines>().FirstOrDefault(); mytransform = part.FindModelTransform(myEngine.thrustVectorTransformName); startForward = this.vessel.transform.forward - mytransform.forward; } Seems logical to me. I compare the vessel forward to the thrustTransform forward and get a vector. Then, in fixedUpdate I compare them again to see if it's pointing a different direction float newdirection = 1.0f; Vector3 forward = this.vessel.transform.forward - mytransform.forward; Debug.Log("Forward: " + forward.normalized + " StartForward: " + startForward.normalized); if (startForward.normalized != forward.normalized) { newdirection = -1; } Debug.Log("New Direction: " + newdirection + " Last Direction: " + lastdirection); and here's the log output [LOG 09:40:19.550] Forward: (0.2, 0.1, -1.0) StartForward: (0.2, 0.1, -1.0) [LOG 09:40:19.550] New Direction: 1 Last Direction: 1 [LOG 09:40:19.569] [UIMasterController]: ShowUI [LOG 09:40:19.577] Forward: (0.2, 0.1, -1.0) StartForward: (0.2, 0.1, -1.0) [LOG 09:40:19.577] New Direction: -1 Last Direction: 1 As soon as the UIMasterController loads ShowUI... my two vectors no longer equal each other even though the values are identical. Whut????? (0.2, 0.1, -1.0) <> (0.2, 0.1, -1.0)!!! Yea, that is correct. Tried Vector3.Equals and (0.2, 0.1, -1.0) still <> (0.2, 0.1, -1.0) *edit And then I found this post: https://forum.unity.com/threads/comparing-two-identical-vector3-returns-false.327128/ Which clearly describes the fact that vectors will almost never = another vector. Since I only need to know if the vector was rotated 180 degrees I went with this solution int x1=(int)vect1.x; int y1=(int)vect1.y; int z1=(int)vect1.z; int x2=(int)vect2.x; int y2=(int)vect2.y; int z2=(int)vect2.z; Debug.Log((x1==x2)&&(y1==y2)&&(z1==z2)); which worked.
-
I actually looked at that drag cube code a few days ago. Make sure you grab a copy of the .php code if you still use it. I may be changing hosts in the future and while it should be a smooth & seamless transition I've learned to fear that word 'smooth'. I was just taking note of the lack of forum comments. @Maverick_aus posted on my KE development thread over 20 hours ago and that thread is still on the first page of thread listings. A year ago, it would have been buried 20 pages deep.
-
The status of things: Mods are vanishing: So I decided that if I was going to get back into modding that I'd have to get a sandbox game going. Usually when I'm modding I have one running so that I can toss parts into a 'real-world' environment and see what breaks. So, I began digging around for some of the mods I typically use and... came to a halt. It would seem that in the past 9 months or so KSP modders have been quite literally 'jumping ship.' Now some of the old mods I used like B9 and Lack's LLL have been slowly fading away. But now, I'm seeing mods like Infernal Robotics being taken over. KAX... another nice aircraft mod, passed on to @SpannerMonkey(smce). And what he hasn't taken on (like BD Armory), it seems @linuxgurugamer has. And now, even the small group that was maintaining Firespitter seems to have evacuated and it appears it's being maintained by a dev @RoverDude. With that in mind, the first order of business is going to be divesting Maritime Pack as well as my other major mods from any external requirements. As it stands now, both 1869 and MP need Firespitter. Since I started creating mods I have NEVER like the idea of dependencies. Unfortunately, my skills at coding C# sucked when I first started and, if I wanted cool spinning propellers, I had to rely on mods like Firespitter. No more. Most of 1869 was coded with my own prop spinner that, in my opinion, works even better than Firespitter (it can be used to animate a LOT more than just propellers). If you haven't seen the Umbrella Drive in 1869, take a look. It uses animation code I wrote. SO... Fixing the few parts that still use Firespitter's prop spinner won't take a lot of work. There are a few parts that use his thrust reverser module. Since I created those parts, I've learned it's easy to reverse thrust with a simple animation in Unity. So, fixing that won't be difficult. The next two are the problem. Engine sounds and fuel switching (where you can change the type and amount of fuel for a part). Fortunately, Snjo allows the re-use of his code. I spent a few hours today wading through his code and chopping out the few bits that Maritime Pack and 1869 will need. And so far, it looks like it's going to work. TLDR: Next update. No more Firespitter requirements (I hope). Oh, and finally, hovercraft. They're not working perfect but... well I'll explain that when the time comes.
-
I'm surprised it worked without the plugin being recompiled. I seemed to have lost the latest code I was working on for the plugin and reverted to an older code. I then discovered the pan and tilt for the searchlight wasn't working. So, I had to fix that. Let me know if you run into any more issues I missed.
-
I also got around to updating 1869 and Kerbal Electric today. You can click the appropriate image in my signature to find them.
-
Oh jeez. The man who single handedly forced me write a function to keep paddlewheelers from FLYING!. Glad to see you're still around too buddy. Enjoy.
-
Updated for KSP 1.4.x. Click the download button in the OP. Includes the 3 new 'SLIME' lights (see pictures in previous posts). Now your Kerbal can look just like a Top Gun graduate (Flat-top haircut optional)
-
[1.12.x] 1869 Steampunk Mod - Back in Black! (and brass)
Fengist replied to Fengist's topic in KSP1 Mod Releases
A new version of 1869 has been uploaded to Curse. It should now mostly work (I hope) with 1.4.x Let me know if there are any issues. Enjoy -
Maritime Pack 1.11 available for download. Recompiled for version 1.4. Click the download button in the OP. The generosity and persistence of one person has forced me to reconsider my theory that this planet is doomed. You may thank this anonymous individual for this release. There are a couple of known issues with some of the sub animations. I'll try to fix them in the near future. I did some brief testing and what I tried seemed to work (I didn't test subs). If you find anything, let me know. And no, this was not one of the reasons I had predicted in which I might return to modding. I should have known better than to try to predict the future.
-
I am not. One of two things will happen: Squad will give this game content beyond just landing on a planet and I will return to playing and likely revive my mods. All of my mods will die a quiet death like the thousands of others in these forums. Since October of last year when I officially gave up I have thought maybe twice about firing up KSP again. Followed by the though, 'why?' and therefore, didn't.
-
Let me make this frustration I'm enduring a bit more logical and hopefully a few of you will understand. I have never come out and asked for money other than donation buttons and I'm not doing so now. However, the lack of voluntary donations sealed my decision. It's not the sole reason I'm not going to mod for KSP any more, just one of the 3 bigger ones I outlined earlier. KSP is not the only coding I do. One of the other things I do is write plugins for WordPress (under a different name). WordPress has a freemium model whereby I create fully functional plugins and give them away free. WordPress allows me to place that free plugin in their repository and have it visible and searchable on their plugin site. They also allow me to 'advertise' a premium version of the plugin should users want or need more features. IMHO, Squad and all these other games that allow users to create mods that require coding, texturing & modelling should adopt this freemium model. There are a LOT of us out there that would LOVE to earn an honest living creating mods for games just like KSP. There are a LOT of people who do earn an honest living writing plugins for WordPress. There should be no difference. Instead, Squad, and a lot of other gaming companies, adopt the "We created the game. Now you create content for free to make US money, but not you," model. Once upon a time, taking a excrements in an outhouse with a free Sears and Roebuck catalogue for TP cost nothing. Not any more. Water... did you notice this... WATER costs money. You can collect it by the GALLONS for free when it rains. But, we still pay for it. And my water bill... this is just insanity to me... is over $100.00 per month. Taking a excrements costs money!?! To me, that's mind boggling. No, I simply cannot justify spending WEEKS working on code, models and textures and then just give them away when I can spend that same time writing PHP code for a WordPress plugin and make money to pay for the excrementss I have to take. I simply do not understand the mindset of this community that abhors the idea of spending even $1.00 on a mod. I abhor the idea of paying to take a excrements, but... that's the reality we live in now and I'm having to adapt. Let me give you another quick thought. A woman on GoFundMe raised over $700 in DONATIONS for her son's Eagle Scout project. Generosity is a wonderful thing. Blind generosity like that is utterly befuddling. But generosity toward something semi-tangible like a mod that makes your life more enjoyable... well, anyone care to guess how much I've made off all my mods from the KSP community over the years? No, this and the other mods I've created, are not going to be updated in the foreseeable future. I simply can't justify the investment of time any more. If I still had a love for this game... or if I still had a desire for the knowledge that modding for KSP gave me... or if I didn't have to feed my family and I could mod all day without a concern... I would. I hope you can understand that.
-
Nope. Not at all. As a matter of fact, I've already ripped the donation buttons off this mod's OP and will do so for my other mods just as soon as I'm done with this reply. But in a return question, should you expect all of these mods you use to be just handed to you on a silver platter for free? Do you expect all of them to be created as a 'labor of love?' Look at all the games on Steam that charge you for DLC. Even Squad just did that. Did you pay them for it? How much enjoyment are you gonna get out of just this new DLC compared to how much you've gotten out of mods over the years? How much have you donated to mods? Do you consider them to NOT be DLC and that you don't need to donate? How do you justify in your head paying Squad for DLC but modders should create everything for free? How is it ok for the Squad staff to feed themselves creating and updating this game and adding to it's content but it's not ok to buy a modder a cup of coffee for adding content???? Is a god damned cup of coffee seriously too much to ask? And I'm not even talking Starbucks, I'm talking the $1 styrofoam cup coffee at the corner diner. ONE STINKING DOLLAR... are you seriously gonna poodle at that? Do you realize that if I had $1, ONE DOLLAR for every MP download, that I could have retired 3 years ago and took up modding for KSP full time? Look at all the game companies out there now that make a FORTUNE by relying on the FREE labor they get from people creating mods and addons. And then you tell me why I should keep modding for KSP, which also forces modders to give away their work for free, when there are plenty of options for me to dive into like this: https://mashable.com/2017/05/02/counter-strike-skins/#GCfCyIysOPqF Nope, I have no expectations any more and I don't want money for these mods. I'm simply done modding for KSP. The love of the game is gone, the desire for the education is gone, and that whole attitude of... OMG YOU EXPECT TO GET PAID TO CREATE CONTENT!... are the reasons why.
-
Again Jim, this is not directed at you. I FULLY understand that there are people in your situation that simply can't. I'm often in a similar situation myself and I don't expect anything from those that truly can't. You just happened to be at the right place at the right time for me to start this discussion. But let me show you something. I just forced an update of the chart in the OP. This data is gathered when copies of Maritime Pack checks to see if a new version is available. This chart shows that in the past 30 days KSP has been fired up with Maritime Pack installed between 800 and 1,500 times... EVERY SINGLE DAY. Now take this data, along with the 100,000+ downloads and assume what I say is true, that nobody in years has donated to MP, and you tell me what your conclusions are. And yes That's fine. Glad to know I still have room to be promoted to Admiral.
-
No problem. But do you realize what you just did? And no, this is not some lame attempt to embarrass you to donating. PLEASE DON'T. This is me pointing out that your response is the same exact response I've seen from not only the KSP community but the entire internet gaming community over and over and over again. Instead of saying, "Hey, I'll buy you a cup of coffee!" Your response was, "I'll just stop using your mod."
-
You did not offend at all. You were just the catalyst for something that's been brewing for a long time. It's still out there and you're still free to use it. Enjoy it while it still works.