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[1.12.2]Sci-Fi Visual Enchancements V-1.6 (high performance alt to SVE)


panzer1b

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3 hours ago, maculator said:

I usually delete the whole CityLights stuff^^

But I think it would be awsome if put to good use. Instead of scanning the planet and fighting with the godawful kerbnet youcould see a small dot of light in the night and think "I'll investigate this!"

 

That would require an accurate map of ALL easter eggs per planet.  If you want to put in the time to get me such a thing, sure, i can set it up into SciFiVE no prob.  Otherwise, i just dont have the time to actually find and then figure the coordinates of each and every small object and then make a texture that has a single pixel or something of that sort at the location of said easter egg.  Dont get me wrong, i actually like this idea, but its alot of time id need to spend doing something that isnt all that fun for me (making cloud layers is actually relaxing, derping around with coordinates to find easter eggs and then make texture for them, not so much), so if you want to help me and are willing to put the time and effort in to make the textures (once i have those its a quick 10 minute job to make it work and maybee a few hours to test it), then ill be glad to do it, but otherwise its just too much time id rather spend doing something enjoyable...

 

That and its not exactly realistic or believeable to have random objects emit light.  Unless its something like teh crashed UFOs (which could reflext or even generate light in theory), you wont see a piramid or cave formation from orbit based entirely on lighting.  Unless the object is producing light like a city, its just breaking immersion.

Edited by panzer1b
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I knew this day would come:

Spoiler

WAYPOINT
		{
			name = Monolith_1
			celestialName = Kerbin
			latitude = 0.102156175033494
			longitude = -74.568440538219804
			navigationId = 68b34ade-04a6-49b7-a3f4-18f128cf340b
			icon = balloon
			altitude = 2.8421709430404007E-14
			index = 0
			seed = 679
		}
		WAYPOINT
		{
			name = UFO
			celestialName = Kerbin
			latitude = 81.955182935655998
			longitude = -128.517599024323
			navigationId = 93525ded-8dee-41ec-b0f5-bb5d6688d11c
			icon = balloon
			altitude = -2.8421709430404007E-14
			index = 1
			seed = 679
		}
		WAYPOINT
		{
			name = Pyramids
			celestialName = Kerbin
			latitude = -6.4995004666732097
			longitude = -141.67933205616001
			navigationId = 29c67912-0b5b-434f-8d09-b568aa675fdf
			icon = balloon
			altitude = 0
			index = 4
			seed = 679
		}
		WAYPOINT
		{
			name = Monolith_2/Baikerbanu
			celestialName = Kerbin
			latitude = 20.6708340671488
			longitude = -146.49684885270901
			navigationId = 6deb673b-8446-4a5b-8c52-6b385ad053dc
			icon = balloon
			altitude = -2.8421709430404007E-13
			index = 5
			seed = 679
		}
		WAYPOINT
		{
			name = Island Runway
			celestialName = Kerbin
			latitude = -1.52882105218873
			longitude = -71.902280722862898
			navigationId = d32f5e4b-655d-44e9-934d-df27cebeb138
			icon = balloon
			altitude = 18.037965467898175
			index = 6
			seed = 679
		}
		WAYPOINT
		{
			name = Dish_1
			celestialName = Kerbin
			latitude = 63.0950646580757
			longitude = -90.079839024544398
			navigationId = 289f4aec-ee7c-41ad-9cb0-2555ff418838
			icon = dish
			altitude = 5.4950249117105159
			index = 7
			seed = 269
		}
		WAYPOINT
		{
			name = Dish_2
			celestialName = Kerbin
			latitude = 5.3589015720142097
			longitude = 108.55382785746301
			navigationId = e3748f85-8840-4128-a593-35d18a9ec4e0
			icon = dish
			altitude = -19.136365715763873
			index = 8
			seed = 679
		}
		WAYPOINT
		{
			name = Dish_3
			celestialName = Kerbin
			latitude = 9.4515131404602108
			longitude = -172.110065292119
			navigationId = 6c53256e-9569-41f2-960d-8e33573fd45d
			icon = dish
			altitude = 0
			index = 9
			seed = 679
		}
		WAYPOINT
		{
			name = Dish_4
			celestialName = Kerbin
			latitude = -11.9535756464667
			longitude = 33.7380088129499
			navigationId = 8dea6139-d67c-49a9-bbac-81144d88f3d6
			icon = dish
			altitude = -23.431565165174561
			index = 10
			seed = 679
		}
		WAYPOINT
		{
			name = Monolith_4
			celestialName = Kerbin
			latitude = -0.64046272708209595
			longitude = -80.766786524316601
			navigationId = f7c4d75d-a4b1-4de6-81f5-f098f890e801
			icon = balloon
			altitude = -3.637978807091713E-12
			index = 12
			seed = 679
		}
		WAYPOINT
		{
			name = Monolith_5
			celestialName = Kerbin
			latitude = 35.570500000000003
			longitude = -74.9773
			navigationId = 66519dc2-5be0-4fb3-b625-bf11714f26c9
			icon = balloon
			altitude = 3.637978807091713E-12
			index = 13
			seed = 679
		}
		WAYPOINT
		{
			name = Monolith_3
			celestialName = Kerbin
			latitude = -28.8089629972844
			longitude = -13.438883667048501
			navigationId = 2acd2697-a8b6-4afd-9e72-34c3830035d5
			icon = balloon
			altitude = -14.907589909271337
			index = 14
			seed = 679
		}
		WAYPOINT
		{
			name = Dish_5
			celestialName = Kerbin
			latitude = -59.598145665193698
			longitude = -25.882896704381899
			navigationId = a63538d1-47d6-4aa3-ad98-b5418df0c34f
			icon = dish
			altitude = 84.422216388630659
			index = 15
			seed = 269
		}

 

 

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5 minutes ago, maculator said:

I knew this day would come:

  Reveal hidden contents


WAYPOINT
		{
			name = Monolith_1
			celestialName = Kerbin
			latitude = 0.102156175033494
			longitude = -74.568440538219804
			navigationId = 68b34ade-04a6-49b7-a3f4-18f128cf340b
			icon = balloon
			altitude = 2.8421709430404007E-14
			index = 0
			seed = 679
		}
		WAYPOINT
		{
			name = UFO
			celestialName = Kerbin
			latitude = 81.955182935655998
			longitude = -128.517599024323
			navigationId = 93525ded-8dee-41ec-b0f5-bb5d6688d11c
			icon = balloon
			altitude = -2.8421709430404007E-14
			index = 1
			seed = 679
		}
		WAYPOINT
		{
			name = Pyramids
			celestialName = Kerbin
			latitude = -6.4995004666732097
			longitude = -141.67933205616001
			navigationId = 29c67912-0b5b-434f-8d09-b568aa675fdf
			icon = balloon
			altitude = 0
			index = 4
			seed = 679
		}
		WAYPOINT
		{
			name = Monolith_2/Baikerbanu
			celestialName = Kerbin
			latitude = 20.6708340671488
			longitude = -146.49684885270901
			navigationId = 6deb673b-8446-4a5b-8c52-6b385ad053dc
			icon = balloon
			altitude = -2.8421709430404007E-13
			index = 5
			seed = 679
		}
		WAYPOINT
		{
			name = Island Runway
			celestialName = Kerbin
			latitude = -1.52882105218873
			longitude = -71.902280722862898
			navigationId = d32f5e4b-655d-44e9-934d-df27cebeb138
			icon = balloon
			altitude = 18.037965467898175
			index = 6
			seed = 679
		}
		WAYPOINT
		{
			name = Dish_1
			celestialName = Kerbin
			latitude = 63.0950646580757
			longitude = -90.079839024544398
			navigationId = 289f4aec-ee7c-41ad-9cb0-2555ff418838
			icon = dish
			altitude = 5.4950249117105159
			index = 7
			seed = 269
		}
		WAYPOINT
		{
			name = Dish_2
			celestialName = Kerbin
			latitude = 5.3589015720142097
			longitude = 108.55382785746301
			navigationId = e3748f85-8840-4128-a593-35d18a9ec4e0
			icon = dish
			altitude = -19.136365715763873
			index = 8
			seed = 679
		}
		WAYPOINT
		{
			name = Dish_3
			celestialName = Kerbin
			latitude = 9.4515131404602108
			longitude = -172.110065292119
			navigationId = 6c53256e-9569-41f2-960d-8e33573fd45d
			icon = dish
			altitude = 0
			index = 9
			seed = 679
		}
		WAYPOINT
		{
			name = Dish_4
			celestialName = Kerbin
			latitude = -11.9535756464667
			longitude = 33.7380088129499
			navigationId = 8dea6139-d67c-49a9-bbac-81144d88f3d6
			icon = dish
			altitude = -23.431565165174561
			index = 10
			seed = 679
		}
		WAYPOINT
		{
			name = Monolith_4
			celestialName = Kerbin
			latitude = -0.64046272708209595
			longitude = -80.766786524316601
			navigationId = f7c4d75d-a4b1-4de6-81f5-f098f890e801
			icon = balloon
			altitude = -3.637978807091713E-12
			index = 12
			seed = 679
		}
		WAYPOINT
		{
			name = Monolith_5
			celestialName = Kerbin
			latitude = 35.570500000000003
			longitude = -74.9773
			navigationId = 66519dc2-5be0-4fb3-b625-bf11714f26c9
			icon = balloon
			altitude = 3.637978807091713E-12
			index = 13
			seed = 679
		}
		WAYPOINT
		{
			name = Monolith_3
			celestialName = Kerbin
			latitude = -28.8089629972844
			longitude = -13.438883667048501
			navigationId = 2acd2697-a8b6-4afd-9e72-34c3830035d5
			icon = balloon
			altitude = -14.907589909271337
			index = 14
			seed = 679
		}
		WAYPOINT
		{
			name = Dish_5
			celestialName = Kerbin
			latitude = -59.598145665193698
			longitude = -25.882896704381899
			navigationId = a63538d1-47d6-4aa3-ad98-b5418df0c34f
			icon = dish
			altitude = 84.422216388630659
			index = 15
			seed = 269
		}

 

 

That doesnt really help me, it needs to be a transparent and white texture file with white pixels where you want the lights to show up.  Unless you know a method to convert said coordinates into a texture that is which matches, i dont see how id be able to do that.

FnrZsgb.png

here is an example, this is what SVE uses as its glow texture.  If you can provide me with something like this with the white exactly where the easter eggs are located, ill make you a addon to SciFiVE which will give you lighting wher eeaster eggs are for the next update, otherwise i really have far more important things to do with my limited modding time...

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1 minute ago, maculator said:

Okay, deal.

Is this the right format? (width/height)

  Reveal hidden contents

GXLlgpl.jpg

Because I could definitly put those koords in that map and use gimp to transform it in a black and white layer like the one you linked above.

That would work for me, dont bother with image format (doesnt even need to be black and white, i just need a method to identify which pixels have to glow, ill convert it to whatever i want anyways when adding it to mod in the future. 

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If you need to know wich pixels have to glow you could also convert the lat/long into dpi I guess. 

0/0 would be the center of the layer,  -180/90 top left and 180/-90 bottom right.

So a 3600/1200 picture would have squares of 10/10 for each square degree.

Edit: I'm stupid

Anyways I'll try and get that pic going.

Edited by maculator
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6 minutes ago, maculator said:

If you need to know wich pixels have to glow you could also convert the lat/long into dpi I guess. 

0/0 would be the center of the layer,  -180/90 top left and 180/-90 bottom right.

So a 3600/1200 picture would have squares of 10/10 for each square degree.

 

Anyways I'll try and get that pic going.

No rush, itll be at least a week or so before im ready to release the next update, so you got all the time in the world week.

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If I were to install the normal EVE, wich has city lights, could I replace their citylights layer with a test one I created or would it take more actions?

@panzer1b Will this do?:

https://github.com/maculator/Alles/blob/master/lights.xcf

Uploaded the whole file.

There is one issue I can spot directly: its probably a few meters off in most cases since I was bound to 3600x1800px

(Made it easier to translat lat/long I got from scansat (1000x zoom)).

Stil those lights are 2x2px, pretty big. Well I just hope you can do something with it and a bit of tweaking isn't something I'm afraid off.

Aaaaalso one of the dots is definitly the randolith from my savegame, I just don't know wich one :D might have to dig deeper.

 

Quick feedback if the data is usable would be nice.

Cheers.

Edited by maculator
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3 hours ago, maculator said:

If I were to install the normal EVE, wich has city lights, could I replace their citylights layer with a test one I created or would it take more actions?

@panzer1b Will this do?:

https://github.com/maculator/Alles/blob/master/lights.xcf

Uploaded the whole file.

There is one issue I can spot directly: its probably a few meters off in most cases since I was bound to 3600x1800px

(Made it easier to translat lat/long I got from scansat (1000x zoom)).

Stil those lights are 2x2px, pretty big. Well I just hope you can do something with it and a bit of tweaking isn't something I'm afraid off.

Aaaaalso one of the dots is definitly the randolith from my savegame, I just don't know wich one :D might have to dig deeper.

 

Quick feedback if the data is usable would be nice.

Cheers.

I can sorta work with that, but its in a very odd format.  Id prefer it to be just a black/white image with white being where you want light, and black the rest.  technically i need it to be a transparent image with only white where light, but i can convert black to alfa very easy.

Still, ill dig a little deeper when i get done with the far more important task of the actual mod itself.  Im gonna spend a bit of this weekend derping with cloud layers to see if i can make something a little prettier and less bleh then what is in SciFiVE as of this moment.  Not that the current clouds are that bad, but they really arent anything crazy good either and i have a few great ideas on how to make the clouds vastly better looking which im gonna try out.  ill post a few screenies when i get to that point for the community to critique.

Only after im 100% finished with everything will i seriously take a good look at your request.  Please understand that i do have other priorities at this moment and cant devote all my time for a single feature request...

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No problem, I got time and wanted it out of the way, now I can wait patiently.

And there are 3 layers: map (useless), red dots (to find the actual lights) and finally the 3rd layer that is the requested black and white image. Just export that layer as whatever you need it. I wanted to give you all the stuff with the reference layers and lines as a .xcf 

Here is what it looks like, dark:

Spoiler

sdIcMay.png

 

Edited by maculator
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  • 2 weeks later...

Just popping in to confirm that this still works fine with Making History/1.4.x and thank god for that, or I may have had to try and update it myself lol.

On 3/19/2018 at 10:01 PM, guesswho2778 said:

@panzer1b NOOOOOO Dropbox isn't working this mod looks awesome can you add an alt link

Dropbox is working fine for me? If you are still having issues with it, I'd be happy to try and provide it to you.

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Well progress is going well, ive finished kerbin, eve, and most of duna (still unhappy with dust storms, gonna redo that before calling it good).  I had a major issue with photoshop as the stupid activation thing died on me and didnt want to accept the legally purchased serial which ive been using for years now after reinstall, so yeah, i ended up having to crack that stupid thing to make it work (i just HATE DRM, doesnt stop anyone from pirating software, and makes it a pain for legit purchasers like me).  Anyways, DRM rant aside, ill most likely get done before going to my new job next week, so while no promises (that photoshop BS really cut down on my time), ill at least release what i have finished even if it might not be 100% finished or to the state i want.

Heres bone stock, which isnt the worst game ive ever seen, but just gives me no reason to play for long as its visually bland and boring.

1Ug6A4R.png

And ofc with SciFiVE + scatterer installed with most of the less noticeable/fluffy crap is disabled like godrays, eclipses, shadows, and ocean shaders (as much as i love the scatterer ocean shaders, they lag like hell and serve little purpose when i rarely do anything on oceans in KSP, really only used when i do water based naval battles, again, rare especially since BDA isnt upgraded to 1.4 yet and i like the features in 1.4 too much to go back to 1.3 just for 1 single mod).

bjFXvev.png

Now on Kerbin with the new modified cloud formations i have more focus on the large scale cloud map with a focus on large scale detail vs using the detail texture for detail.  benefits include clouds actually being 3D rendered where they should be (no more cloud particles where there are no visible cloud formations), and alot less of an issue with those nasty seams (its an EVE bug/feature that cant really be worked around).  I really like the new way of doing things, as with the correct application of the uvnoise feature i can almost completely eliminate the square edge problem without requiring texture sizes that are completely unpractical (without it id need to go to like 16384x8192 if not higher) and well it doesnt compromise on quality too much.

Anyways, gonna get a bit more done tomora as im a bit sleepy, but rest assured, ill have SOMETHING done before i get back to work and am again more or less on semi-permanent mod hiatus...

 

Also, a quick question to the community, do you guys prefer heavy or light cloud coverage?  I currently have kerbin be very varied between a few patches of almost overcast like cover, and a few patches of completely clear skies.  I dont like using real life cloud images as resolution sucks, and they are really pixelated and meh (no offense to SVE and other mods out there, but the default kerbin cloud map looks really bad in some places as its based on the freely available one on the net), so i made my own texture (i think i only used the poles of that earth cloudmap as making your own poles is a nightmare with the stretching).  I made kerbin mixed, i made eve super covered except in a couple spots and very thick so you cant see jack from orbit, and i made duna super wispy (sorta inspired by the 1.3 version duna clouds, but a bit less overkill wispy as i think i overused it).  Nomatter what i cant make everyone happy, but id like to know a general consensus as to what most people would prefer for those 3 (i have my own ideas for laythe and jool, and im really attempting to make laythe look like a rain world akin to that clone planet in star wars, and jool i have a new text on the way).

Edited by panzer1b
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I delete the lower layers of Eve clouds after installing the mod, because 1) You need to be able to see where you want to land from orbit, as around 50% of the planet it covered with ocean. 2) It's extremely unnerving to be 10-15k above the surface and not be able to see the terrain below you. That's just my preference and its very easy to change, so no need to modify anything on my behalf.

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6 minutes ago, ernstsmit said:

I delete the lower layers of Eve clouds after installing the mod, because 1) You need to be able to see where you want to land from orbit, as around 50% of the planet it covered with ocean. 2) It's extremely unnerving to be 10-15k above the surface and not be able to see the terrain below you. That's just my preference and its very easy to change, so no need to modify anything on my behalf.

Every clouds mod overdoes it with eve in my opinion. I used to think it is a bug because it looks like a marble. Those clouds need at least some holes and a bit ov different colors to give the ball texture.

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10 hours ago, panzer1b said:

Also, a quick question to the community, do you guys prefer heavy or light cloud coverage?  I currently have kerbin be very varied between a few patches of almost overcast like cover, and a few patches of completely clear skies.  I dont like using real life cloud images as resolution sucks, and they are really pixelated and meh (no offense to SVE and other mods out there, but the default kerbin cloud map looks really bad in some places as its based on the freely available one on the net), so i made my own texture (i think i only used the poles of that earth cloudmap as making your own poles is a nightmare with the stretching).  I made kerbin mixed, i made eve super covered except in a couple spots and very thick so you cant see jack from orbit, and i made duna super wispy (sorta inspired by the 1.3 version duna clouds, but a bit less overkill wispy as i think i overused it).  Nomatter what i cant make everyone happy, but id like to know a general consensus as to what most people would prefer for those 3 (i have my own ideas for laythe and jool, and im really attempting to make laythe look like a rain world akin to that clone planet in star wars, and jool i have a new text on the way).

I like your ideas.

Regarding the Eve discussion, I think it adds to the challenge to not see the ground from orbit. Using something like SCANsat or dropping micro landers as a way to survey the surface appeals to me.

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6 hours ago, maculator said:

Every clouds mod overdoes it with eve in my opinion. I used to think it is a bug because it looks like a marble. Those clouds need at least some holes and a bit ov different colors to give the ball texture.

My original inspiration for that was the actual venus, which according to real images taken by probes has atmo that you cant see anything through.  That said, i have lowered the elevation of the lower layer to make it more of a fog/dust type layer akin to the dust storms on duna (which can be seen from orbit) and to make it possible to see very tall areas of the planet from orbit (some of the mountains are above that thick layer and can be landed on if you somehow manage not to cook yourself on descent).

Ill try to poke a few more holes in the really thick lower layer and see how it looks, but i always liked the concept of thick, hard to see, and hard to land on without dropping a couple probes first to survey the area as would be done with real life venus assuming there was ever a manned mission sent there as it makes venus err eve an actual challenge and not just pick a spot from orbit without any sort of sensors/probe landings.  After i poke a few more holes ill see whether it came out well, but like jool, i always envisioned eve to be really dense and gassy, while places like duna would have barely any clouds above it (and what clouds there were would be super wispy and only add a bit of cool looks when they are at that super high altitude and visible for miles.

Also a bit of sside thought, i think ill make the duna dist storms visible from orbit (doesnt take noticable processing power and would allow one to avoid landing inside it while planning a landing from orbit).  Assuming i can do it without artefacting that is (may be an issue since that layer is very low down and could have artefacting or weird behavior when made visible).

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2 hours ago, Galileo said:

@panzer1b If scatterer oceans lag too much for you, may I suggest a mod I threw together for people that experience that issue?

 

Its not that the ocean lags too much, its just that if i have the choice between oceans being enabled and say clouds, ill take clouds 1st (as i rarely spend much time sitting in water or even doing anything in water while playing KSP).  And ofc, given how little time i spent near water (with the exception of laythe), there is no point to even activate an effect id rarely if ever notice outside of intentional screenshot flights during which i may as well activate every effect and just eat the performance hit.  That and to be honest, nothing is truly gonna make my lag problem go away, i refuse to stop building and launching 500-1000 part capital ships, and even in the bone stock game those lag insanely bad when you have a whole fleet rendered at the same time :)...

 

And yeah, kopernicus is a mod i try to avoid as one, its not updated to 1.4 last i checked (im lazy at checking mod updates and refuse to use that AVC spyware), maybee its not true anymore), and 2, its completely overkill when all i care about is replacing a single texture (really wish texture replaced allowed us to replace planet/water textures, id have replaced everything with it if that was the case, and its pretty damn lightweight unlike kopernicus which is overkill when i dont load up an entire custom solar system).

Edited by panzer1b
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Well progress is going well, Kerbin and Duna is all done, and Eve is almost done (still messing with variable cloud thickness to try and create a decent balance between covered and visible from orbit so you can see at least some spots), and all i really need to do is Jool, Laythe, and touching up a couple of ground fx im not entirely happy with for one reason or another.

Psrm864.png

Kerbin is currently very balanced in terms of coverage, a couple spots are overcast like, and a couple spots have absolutely no cover at all, where the sky ranges from very cloudy over certain days to completely clear over others, and some areas are inbetween.  Also, ive added axial tilt of a few degrees which does 1 very important thing, creates variable wind direction.  It still blows east, but it sometimes blows more or less north/south depending on the time of day and planet orientation.  Not perfect, and far from random wind direction, but alot better then the usual always blows perfectly east. 

p3WDPj0.png

8UmVpfZ.png

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Duna has a different cloud texture too, with far less coverage overall, but a couple decently large patches here and there.  As with older versions, ive made the clouds wispyish, but alot less overkill wispy compared to previous versions of the mod. 

JZSJ8Jg.png

yKS6Lkb.png

Dust storms are very thick now, and while they dont encompass as much of the planet as before, they actually make it very hard to land manually into the lower valleys and craters.  Sadly, due to artefacting, i was unable to make the storms visible from orbit (cant really do this for , but with the vastly reduced frequency they appear, it should be perfectly fine landing on Duna most of the time (be sure to bring more fuel the absolutely necessary or send a probe first to the expected landing site to use as a beacon so landing mid storm is possible.

oOKnMjk.png

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Ill get some Eve pics in a bit, just want to rearrange layers a tad and see if i can somehow cut down on lag due to 2 particle layers.  And ofc new mod is 100% optimized to work with stock scatterer, colors get a bit different due to the way scatterer does atmo, but its more or less the same thing and if you disable the fluff in scatterer, it really isnt that bad performance wise.

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On 4/5/2018 at 1:02 PM, panzer1b said:

And yeah, kopernicus is a mod i try to avoid as one, its not updated to 1.4 last i checked (im lazy at checking mod updates and refuse to use that AVC spyware)....

Kopernicus has updated to KSP 1.4.2.

And AVC isn't bloody spyware and I say that as a paranoid sysadmin.  It just compares the version of mods to that available at the URL in the mods' .version files.  Its source is available for audit.  And it's being currently managed by @linuxgurugamer, who's doing a lot to keep KSP modding going.  Cut it out with crap like that.

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On 4/5/2018 at 3:02 PM, panzer1b said:

es and refuse to use that AVC spyware)

You are free to download, examine, compile and do whatever you like with AVC.  It is open source code.

It's very odd that you seem to blithely trust other mods to do what they say, yet call AVC spywhere when you have been told exactly what it does.

I hope you continue to enjoy your un-updated mods and game.  The rest of us will enjoy our fully updated games

Edited by linuxgurugamer
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I have tried to download this to my 1.3.1 version of KSP, but for whatever reason I have not been successful. EVE does download, but it says that there is no configs. Otherwise I cant see any difference so I assume it didn't download. Is there anything I should know about installing, to manage to install this? So far I have only used CKAN so I have no prior experience of installing mods manually.

I have tried simply putting the file to my "Gamedata" folder. Is there more to this?

Edited by Ixamus
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