MuchozolF Posted March 5, 2019 Share Posted March 5, 2019 Apart from all the controversy, I think that's what the game should look like. It's a shame that KSP handles all these cloud/atmosphere fireworks that badly. Link to comment Share on other sites More sharing options...
Poodmund Posted March 5, 2019 Share Posted March 5, 2019 11 hours ago, Davian Lin said: Okay, I'll do it. I think you have misunderstood the WHOLE issue that I am trying to raise here. Its not an issue of distributing the textures, its about doing so in the intended manner. The CTTP terrain textures are being included in your mod but not in the folder structure that CTTP states: GameData/CTTP/Textures/PluginData ------------- Please refer to the following mods utilizing CTTP in the intended way, either by redistributing CTTP in its original form or by instructing the user to download and install CTTP, as to ensure that terrain textures are not duplicated across mutliple mods: Outer Planets Mod: https://github.com/Galileo88/Outer-Planets-Mod/releases/download/2.2.2/Outer_Planets_Mod-2.2.2.zip - Distributes CTTP in the download correctly Other_Worlds Star Pack Reboot: https://forum.kerbalspaceprogram.com/index.php?/topic/164146-13x-16x-other_worlds-star-pack-reboot-redoing-the-whole-system-again/ - Install instruction direct user to download and install CTTP correctly ------------- You can see that just these few examples all result with the user having installed CTTP correctly by having the textures end up located in the folder GameData/CTTP/Textures/PluginData. The mod developer then needs to direct, in the planet configs, the terrain texture entries to point to the textures in that folder. If you need any further guidance or help I am more than willing to help. Link to comment Share on other sites More sharing options...
Davian Lin Posted March 6, 2019 Author Share Posted March 6, 2019 12 hours ago, Poodmund said: I think you have misunderstood the WHOLE issue that I am trying to raise here. Its not an issue of distributing the textures, its about doing so in the intended manner. The CTTP terrain textures are being included in your mod but not in the folder structure that CTTP states: GameData/CTTP/Textures/PluginData ------------- Please refer to the following mods utilizing CTTP in the intended way, either by redistributing CTTP in its original form or by instructing the user to download and install CTTP, as to ensure that terrain textures are not duplicated across mutliple mods: Outer Planets Mod: https://github.com/Galileo88/Outer-Planets-Mod/releases/download/2.2.2/Outer_Planets_Mod-2.2.2.zip - Distributes CTTP in the download correctly Other_Worlds Star Pack Reboot: https://forum.kerbalspaceprogram.com/index.php?/topic/164146-13x-16x-other_worlds-star-pack-reboot-redoing-the-whole-system-again/ - Install instruction direct user to download and install CTTP correctly ------------- You can see that just these few examples all result with the user having installed CTTP correctly by having the textures end up located in the folder GameData/CTTP/Textures/PluginData. The mod developer then needs to direct, in the planet configs, the terrain texture entries to point to the textures in that folder. If you need any further guidance or help I am more than willing to help. Hmm I think if a player wants to download the folder with the surface, he will do it. Now it is not necessary to download, right? Link to comment Share on other sites More sharing options...
Poodmund Posted March 6, 2019 Share Posted March 6, 2019 Do you understand the premise of CTTP's existence? Link to comment Share on other sites More sharing options...
Deddly Posted March 6, 2019 Share Posted March 6, 2019 @Davian Lin I think what the others are trying to tell you is: Yes of course it's fine to use CTTP, you just have CTTP in the wrong place in your mod You should put the textures in GameData/CTTP/Textures/PluginData Then it should be much faster for everyone and take less RAM. Link to comment Share on other sites More sharing options...
d4harp Posted March 6, 2019 Share Posted March 6, 2019 14 hours ago, Deddly said: @Davian Lin I think what the others are trying to tell you is: Yes of course it's fine to use CTTP, you just have CTTP in the wrong place in your mod You should put the textures in GameData/CTTP/Textures/PluginData Then it should be much faster for everyone and take less RAM. @Poodmund is trying to help, not criticise. Following the advice will really improve the performance of this mod. Link to comment Share on other sites More sharing options...
Poodmund Posted March 6, 2019 Share Posted March 6, 2019 10 minutes ago, d4harp said: @Poodmund is trying to help, not criticise. Following the advice will really improve the performance of this mod. I think Deddly appreciates the situation and was actually trying to help. The language that I used to try and explain the issue may not have been simple to someone whose first language is not English... Deddly was also just trying to help. Link to comment Share on other sites More sharing options...
Davian Lin Posted March 7, 2019 Author Share Posted March 7, 2019 GEA V7M2.0.2 Just structural changesDOWNLOAD FROM SPACEDOCKDOWNLOAD FROM CURSEFORGE Link to comment Share on other sites More sharing options...
Poodmund Posted March 7, 2019 Share Posted March 7, 2019 12 hours ago, Davian Lin said: GEA V7M2.0.2 Just structural changes Thanks for the continued efforts... and you kinda fixed it. The CTTP textures are correctly located now but the following textures/folders/files are not related to CTTP so could be moved elsewhere if you wanted to: GEA V7M2.0.2/CTTP/Dres/Dres.cfg GEA V7M2.0.2/CTTP/Duna/Duna.cfg GEA V7M2.0.2/CTTP/Duna/Ike.cfg GEA V7M2.0.2/CTTP/Eeloo/Eeloo.cfg GEA V7M2.0.2/CTTP/Eve/Eve.cfg GEA V7M2.0.2/CTTP/Eve/Gilly.cfg GEA V7M2.0.2/CTTP/Jool/Bop.cfg GEA V7M2.0.2/CTTP/Jool/Jool.cfg GEA V7M2.0.2/CTTP/Jool/Laythe.cfg GEA V7M2.0.2/CTTP/Jool/Pol.cfg GEA V7M2.0.2/CTTP/Jool/Tylo.cfg GEA V7M2.0.2/CTTP/Jool/Vall.cfg GEA V7M2.0.2/CTTP/Kerbin/Kerbin.cfg GEA V7M2.0.2/CTTP/Kerbin/Minmus.cfg GEA V7M2.0.2/CTTP/Kerbin/Mun.cfg GEA V7M2.0.2/CTTP/Moho/Mogo.cfg GEA V7M2.0.2/CTTP/Textures/JoolRings.png To clarify, the listed files above are not related to CTTP so you could move them to your own folder. Thanks for your cooperation. If you need any further help or advice, please feel free to ask. Link to comment Share on other sites More sharing options...
Davian Lin Posted March 8, 2019 Author Share Posted March 8, 2019 9 hours ago, Poodmund said: Thanks for the continued efforts... and you kinda fixed it. The CTTP textures are correctly located now but the following textures/folders/files are not related to CTTP so could be moved elsewhere if you wanted to: GEA V7M2.0.2/CTTP/Dres/Dres.cfg GEA V7M2.0.2/CTTP/Duna/Duna.cfg GEA V7M2.0.2/CTTP/Duna/Ike.cfg GEA V7M2.0.2/CTTP/Eeloo/Eeloo.cfg GEA V7M2.0.2/CTTP/Eve/Eve.cfg GEA V7M2.0.2/CTTP/Eve/Gilly.cfg GEA V7M2.0.2/CTTP/Jool/Bop.cfg GEA V7M2.0.2/CTTP/Jool/Jool.cfg GEA V7M2.0.2/CTTP/Jool/Laythe.cfg GEA V7M2.0.2/CTTP/Jool/Pol.cfg GEA V7M2.0.2/CTTP/Jool/Tylo.cfg GEA V7M2.0.2/CTTP/Jool/Vall.cfg GEA V7M2.0.2/CTTP/Kerbin/Kerbin.cfg GEA V7M2.0.2/CTTP/Kerbin/Minmus.cfg GEA V7M2.0.2/CTTP/Kerbin/Mun.cfg GEA V7M2.0.2/CTTP/Moho/Mogo.cfg GEA V7M2.0.2/CTTP/Textures/JoolRings.png To clarify, the listed files above are not related to CTTP so you could move them to your own folder. Thanks for your cooperation. If you need any further help or advice, please feel free to ask. Okay, thank you so much for the help! I'll maybe move configs with a next update Link to comment Share on other sites More sharing options...
SeaTac Posted March 9, 2019 Share Posted March 9, 2019 Thanks for putting this mod together. From a visual perspective it just works which is nice, but I had an issue with solar panels not working. If I updated the version of Kopernicus that was included in this distribution to the latest my solar panels work again and the visuals still work. I deleted the version from the GSE mod and installed v1.6.1-2 via ckan and everything now works correctly. Link to comment Share on other sites More sharing options...
Jognt Posted March 9, 2019 Share Posted March 9, 2019 I recommend ditching all the bundled mods and just make them regular dependencies. I appreciate the benefit of mod packs, but a simple step-by-step would solve that while making it all a dependency would solve a whole lot of other headaches. Link to comment Share on other sites More sharing options...
Davian Lin Posted March 10, 2019 Author Share Posted March 10, 2019 16 hours ago, Jognt said: I recommend ditching all the bundled mods and just make them regular dependencies. I appreciate the benefit of mod packs, but a simple step-by-step would solve that while making it all a dependency would solve a whole lot of other headaches. But... In the installation of this assembly is nothing difficult... Link to comment Share on other sites More sharing options...
Jognt Posted March 10, 2019 Share Posted March 10, 2019 (edited) 3 hours ago, Davian Lin said: But... In the installation of this assembly is nothing difficult... Yes, that’s the whole upside of bundles like this. But you’re not the only person releasing mods ;). Bundling mods like this is a pain for every single user and modder that uses any of the bundled mods. Look at it this way: if you make them dependencies then you don’t have to worry about file paths and versions for them. That’s why dependencies are a thing: always the latest version, always compatible with other mods that interact with yours (as long as they play nice). If I were to install this pack it’d work fine as long as I installed nothing else. But this is KSP so I will install other mods and I will probably add my own module manager patches for some of those mods. Since you’re bundling some very popular mods chances are pretty big that at some point, I’m going to have problems because other mods expect those bundled mods to be version X in location Y, but they’re not. Honestly, if “A single mod to install > multiple mods” isn’t the reason you made this I am not quite sure why you actually went the ‘bundled’ approach. Anyway. I’ve read back a bit and I see I’m not the only one that has historically suggested this so I guess you have your reasons. I just don’t quite understand them :p edit: if I were to release a mod right now that alters any of the bundled mods, say, a config for visuals that looks great. I would make the mod I based it on a dependency and it would work just fine. But it wouldn’t work with your mod and people would get confused since as far as they know, your mod contains the exact same mod, except it doesn’t. Then you get to support hell where everyone is trying to figure out why it isn’t working. Really, dependencies and such are a solution to a problem you don’t want to deal with xD. Edited March 10, 2019 by Jognt Link to comment Share on other sites More sharing options...
Kodu_1722 Posted March 16, 2019 Share Posted March 16, 2019 Help. What could be the problem? Textures of all planets ... On the last update of the mod, it worked. Now this is the problem. The latest version of the game. All Screenshots: https://imgur.com/a/D20wet0 1) Kerbin - https://imgur.com/v6Kr0sF , https://imgur.com/LLku3Ya 2)Duna - https://imgur.com/fgfyU7E , https://imgur.com/SgHuJDe , https://imgur.com/SQLyy1L 3)Muna - https://imgur.com/qygvyg7 , https://imgur.com/CZu6HEp P.S. Sorry for mistakes. I do not speak English. Thank you in advance. Link to comment Share on other sites More sharing options...
Sheetso Posted March 23, 2019 Share Posted March 23, 2019 On 3/16/2019 at 12:49 PM, Kodu_1722 said: Help. What could be the problem? Textures of all planets ... On the last update of the mod, it worked. Now this is the problem. The latest version of the game. All Screenshots: https://imgur.com/a/D20wet0 1) Kerbin - https://imgur.com/v6Kr0sF , https://imgur.com/LLku3Ya 2)Duna - https://imgur.com/fgfyU7E , https://imgur.com/SgHuJDe , https://imgur.com/SQLyy1L 3)Muna - https://imgur.com/qygvyg7 , https://imgur.com/CZu6HEp P.S. Sorry for mistakes. I do not speak English. Thank you in advance. I have exact the same problem with the GEA pack.... only way to "normaly play again" was to delete the whole mod Link to comment Share on other sites More sharing options...
Jognt Posted March 23, 2019 Share Posted March 23, 2019 Your honor, I think I made my point xD. Link to comment Share on other sites More sharing options...
Sheetso Posted March 25, 2019 Share Posted March 25, 2019 (edited) Nobody can help or cares? This "GEA" Mod completely [snip] ksp! .... there are no ground textures on planets anymore as already written from Kodu_1722. Or where can i downvote this mod? Edited March 25, 2019 by Snark Redacted by moderator Link to comment Share on other sites More sharing options...
Snark Posted March 25, 2019 Share Posted March 25, 2019 4 hours ago, Sheetso said: Nobody can help or cares? Well, you do realize, yes, that mods are produced, for free, by public-spirited volunteers who spend many thankless hours building things, for free, to give you shiny toys to play with? For free? And that this isn't their job, and they do in fact have IRL responsibilities such as family, work, school, etc. that naturally take higher priority than building free toys for people? So, you're not going to get "customer service" the way you could if you were paying for a service. Be patient. If you have a technical difficulty, by all means post about it, but you can't have any expectation about when or if you'll get a response, or whether it will solve your problem. 4 hours ago, Sheetso said: This "GEA" Mod completely [snip] ksp! .... there are no ground textures on planets anymore as already written from Kodu_1722. That does indeed sound like a significant problem. It's unclear whether this affects everyone, or just a few users-- could be an installation issue, could be a version compatibility problem. Might be a problem on your end. Might be a bug in the mod that's difficult for the author to reproduce, which makes it hard to track down. "Don't know" means "don't know". What we do know, though, is that 1. mod authors don't owe anybody anything, and 2. modding is their lowest priority, behind IRL responsibilities, and 3. modding is difficult, given all the thousands of users out there with thousands of hardware and software setups. So, you need to decide what pretty much every user of every mod ever has had to decide, when they find a problem with a mod: Either you want to continue using the mod (in which case you present the problem to the author politely, and provide any technical details requested, and hope that a way forward can be found), or else You decide it's not worth the trouble, and you move on and just don't use the mod. It's up to you, take your pick. 5 hours ago, Sheetso said: Or where can i downvote this mod? "Downvoting" mods isn't a thing-- after all, it would be pretty poor form to complain about something given in good faith, for free, to anyone who may choose to use it. If you don't like a mod, then you just "vote with your feet" and don't use the mod. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 25, 2019 Share Posted March 25, 2019 5 hours ago, Sheetso said: Nobody can help or cares? This "GEA" Mod completely [snip] ksp! .... there are no ground textures on planets anymore as already written from Kodu_1722. Or where can i downvote this mod? You can also load the previous version and wait patiently until the mod is fixed Link to comment Share on other sites More sharing options...
Davian Lin Posted March 26, 2019 Author Share Posted March 26, 2019 17 hours ago, Sheetso said: Nobody can help or cares? This "GEA" Mod completely [snip] ksp! .... there are no ground textures on planets anymore as already written from Kodu_1722. Or where can i downvote this mod? Pls be patient. I'll solve this problem. But right now I'm very busy, I'm in Moscow now. Link to comment Share on other sites More sharing options...
gilflo Posted March 26, 2019 Share Posted March 26, 2019 Hello Does this fantastic mod works on RSS? I tried on Kerbin on 1.6.1 and it's really awesome!! Many thanks!! Link to comment Share on other sites More sharing options...
Davian Lin Posted March 29, 2019 Author Share Posted March 29, 2019 On 3/26/2019 at 4:49 PM, gilflo said: Hello Does this fantastic mod works on RSS? Unfortunately it's doesn't works on RSS. Link to comment Share on other sites More sharing options...
Avelium Posted March 29, 2019 Share Posted March 29, 2019 Hello! Thank you for the mod, can't imagine KSP without it. Unfortunately, I have an issue with performance. Without the mod my framerate on Kerbin with simple craft is around 170 fps on highest settings. But with clouds game shows only 18-20 fps (without scatterer). Perhaps i made a mistake somewhere when install mod. Can you please help me? My specs: Ryzen 2700x, 1080Ti, 16Gb RAM, Win 10 Much appreciated! Link to comment Share on other sites More sharing options...
Kerbinchaser Posted April 14, 2019 Share Posted April 14, 2019 On 3/29/2019 at 2:49 PM, Avelium said: Hello! Thank you for the mod, can't imagine KSP without it. Unfortunately, I have an issue with performance. Without the mod my framerate on Kerbin with simple craft is around 170 fps on highest settings. But with clouds game shows only 18-20 fps (without scatterer). Perhaps i made a mistake somewhere when install mod. Can you please help me? My specs: Ryzen 2700x, 1080Ti, 16Gb RAM, Win 10 Much appreciated! Clouds are just heavy on the frames. It's just the way that EVE works. You can mess around in the EVE Configs until you get settings that give you decent frames. Link to comment Share on other sites More sharing options...
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