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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update


Majiir

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The term that I was talking about is a conflict between the Can Do and Can't Do sections. Can do lists what can be done, But then in the next part it states under Can't Do "Distribute modified versions of Kethane, in part or whole, including the packaged models, textures, plugins, part configurations and any other component, with exception of plugin source code." This statement, as I read it, says that while you can alter and build onto it, you can not distribute portions you have built on. Even if they are a fragment of the mod.

That is what could use some clarification or refinement. As some portions of the mod would be useful, but could not be used according to these terms.

The license permits you to use (by reference) portions of the Kethane plugin, and it disallows modification of the plugin or use of any other assets. I'm still not sure what's causing confusion here. (I'm happy to clarify the license, but I'd like to understand what the issue is.) If you're making a custom detector part and copy/paste a KethaneDetector config node from one of the packaged parts, that's not a problem; there's really no intellectual property in that config. If you copy/paste an entire part config (e.g. for a rescale) or copy/paste a particle emitter config (which arguably contains some creative content) that's getting into iffy territory. What's an example of something you're concerned the license allows in one place but disallows in another?

The problem is copyright law, currently in the USA the copyright term is 70 years...or is it now 90...not sure at this moment. But for the next 70 years at least this mod will be the sole copyright and property of Majiir. That it self would not be an issue until you consider the fact that well...crap happens. So it is just good to keep it in mind and take precautions.

I've considered an abandonment clause, but it's not a simple thing. I'm not sure who I'd transfer the project to if not the general public, and I'm not sure what conditions would be best. There's also the part where if I'm in a coma, what happens to my KSP mod is the least of my worries. (Maybe everyone will pitch in for my medical expenses so I can return..?)

Can we get rid of the spacedumper plugin with 7.7 update?

Yes; the fix is now built-in.

Majiir whats your take on rescaling parts?

I'm not a big fan of it. The parts were designed for specific sizes. Like anything, you can rescale parts for your own use, but I'm probably not going to grant an exemption for a rescale pack.

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Copy Majiir, Im working on a Duna VTOL Base and the current design wont allow me to place the engine dead center and 2 engines is to much thrust (really 1 engine is 2x what I need), so I was looking to scale it down to about 1/4 to 1/10 size, and use multiple engines. Considering the ISP these engines could be heavier and still be worth it.

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The license permits you to use (by reference) portions of the Kethane plugin, and it disallows modification of the plugin or use of any other assets. I'm still not sure what's causing confusion here. (I'm happy to clarify the license, but I'd like to understand what the issue is.) If you're making a custom detector part and copy/paste a KethaneDetector config node from one of the packaged parts, that's not a problem; there's really no intellectual property in that config. If you copy/paste an entire part config (e.g. for a rescale) or copy/paste a particle emitter config (which arguably contains some creative content) that's getting into iffy territory. What's an example of something you're concerned the license allows in one place but disallows in another?

The problem is, as it reads right now, the above is not explained. The sentence I quoted is an absolute so using any part of the mod, even a config is a breach of license and copyright. Copyright does not distinguish between with is an is not IP. In fact it just assumes any written document, piece of art, or created sound is valuable and protects it. It could have five words only and it is still copyrighted. It's a pain, I know, but that is the way it is. So it may be a good idea to just add in to what I quoted a "with out written permission" OR say "The mod can not be distribute in as a whole or in part, modified or otherwise, with out displaying a link to the original version of the mod." That way people know to use bits and bobs they just need to give you proper credit with a prominent link.

I've considered an abandonment clause, but it's not a simple thing. I'm not sure who I'd transfer the project to if not the general public, and I'm not sure what conditions would be best. There's also the part where if I'm in a coma, what happens to my KSP mod is the least of my worries. (Maybe everyone will pitch in for my medical expenses so I can return..?)

The best way I think would just be a line that says that encase of certain situations you convert this license to one of the Creative Commons licenses. That would make sure it is still protected, but that it could be forked and maintained as an open source project.

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I'm still not sure what you're confused about. You can write your own part configs, but you cannot use mine. This isn't contradictory, and it's all spelled out in the license.

What is less clear is that sometimes copy/pasting from the packaged configs is acceptable because it's indistinguishable from creating your own work; how am I going to know if there's only one value in the config that can even change? That said, it'll be really obvious if you create a particle emitter that has all the same values as mine that you copied it. Still, the letter of the license is clear.

I wouldn't have an abandonment clause re-license the mod because it's essentially unrecoverable at that point. I might accept a clause that allows me to re-license any user-distributed modifications, but it's honestly not high on my priorities list.

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Well to each their own. Just trying to help and the one thing I got with my BA was a couple semesters of contract and copyright law for artists. But if my point is not seen then what am I to do about it. The only thing is, there was enough ambiguity there to start this line of discussion in the first place. And a license is a contract and must be clear to any and all reading it. If this was a clear and defined point with out the need for additional explanation, then I would not be typing this post.

Ok, off to play War Thunder, happy modding.

Edited by SyberSmoke
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I'm uncertain if this has been covered elsewhere, but is it possible to set a color to a resource on the hexmap, like how kethane is green, I could say, make another resource (say ice for harvesting oxidizer/hydrogen for use with modular fuels) turn bright white instead of the default grey?

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Is it possible to make the scanners scan a slightly wider cone? (Not as a suggestion to the mod, but as personal modification, like a cfg edit.)

Getting full coverage takes ages, even on a good orbit, and missing just a few spots WREAKS HAVOC on my mind, inducing OCD-like feelings.

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Is it possible to make the scanners scan a slightly wider cone? (Not as a suggestion to the mod, but as personal modification, like a cfg edit.)

Getting full coverage takes ages, even on a good orbit, and missing just a few spots WREAKS HAVOC on my mind, inducing OCD-like feelings.

That would be a good addition to the mod, a scanner that scans multiple hex points at a time, but it would have to be not OP, like really really heavy maybe? and it could be called the "heavy scanner" since we have the small, and the medium. I like your idea :D (i have super OCD too)

EDIT:although i can imagine many people exploiting it and using other mods to get it into orbit easily :/

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You wouldn't up just the mass, but the power requirements too, and make it slower (maybe 6x slower }:>), and not work at warps above, oh, 4. Maximum altitude of 69700m.

Edited by taniwha
fixed a botched unit
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I'm running into an odd problem, it looks like it's something to do with another mod maybe. All of the kethane parts are there, but when I launch they won't scan. Also, when I first start the game I don't get the hex overlay on Kerbin. But if I install the kethane mod on a clean install of KSP it works fine.

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Avast is saying that the link provided for this addon is Malware, I hope this will be looked in to?

You'll have to talk to Avast (or possibly your ISP) about that. Kethane's source is available, and you're welcome to verify that the packaged DLL is built from the same source. Kethane code doesn't do anything even remotely suspicious.

I'm running into an odd problem, it looks like it's something to do with another mod maybe. All of the kethane parts are there, but when I launch they won't scan. Also, when I first start the game I don't get the hex overlay on Kerbin. But if I install the kethane mod on a clean install of KSP it works fine.

Make sure you're running the latest version of Kethane; this sounds a lot like an issue that was fixed recently.

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Are there any plans to make kethane regenerate (naturally and gradually, randomly and suddenly, or in any other fashion) in future versions? Or are we meant to run out eventually?

And regardless of that, what's the best way to make the game re-generate the kethane deposits?

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Be careful mod probably contains a virus! I read the message and confirm I have Avast finds a virus. In earlier versions of all was well. Probably the developer did it deliberately, after installation Kethane 0.7.7 began errors in the game.

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Be careful mod probably contains a virus! I read the message and confirm I have Avast finds a virus. In earlier versions of all was well. Probably the developer did it deliberately, after installation Kethane 0.7.7 began errors in the game.

Well, if you upload the file to VirusTotal (www.virustotal.com) I'm afraid that 45 out of 45 antivirus apps would DISAGREE with you. You can find the results for the dll at https://www.virustotal.com/en/file/8ab6329a1db4c7de7535a0cd2835f2e4d2473d6aa160956c02b0e3dbefacb6d9/analysis/1377693486/ and the results for the entire zipfile at https://www.virustotal.com/en/file/c494a8af9665e0809c30329765cf92f9664621b8a6ccd78727482088d4a05136/analysis/1377693716/ , or you can upload it yourself if you like.

So, if you do have a virus in your download, then either your ISP is operating a web cache that is infecting files that pass through it (which is unlikely, but technically possible), or you already have a virus on your PC, and it has spread itself into the kethane plugin.

Even if you were correct that there was a virus in the file, your suggestion that Majiir had inserted it deliberately is based on nothing but your own..... I don't know, I just don't have the words.

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I somewhat doubt that Majiir would purposefully shove a virus into a mod he's been working on for ages.

This is the same guy who has been stomping his feet and swearing at Majiir in google-translated English since early July, I don't think he's a very reasonably person.

Add a button that would disable the sound scan.

Add a button that would disable the sound scan.

Add a button that would disable the sound scan.

add the damn button!!!!

That being said, my favourite quote from him is one of his only posts not in this thread...

Stan 0.21 works fine? Are you mad ? Maybe You have mega powerful computer ? You son of a magnate?.............applause! if
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Be careful mod probably contains a virus! I read the message and confirm I have Avast finds a virus. In earlier versions of all was well. Probably the developer did it deliberately, after installation Kethane 0.7.7 began errors in the game.
You'll have to talk to Avast (or possibly your ISP) about that. Kethane's source is available, and you're welcome to verify that the packaged DLL is built from the same source. Kethane code doesn't do anything even remotely suspicious.

Avast blocks downloadable content more than the normal Antivirus programs, I have Kaspersky Antivirus and Internet Security, and I have no problems with downloading

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