Mycroft Posted June 16, 2016 Share Posted June 16, 2016 10 minutes ago, pellinor said: Sounds reasonable, just like B9 splitting off the HX parts into its own package. You could also keep one bis package but separate the contents in a way that makes it easy to remove parts. Like subfolders that can be removed without breaking the remaining parts. I like your idea. 12 minutes ago, pellinor said: Performance is totally independent of the number of subfolders in your GameData, or the number of zip files you used to install the contents. It does depend on things like the amount of textures, which is actually an argument to split things up into optional packets instead of large monoliths. Also partlist cluttering can be quite a problem in a heavily modded install. I would actually beg to differ on that point. I've seen with my own two peepers people who have like 50 mods have their game constantly crashing under the tremendous load. Also check out Scott Manley's video about too many mods on YouTube. Link to comment Share on other sites More sharing options...
Stone Blue Posted June 16, 2016 Share Posted June 16, 2016 1 minute ago, Mycroft said: I was actually not aware that I needed that mod, nor had I even heard of it. From my understanding, (which may be incorrect), IFS is based on, and includes all the functionality of Firespitter... I guess it was developed to add more features on top of FS, as well as kind of an update, since snjo has not updated Firespitter for 1.1.x 4 minutes ago, Mycroft said: but I believe that players oughtta be able to download a fully functioning, self contained mod, so if this is a requirement, maybe include it in the download. While I agree, @stali79 might want to consider ditching true FS support, and integrate IFS support instead, "I" am of the mind, that packaged dependencies should be kept to an absolute minimum... It's VERY simple to grab mods from a hosting site, and unzip them to the proper location... and CKAN came along and made mod install even SIMPLER than that...:rolleyes:... 8 minutes ago, Mycroft said: Only reason why I mentioned IVAs is because it prohibits EVAing. Same with the "module has no hatch" bug. An IVA being present has absolutely, NOTHING to do with hatches working, or Kerbals being able to EVA... The hatches not working is a very simple fix with the models... Also, I'm of the mind, once a mod, whether popular or not, reaches a point where it has a LARGE parts count, and parts creep, it's a very good idea to split it into separate packages. A perfect example of this is the old Alchemy Technologies packs... Over two HUNDRED parts, but in several packs, so you could skip and choose what parts you wanted, with out having to add them ALL.... Then, on its last couple updates, the dev did it... he combined ALL the packs into one HUGE parts-heavy package... At that point eve though I LOVED and NEEDED, many of the structural parts, it was too much hassle to separate the parts I did NOT want from the huge pack... Trying to remove parts, affected other parts I wanted to keep, since the model sharing, naming, and folder structure was all jumbled together and intermingled at this point... So, while I apparently have an opinion on the other end of the sprectrum, for just about every point you've brought up, @Mycroft, I DO respect where your thoughts are coming from... So please dont take MY views as criticizism, or negativity... Lots of the points you have made SHOULD be considered by mod devs, as blances need to be made and considered between whats easier from the dev's standpoint, and whats easier from the player's standpoint, which are often at opposites...(such as most of the points you bring up) Link to comment Share on other sites More sharing options...
Mycroft Posted June 16, 2016 Share Posted June 16, 2016 3 minutes ago, Stone Blue said: Also, I'm of the mind, once a mod, whether popular or not, reaches a point where it has a LARGE parts count, and parts creep, it's a very good idea to split it into separate packages. A perfect example of this is the old Alchemy Technologies packs... Over two HUNDRED parts, but in several packs, so you could skip and choose what parts you wanted, with out having to add them ALL.... Then, on its last couple updates, the dev did it... he combined ALL the packs into one HUGE parts-heavy package... At that point eve though I LOVED and NEEDED, many of the structural parts, it was too much hassle to separate the parts I did NOT want from the huge pack... Trying to remove parts, affected other parts I wanted to keep, since the model sharing, naming, and folder structure was all jumbled together and intermingled at this point... So, while I apparently have an opinion on the other end of the sprectrum, for just about every point you've brought up, @Mycroft, I DO respect where your thoughts are coming from... So please dont take MY views as criticizism, or negativity... Lots of the points you have made SHOULD be considered by mod devs, as blances need to be made and considered between whats easier from the dev's standpoint, and whats easier from the player's standpoint, which are often at opposites...(such as most of the points you bring up) Thanks a bunch for your perspective. I'm sure we could debate this all day (which I would LOVE) but that would likely only annoy the others, so I'll just say this. I always prefer user friendliness over size, and I don't think it's anything like close enough to the size of Alchemy Technologies to have the problems it has. I don't think it's reached the threshold you talked about, though I definitely agree the threshold is there. 11 minutes ago, Stone Blue said: An IVA being present has absolutely, NOTHING to do with hatches working, or Kerbals being able to EVA... The hatches not working is a very simple fix with the models... I did not know that. Could you please tell me how to get my Kerbals on EVA from a craft that has no IVA, because I find that little bug very annoying. I would LOVE to be able to go on EVA from say the L Crew tank without having to dock another ship, transfer the Kerbals, then go EVA. So if you could please please please let me in on the secret I would love you. Link to comment Share on other sites More sharing options...
Starwaster Posted June 16, 2016 Share Posted June 16, 2016 (edited) 13 minutes ago, Mycroft said: I did not know that. Could you please tell me how to get my Kerbals on EVA from a craft that has no IVA, because I find that little bug very annoying. I would LOVE to be able to go on EVA from say the L Crew tank without having to dock another ship, transfer the Kerbals, then go EVA. So if you could please please please let me in on the secret I would love you. The model needs a hatch transform added to it. There are two ways to do that. The first requires that the model in question is edited in the Unity editor and the appropriate transform added to it. It wouldn't hurt for appropriate texture or meshing be added where lacking. (is it lacking? I hadn't noticed myself) Since we don't have access to the original models/meshes before they were exported from Unity to KSP (unless Stali has them?) we move to option 2. A model is created in Unity that has a hatch transform. This is then exported and added to the part using MODEL nodes. (mesh/texture is optional; the 'model' can be just a transform and nothing more) Edited June 16, 2016 by Starwaster Link to comment Share on other sites More sharing options...
Stone Blue Posted June 16, 2016 Share Posted June 16, 2016 (edited) I've been corresponding via PMs with @stali79... I asked just this AM for his source files so i could take a look at them... I'll see whats up with all the hatches... Whether they are there or not, I can show stali how hatches work (as far as the models, pretty much all thats necessary), and he can finish them all up... Edited June 16, 2016 by Stone Blue Link to comment Share on other sites More sharing options...
stali79 Posted June 16, 2016 Share Posted June 16, 2016 Initially I was importing the mu's into blender then exporting to unity but I think that just made things far more complicated for me than I was expecting which sucks. When I get home in about 10 hours I will zip the current state of the mod and send it to @Stone Blue so he can take a look at my butchery. With splitting it up into packages it was more like having each hull class as its own zip file, there would be crossovers with regards to adapters (eg the JL adapter would be in both the L AND J zips and would overwrite each other when you install both of them. This means you WOULD have redundant parts if you installed the J and decided you didn't want the L parts. Stone Blue has been an invaluable resource throughout this whole process of what I have been doing. Link to comment Share on other sites More sharing options...
NemesisBosseret Posted June 21, 2016 Share Posted June 21, 2016 @stali79 ive got an issue and its a very sad one. OPT wont work with my current build of KSP mod maddness and i dont know why. any ideas please assist. It freezes in load screen on module manager on a OPT cockpit. wont continue the load. Spoiler https://dl.dropboxusercontent.com/u/47926201/Ksp.Log my log file should be in the spoiler box. Please let me know what mistake i made. besides overloading mods Link to comment Share on other sites More sharing options...
Starwaster Posted June 21, 2016 Share Posted June 21, 2016 2 hours ago, NemesisBosseret said: @stali79 ive got an issue and its a very sad one. OPT wont work with my current build of KSP mod maddness and i dont know why. any ideas please assist. It freezes in load screen on module manager on a OPT cockpit. wont continue the load. Hide contents https://dl.dropboxusercontent.com/u/47926201/Ksp.Log my log file should be in the spoiler box. Please let me know what mistake i made. besides overloading mods That log has a lot of exceptions in it but it doesn't indicate that you're locking up when loading. It even logs you loading up a craft in flight mode. Maybe it's a log from an earlier gaming session than the one you're referring to. (also, output_log.txt is better than ksp.log) Link to comment Share on other sites More sharing options...
Deimos Rast Posted June 21, 2016 Share Posted June 21, 2016 (edited) 4 hours ago, NemesisBosseret said: @stali79 ive got an issue and its a very sad one. OPT wont work with my current build of KSP mod maddness and i dont know why. any ideas please assist. It freezes in load screen on module manager on a OPT cockpit. wont continue the load. Reveal hidden contents https://dl.dropboxusercontent.com/u/47926201/Ksp.Log my log file should be in the spoiler box. Please let me know what mistake i made. besides overloading mods Building on the Starwaster said, this is probably not the right log, because it shows that you don't have OPT installed at all. It also shows you successfully loading the game. If it is the right log, then I don't know what to say. Maybe try reinstalling OPT? (there are very few references to OPT, none of them are parts, and one specifically says :NEEDS[OPT] passed because needs cannot be filled, as in, no OPT installed). It also shows a lot of exceptions. It's a trainwreck. Do you use an overlay or custom texture on your navball? If so, maybe don't. Edited June 21, 2016 by Deimos Rast Link to comment Share on other sites More sharing options...
NemesisBosseret Posted June 21, 2016 Share Posted June 21, 2016 10 minutes ago, Deimos Rast said: Building on the Starwaster said, this is probably not the right log, because it shows that you don't have OPT installed at all. It also shows you successfully loading the game. If it is the right log, then I don't know what to say. Maybe try reinstalling OPT? (there are very few references to OPT, none of them are parts, and one specifically says :NEEDS[OPT] passed because needs cannot be filled, as in, no OPT installed). It also shows a lot of exceptions. It's a trainwreck. Do you use an overlay or custom texture on your navball? If so, maybe don't. thats actually what im currently troubleshooting... something epic went wrong with my load now ive got a deep crashing going on. That load does not have OPT installed because OPT refused to load past the load screen with that build I'm trying to figure out what I screwed up where, I'd like to use all of these mods but something is killing it, so I'm going 1 by 1 trying to find the bugger causing all the exceptions. But side note OPT before this would not even get past modul manager load in beginning load screen.... huge bummer I love the opt mod Link to comment Share on other sites More sharing options...
stali79 Posted June 21, 2016 Share Posted June 21, 2016 remove all mods except OPT and post the output log this will give a better idea if there is an issue. Link to comment Share on other sites More sharing options...
NemesisBosseret Posted June 21, 2016 Share Posted June 21, 2016 8 minutes ago, stali79 said: remove all mods except OPT and post the output log this will give a better idea if there is an issue. It works problem is conflict with one of thoughs million mods I got. Is there a known conflict? Link to comment Share on other sites More sharing options...
stali79 Posted June 21, 2016 Share Posted June 21, 2016 None that i am aware of. Link to comment Share on other sites More sharing options...
NemesisBosseret Posted June 21, 2016 Share Posted June 21, 2016 Well.... if I get this thing stable and not on the verge of nuclear melt down I'll attempt opt again to get that failure to load in my ksp log to show ya. I'm kinda baffled on what I've screwed up on my current build... it was working fine then pooped the bed Link to comment Share on other sites More sharing options...
NemesisBosseret Posted June 21, 2016 Share Posted June 21, 2016 @stali79. What about TweakScale? I had issues with it in RSS. Is it possible? Would it matter if raster prop mod being installed? Link to comment Share on other sites More sharing options...
stali79 Posted June 21, 2016 Share Posted June 21, 2016 Only a couple of cockpits use rpm and they have always worked fine for me. No idea for tweakscale as i dont use it. Link to comment Share on other sites More sharing options...
NemesisBosseret Posted June 21, 2016 Share Posted June 21, 2016 Just now, stali79 said: Only a couple of cockpits use rpm and they have always worked fine for me. No idea for tweakscale as i dont use it. I'm trying to find a good build with a trio of planet packs and station parts that I can use opt so I can do long game exploration and tech. Something I won't get bored with But for some dumb reason I get to what appears stable, play two times and it gets the exception nightmare epic crash Link to comment Share on other sites More sharing options...
stali79 Posted June 21, 2016 Share Posted June 21, 2016 KBPS is fun to play with. @Nils277 does some nice work. Link to comment Share on other sites More sharing options...
NemesisBosseret Posted June 21, 2016 Share Posted June 21, 2016 I'll have to check it out. I think my exception from hell log was caused from me breaking a saved game, trying a fresh game with OPT... hoping like hell it loads... my in game exceptions are kinda weird btw Korpinicos with an asteroid one Orbit decay with a few And wild blue tools... which I got no clue what it has running to cause it Link to comment Share on other sites More sharing options...
stali79 Posted June 21, 2016 Share Posted June 21, 2016 Hmm try removing wild blue tools and see if it makes a difference. I THINK i have had issues with it in the past. Link to comment Share on other sites More sharing options...
NemesisBosseret Posted June 21, 2016 Share Posted June 21, 2016 1 minute ago, stali79 said: Hmm try removing wild blue tools and see if it makes a difference. I THINK i have had issues with it in the past. just did loading now It stuck at OPT/SPACES/SLIVA/INTERNl/jsl COCKPIT. Same place it stopped in load before [LOG 00:23:00.697] PartLoader: Compiling Internal Space 'OPT/Spaces/BCockpit/internal/BCockpit' [LOG 00:23:00.724] PartLoader: Compiling Internal Space 'OPT/Spaces/ILSCockpit/internal/ilsCockpit' [LOG 00:23:00.740] PartLoader: Compiling Internal Space 'OPT/Spaces/ILSIVA/internal/ilsCockpit' [LOG 00:23:00.753] PartLoader: Compiling Internal Space 'OPT/Spaces/JSLIVA/internal/jslCockpit' [WRN 00:23:00.763] The referenced script on this Behaviour is missing! [WRN 00:23:00.763] The referenced script on this Behaviour is missing! [LOG 00:28:59.640] RemoteTech: ModuleRTAntenna: OnDestroy [LOG 00:28:59.640] RemoteTech: ModuleSPUPassive: OnDestroy [LOG 00:28:59.650] RemoteTech: ModuleSPU: OnDestroy [LOG 00:28:59.669] RemoteTech: ModuleRTAntenna: OnDestroy [LOG 00:28:59.670] RemoteTech: ModuleSPUPassive: OnDestroy [LOG 00:28:59.739] RemoteTech: ModuleSPU: OnDestroy [LOG 00:28:59.740] RemoteTech: ModuleRTAntennaPassive: OnDestroy [LOG 00:28:59.743] RemoteTech: ModuleRTAntenna: OnDestroy [LOG 00:28:59.744] RemoteTech: ModuleSPUPassive: OnDestroy [LOG 00:28:59.774] RemoteTech: ModuleRTAntenna: OnDestroy [LOG 00:28:59.774] RemoteTech: ModuleSPUPassive: OnDestroy [LOG 00:28:59.807] RemoteTech: ModuleRTAntenna: OnDestroy [LOG 00:28:59.808] RemoteTech: ModuleSPUPassive: OnDestroy [LOG 00:28:59.814] RemoteTech: ModuleRTAntenna: OnDestroy [LOG 00:28:59.814] RemoteTech: ModuleSPUPassive: OnDestroy [LOG 00:28:59.821] RemoteTech: ModuleRTAntenna: OnDestroy [LOG 00:28:59.822] RemoteTech: ModuleSPUPassive: OnDestroy [LOG 00:28:59.827] RemoteTech: ModuleRTAntenna: OnDestroy [LOG 00:28:59.827] RemoteTech: ModuleSPUPassive: OnDestroy [LOG 00:28:59.829] RemoteTech: ModuleRTAntenna: OnDestroy [LOG 00:28:59.829] RemoteTech: ModuleSPUPassive: OnDestroy [LOG 00:28:59.831] RemoteTech: ModuleSPU: OnDestroy [LOG 00:28:59.832] RemoteTech: ModuleRTAntennaPassive: OnDestroy [LOG 00:28:59.840] RemoteTech: ModuleRTAntennaPassive: OnDestroy [LOG 00:28:59.841] RemoteTech: ModuleSPU: OnDestroy [LOG 00:28:59.851] [Toolbar] [INFO] saving settings (game scene: MAINMENU) [LOG 00:28:59.858] [Toolbar] [INFO] saving toolbar settings (toolbar 'toolbar_533404285') [LOG 00:28:59.861] [Toolbar] [INFO] saving toolbar settings (toolbar 'toolbar_209169939') [LOG 00:28:59.868] RemoteTech: ModuleRTAntenna: OnDestroy [LOG 00:28:59.868] RemoteTech: ModuleSPUPassive: OnDestroy [LOG 00:28:59.884] RemoteTech: ModuleSPU: OnDestroy [LOG 00:28:59.885] RemoteTech: ModuleRTAntennaPassive: OnDestroy [LOG 00:28:59.888] RemoteTech: ModuleRTAntenna: OnDestroy [LOG 00:28:59.889] RemoteTech: ModuleSPUPassive: OnDestroy [LOG 00:28:59.903] RemoteTech: ModuleRTAntenna: OnDestroy [LOG 00:28:59.904] RemoteTech: ModuleSPUPassive: OnDestroy Link to comment Share on other sites More sharing options...
NemesisBosseret Posted June 21, 2016 Share Posted June 21, 2016 thats it right there @stali79 https://www.dropbox.com/s/c0nxmc9lbo78wh2/20160621_002832.jpg?dl=0 https://dl.dropboxusercontent.com/u/47926201/Ksp.Log Link to comment Share on other sites More sharing options...
Starwaster Posted June 21, 2016 Share Posted June 21, 2016 3 hours ago, NemesisBosseret said: thats it right there @stali79 https://www.dropbox.com/s/c0nxmc9lbo78wh2/20160621_002832.jpg?dl=0 https://dl.dropboxusercontent.com/u/47926201/Ksp.Log Again, not ksp.log output_log.txt and the whole thing, not just an excerpt. It's in either your KSP_Data or KSP_x64_Data folder depending on whether you're running in 32 or 64 bit. (x64 is 64 bit) Link to comment Share on other sites More sharing options...
NemesisBosseret Posted June 21, 2016 Share Posted June 21, 2016 @Starwaster..... ummm bro... that is the ksp log bro. There is no output log... it didn't crash, it froze on load. With OPT installed it will not load game. Only log generated is ksp log that I linked with screen shot backing it up I'll go dig for an output log as well when I get home from work, but I doubt I'll find it because I unloaded opt. Game runs fine now... I've only got two exceptions Link to comment Share on other sites More sharing options...
Starwaster Posted June 21, 2016 Share Posted June 21, 2016 45 minutes ago, NemesisBosseret said: @Starwaster..... ummm bro... that is the ksp log bro. There is no output log... it didn't crash, it froze on load. With OPT installed it will not load game. Only log generated is ksp log that I linked with screen shot backing it up I'll go dig for an output log as well when I get home from work, but I doubt I'll find it because I unloaded opt. Game runs fine now... I've only got two exceptions It does not matter that it did not crash. Unless you've explicitly disabled logging then you always have output_log.txt. I wouldn't tell you go to looking for something that didn't exist. (for any of you Linux or Mac users following along, it's player.log) Please consult the following thread for instructions on locating your logs. Link to comment Share on other sites More sharing options...
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