sal_vager Posted June 18, 2015 Share Posted June 18, 2015 I got approval from the moderators on how to distribute this.So I'll be releasing it on Friday, I think, when I get home from the hospitalYep, as the module manager patch doesn't contain any content from the original addon, and can be provided with it as long as the original remains in unmodified form when distributed, it's allowed by copyright law to bundle the patch with the original work, the end user can apply the patch if they want, and still has the original.Sidenote, the mods had to read a lot of copyright stuff, "fun"... Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 19, 2015 Share Posted June 19, 2015 (edited) Yep, as the module manager patch doesn't contain any content from the original addon, and can be provided with it as long as the original remains in unmodified form when distributed, it's allowed by copyright law to bundle the patch with the original work, the end user can apply the patch if they want, and still has the original.Sidenote, the mods had to read a lot of copyright stuff, "fun"...Sorry to give you so much work, and a big thank you for doing so.I just got home from the hospital, hope to have a release out soon.LGG- - - Updated - - -New version released:https://kerbalstuff.com/mod/929/EVA%20Handrails%20Pack%20ContinuedLicense: CC BY-NC-SA 3.0 (original mod) and CC-BY-ND Edited June 19, 2015 by linuxgurugamer Link to comment Share on other sites More sharing options...
micha030201 Posted June 20, 2015 Share Posted June 20, 2015 Please, remove ModuleManager from NEBULA folder. Place it in GameData. Having two MM's in the game isn't very good. Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted June 21, 2015 Share Posted June 21, 2015 Yep, as the module manager patch doesn't contain any content from the original addon, and can be provided with it as long as the original remains in unmodified form when distributed, it's allowed by copyright law to bundle the patch with the original work, the end user can apply the patch if they want, and still has the original.Sidenote, the mods had to read a lot of copyright stuff, "fun"...So, what prompted the change of heart? I read the actual CC-BY-ND license and while it allows covered works to be included in collections, it says the other stuff has to be "independent" works, which a set of patches arguably aren't. Are they independent enough, or is this fair use? Link to comment Share on other sites More sharing options...
Murdabenne Posted July 28, 2015 Share Posted July 28, 2015 ... and this, folks, is why you use a "libre" type license. It means your users dont get screwed when you decide to stop playing the game or developing the mod. Anyone here ever plans to do an app, please choose your license carefully, and consider the reality that eventually you will likely get tired of working on it long before your users get tired of using it, so if you use a tightly controlled license that isnt for adaptation or sharing, then be sure to re-license it accordingly once you stop. Link to comment Share on other sites More sharing options...
Olympic1 Posted July 29, 2015 Share Posted July 29, 2015 License: CC BY-NC-SA 3.0 (original mod) and CC-BY-NDYou can't change the license of the orginal mod from CC-BY-ND 4.0 to CC BY-NC-SA 3.0.Also you can't distribute this mod with any adaptations. Link to comment Share on other sites More sharing options...
eightiesboi Posted November 16, 2015 Share Posted November 16, 2015 (edited) Throwing in my two cents, as I too would like to see the (legal) continued development and updating of this mod... First, CC-BY-ND allows someone to include this work (unmodified, but see below), in another collection as long as it is properly attributed. So, linuxgurugamer could include this mod in a collection with new parts, as long as he attributes the original parts creation to the original author (and he is limited on the licensing of his collection, obviously). Second, the CC-BY-ND license still allows for a certain amount of modification; specifically, a modification merely to work with a different format is allowable. From the Creative Commons FAQs: "Generally, a modification rises to the level of an adaptation under copyright law when the modified work is based on the prior work but manifests sufficient new creativity to be copyrightable" and "[for example] you may redistribute a book that uses the CC [URL="http://creativecommons.org/licenses/by-nc-nd/4.0/"]BY-NC-ND[/URL] license in print form when it was originally distributed online, even if you have had to make formatting changes to do so, as long as you do so in compliance with the other terms of the license". If linuxgurugamer is updating this mod to work with a different format (say, KSP 1.05, or especially KSP 1.1, which runs on a different engine), and linuxgurugamer's work is not in itself copyrightable, then it is permitted under the CC-BY-ND license. I spoke with an expert in copyright law, and his opinion is that bug fixing or adding new functionality violates the license. Modifying a mod to work with a new version of the program that the author first developed it for is no different from modifying a mass-market paperback to be readable in hardcover large-print format, even though such a "derivative" requires reformatting the text for larger size, different page margins, and the like. If someone were to update this mod to work with KSP 1.05 (without making any other changes to the mod), and someone else were to include this mod in a collection of EVA structures (attributing original authorship), this would not violate CC-BY-ND. Edited November 16, 2015 by eightiesboi Link to comment Share on other sites More sharing options...
ouyin2000 Posted December 22, 2015 Share Posted December 22, 2015 Any updates on this one? Link to comment Share on other sites More sharing options...
speedwaystar Posted February 6, 2016 Share Posted February 6, 2016 On 6/18/2015 at 8:39 AM, linuxgurugamer said: I got approval from the moderators on how to distribute this. So I'll be releasing it on Friday, I think, when I get home from the hospital there are a whole bunch of station parts from various people which are covered in cosmetic but non-grabbable railings (for instance, CxAerospace Station Parts Pack). i'd mod them to be grabbable in an instant, if i could only figure out how it's defined. there's nothing i can see in the .cfg files for squad's ladders or your railings which mark them as grabbable. is it buried in the .mu file, perhaps? Link to comment Share on other sites More sharing options...
Mecripp Posted February 6, 2016 Share Posted February 6, 2016 You mean just grab like a ladder thats set in the MU but unity but not sure why you couldn't also set it up to grab them with KIS and mount then on other parts ? Link to comment Share on other sites More sharing options...
speedwaystar Posted February 6, 2016 Share Posted February 6, 2016 34 minutes ago, MeCripp said: You mean just grab like a ladder thats set in the MU but unity but not sure why you couldn't also set it up to grab them with KIS and mount then on other parts ? this space station part has yellow railings which are cosmetic only. they are not grabbable during EVA. i'd like to make them grabbable. i'm asking whether it's possible through .cfg file editing, or if it can only be achieved by modifying the .mu file. Link to comment Share on other sites More sharing options...
Mecripp Posted February 6, 2016 Share Posted February 6, 2016 43 minutes ago, speedwaystar said: this space station part has yellow railings which are cosmetic only. they are not grabbable during EVA. i'd like to make them grabbable. i'm asking whether it's possible through .cfg file editing, or if it can only be achieved by modifying the .mu file. That would have to be done in unity they would have to add the tag & colliders like a ladder Link to comment Share on other sites More sharing options...
Ruedii Posted February 18, 2016 Share Posted February 18, 2016 I'm presuming this mod still works with 1.0.5 BTW, can we get an update for CKAN on it? Link to comment Share on other sites More sharing options...
Drew Kerman Posted April 25, 2016 Share Posted April 25, 2016 This is unfortunately broken in v1.1 - I can't get a GRAB message to appear when I move my kerbal over to any of the handles. I think this is due to the modeling - the log gives a "Triggers on concave MeshColliders are not supported" error for all of them on model load. Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 24, 2016 Share Posted May 24, 2016 Just found out that @linuxgurugamer re-posted his original KerbalStuff continuation to SpaceDock and updated it again to work with at least v1.1.1 Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 24, 2016 Share Posted May 24, 2016 5 minutes ago, Gaiiden said: Just found out that @linuxgurugamer re-posted his original KerbalStuff continuation to SpaceDock and updated it again to work with at least v1.1.1 Works in 1.1.2 as well Link to comment Share on other sites More sharing options...
Bit Fiddler Posted November 8, 2016 Share Posted November 8, 2016 ok starting an attempt at making 3d mesh files for KSP. I have no idea what KSP needs, so this is going to be an adventure. I will start very basic and we can go from there. here is the first part... the basic ladder rung. I will now have to figure out all the scaling and decide how much impact the part has on FPS etc. we will need to come up with some budget for a part. so that any single part will not exceed the number of faces, vertices, etc. this can be scaled on how common the part is. for instance this ladder rung will need to be very cheap on the GPU as you can end up using many of these on a single craft. Link to comment Share on other sites More sharing options...
ArkaelDren Posted November 29, 2016 Share Posted November 29, 2016 Please REMOVE the two versions of Module Manage dll in this pack. Its very frustrating trying to hunt down that file and fro some reason "some" mod creators are still sticking it in packs and its a PAIN. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 4, 2017 Share Posted April 4, 2017 @Krasimir hasn't been around in a long time. I created a new thread for this (was requested) here: Please move all future discussion to the new thread Link to comment Share on other sites More sharing options...
Frybert Posted April 4, 2017 Share Posted April 4, 2017 Last update to this was quite some time ago. Locking for now. @Krasimir if you would like it reopened, please PM any mod . Link to comment Share on other sites More sharing options...
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