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Make all the mods official, re-master, incorporate...


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Make all the mods official, re-master, incorporate them all.

Why?

Because I can't seem to find the exact issue I am having.

I am not a computer programmer, but I read and follow instructions *Very* carefully.

I have been adding mods ONE-AT-A-TIME and starting the game to check both career and sandbox loading of the hangars.

Evidently, I add one too many (*or in an incorrect order - as I may be finding out) and the whole thing fails.

or the SPH,VSB are out of whack...

or the game crashes on my way to the launch pad...

or worse still - I can not even get past the installer patching...

Something is amiss and I resent that I must resort to tedium to attempt to solve the issues I have.

Please help.

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If you're having troubles with a modded installation, you'll likely find that posting in the Support forum with a detailed rundown of both what you're attempting to do and the problems you're having will resolve your issue a lot faster.

And regarding the suggestion, that codebase would be a nightmare the likes of which ought never be unleashed. Have you seen some of these modders' code? It keeps me awake at night out of sheer poor form and poorly-executed functions! :confused:

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Have you seen some of these modders' code? It keeps me awake at night out of sheer poor form and poorly-executed functions! :confused:

I almost cried when I looked at the code of one particular mod I won't name for the sake of the author's pride. :( A clue though: it had something to do with building rockets :P *decides never to look at another mod's code again*.

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Even if a mod is a disaster: take what it is supposed to do and "Re-master" then Incorporate.

I can get B-9 aerospace installed IF IT IS THE VERY FIRST, but it bars anything that has "Tweaker" files in it...

I can get Lacars II to work, and the SCI-FI space ships too... just the absurd SHEER SIZE of say, VOYAGER makes it impossible to work with...

Get this,

I even found conflicts when installing "Near future (insert)" set of mods...

I can't get a package of these things to work together for long, alternately nor can I add anything else.

Excuse me, I have a full 100% delete of KSP to do, and then a re-install and to start adding mods one by one, hoping there is no conflict with "Firespitter", mdblls, or cnfg, thingies.

I just get filled with delight every time I see the message, "this file is not compatible" with the patching screen...

Capital of UGH! why did I buy this game again? isn't it to have fun? I don't think I bought a code writing tutorial...

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Even if a mod is a disaster: take what it is supposed to do and "Re-master" then Incorporate.

I can get B-9 aerospace installed IF IT IS THE VERY FIRST, but it bars anything that has "Tweaker" files in it...

I can get Lacars II to work, and the SCI-FI space ships too... just the absurd SHEER SIZE of say, VOYAGER makes it impossible to work with

TweakScale is explicitly stated to be incompatible, which is probably the main cause of your issues. If you're having memory-related crashes, have you installed the ActiveTextureManagement mod first, which B9's thread states fairly clearly is pretty much mandatory? If yes, have you tried the aggressive version? You could also try just deleting all the wing parts and using pWing instead; it provides B9 style wings. There are also plenty of mods out there besides B9 that add a variety of cool parts :)

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Even if a mod is a disaster: take what it is supposed to do and "Re-master" then Incorporate.

I can get B-9 aerospace installed IF IT IS THE VERY FIRST, but it bars anything that has "Tweaker" files in it...

I can get Lacars II to work, and the SCI-FI space ships too... just the absurd SHEER SIZE of say, VOYAGER makes it impossible to work with...

Get this,

I even found conflicts when installing "Near future (insert)" set of mods...

I can't get a package of these things to work together for long, alternately nor can I add anything else.

Excuse me, I have a full 100% delete of KSP to do, and then a re-install and to start adding mods one by one, hoping there is no conflict with "Firespitter", mdblls, or cnfg, thingies.

I just get filled with delight every time I see the message, "this file is not compatible" with the patching screen...

Capital of UGH! why did I buy this game again? isn't it to have fun? I don't think I bought a code writing tutorial...

Just gotta say, don't try to blame the devs for mod failures. Also, about asking them to take time out of their schedules to "re-master" every single available mod... If I were a dev I'd be pretty offended by that.

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Was it Editor Extensions?

Nope :sticktongue:. Even if it was I wouldn't say, but it really isn't that. :P

Looking at it, it's really not that bad tbh. I mean it's not exactly a shining beacon of coding practice for all to follow, but it's not even close to the worst I've seen by any means :)

EDIT: Heck, I've written way worse code than that before; have some code from an old project I worked on (alone) a few years ago (if someone should find this code in any way useful, feel free to use it... I don't recommend it though):

structureDatabase.h:

http://pastebin.com/ZzKrYTEL

structureDatabase.cpp: http://pastebin.com/5C1VbtyX

structureDatabaseInitialize.cpp: http://pastebin.com/Ts6GCX5v

structureKeys.h: http://pastebin.com/MmrCHrsp

Yes, that's a hard-coded database written in C++. If you want more of the code for context just PM me :P

Bonus points if you can figure out which facebook game that thing was written for :P

Don't worry, I've improved a bit since then :D

Edited by armagheddonsgw
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well, you are right.

in fact, everyone here is.

I am in the wrong and acting entitled. I paid for the game - true; but that is where the developer responsibility ends.

the basic game works without mods, and no one claims responsibility for the quality/usefulness of any mod.

quite frankly, I just want to build futuristic spacecraft with gravity technology based on fundamental force conversion...

and that isn't what KSP does.

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Well, if you are trying to find a mod that is potentially causing problem, use the binary search method:

  1. Stock test first, to ensure it isn't just a problem with your install.
  2. Divide your total amount of mods into two halves (try to get mods and all their dependencies into the same half). Install first half, test run for problems. Install second half, test run for problems.
  3. If either one of those halves exhibit problems, divide that half into two again, repeat.
  4. Do it until you isolate it down to a mod and look for solution with it.

I have over 100 mods(including dependencies) by now (KSP is running at 3.2gb ram...), and the last time something failed, thanks to this method, I was able to find the malfunction mod easily enough without having to kill myself from boredom. Though when there are problems due to conflicts between two or more mods, that is a bit more difficult.

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I almost cried when I looked at the code of one particular mod I won't name for the sake of the author's pride. :( A clue though: it had something to do with building rockets :P *decides never to look at another mod's code again*.

Don't forget that mods are made in people's free time, and often by people with little to no programming experience or training. I know my code is far from clean, but I don't ever expect anyone else to look at it and I know what all of it does and how to bend it to do what I want ;)

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I know my code is far from clean, but I don't ever expect anyone else to look at it and I know what all of it does and how to bend it to do what I want ;)

I never said anything about your code, but given how many mods have been abandoned by their owners and picked up by someone else, it might be prudent to at least make it readable (to other people) :D. Assuming of course it isn't already readable... :rolleyes:

(Added bonus of readable code: if you forget what the bit on line 362 of file blah does (spoiler: you will. I guarantee it) you don't have to spend an hour or two trying to figure it out :D)

About the free time/inexperience part: sure, but the process of learning how to implement something should normally improve your coding practices :)

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I always create a Vanilla install, then make copies of the folder and name them according to their modding purpose. If it's for realism (and the mods related to it), I'll name it Kerbal Space Program - Realism. If it's for interstellar, I'll name it for that. If it's for looks, I'll create one for that. I've never had issues adding a multitude of mods to any one install, and usually when I do, I take the time, read the in-game debug or error files associated with the issues, and get it situated. As it stands, my largest Game Data folder contains almost 4.63 Gb of mods (for a 23.5 installation). All it took was custom ATM config additions and careful trial and error (as well as repeated backups of the ENTIRE KSP folder associated until a mod giving me an issue got resolved).

My point is, until 64bit is stable, and if/when they update to the next version of Unity, you'll have bugs (especially when adding multiple mods). Don't get me wrong, I'd love if the 1.0 version of KSP had NovaPunch, KW, B9, Texture Replacer, EVE, KSPi, etc. fully integrated, but Squad will stick with their vision of the future of KSP, which I doubt includes integrating something of that scale.

I'm just glad they work with the modding community and every time I hear a modder has been added to the team it makes me smile.

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