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Everything posted by HafCoJoe
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Greetings @damonvv! Would you be able to mark this as compatible with KSP v1.12.3 on SpaceDock? Hafco Space Center requires Tundra's Space Center as a parent mod because it uses your test pad and barge assets, and due to it being marked incompatible for 1.12.3, CKAN requires compatibility mode to install it. I can confirm it works in 1.12.3
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Greetings would it be possible to add 'disable toolbar' as a setting? I like to set my visuals at the start, and then disable all non-flight control mod icons to keep my toolbar clean, but there isn't an option for that in TUFX
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I've also encountered troubles trying to move craft into folders; when I select multiple craft files the option to move them is greyed out. I'm guessing I missed something? I selected a number of craft to try and move them into a 'Mission' folder, but the 'Move selected' button is greyed out, and I can't click on the folders: Sidenote, I did a test to see if I could add name/[designator] to see if that might auto-tag if the name had the designator, and while it didn't work that way, I discovered you can do this: Some functionality for making custom categories maybe?
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EDIT: I saw your post on Kat's Craft Manager thread; a shame the license doesn't allow for outside modifications the mod seems to still work though Hey there! Would it be possible to add a custom "name" auto-tag feature? Craft Manager had a tag feature that searches craft names for given values and then applies tags to them automatically if they're met. ... TAG { tag_name = L-Lifter RULE { attribute = name comparator = includes value = L- } } TAG { tag_name = P-Plane RULE { attribute = name comparator = includes value = P- } } TAG { tag_name = X-Experimental RULE { attribute = name comparator = includes value = X- } } ... ^ Here's an example of some of the auto-tags I created for Craft Manager. I name my vehicles with designators at the beginning (X-SP-Doggerel for an Experimental Spaceplane named Doggerel, L-Allegro for a Lifter named Allegro, etc.), and having them automatically tagged is very useful.
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I can confirm what the OP says too, it looks like TUFX is particularly suborn and doesn't want to hide. I'm unsure if this is an issue with Adjustable Mod Panel, or with TUFX. @Shadowmage do you have any ideas why this might be? I checked the TU configs and didn't find any settings related to toolbar options either; perhaps a 'hide toolbar' option could be added?
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
HafCoJoe replied to Gameslinx's topic in KSP1 Mod Releases
Gotcha, wonderful explanation <3- 2,841 replies
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
HafCoJoe replied to Gameslinx's topic in KSP1 Mod Releases
A user mentioned that Parallax and PlanetShine cause a lot of lag when put together—is this true/is there a known reason why?- 2,841 replies
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Update 1.6.2 is live on SpaceDock! Come a few hours (or minutes) though and I should have a version 1.6.2, which updates the suggested mods in CKAN as well. There's a lot of things being added/modified in the list. EDIT: Apologies regarding 1.6.3, I'm stalling the release for a little while longer as CKAN itself is updating soon, and I can use some of the new features it is adding. This said, 1.6.2 is live, and working perfectly you'll have to wait a little bit longer for the suggested mods to update, but the core mod itself is live for KSP 1.12.3.
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The Great Unofficial Module Manager Help Thread!
HafCoJoe replied to SkyFall2489's topic in KSP1 Mods Discussions
This guide is incredible! Especially useful to me is the directions on how to target nodes which don't have a name field. @Scatterer_planetsList:FOR[Spectra] { @scattererCelestialBodies { !Item:HAS[#celestialBodyName[Duna]] { } } } ^ This is the code I set up to delete the node with CelestialBodyName = Duna- 36 replies
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Salutations! I had a question regarding some ModuleManager syntax. I'd like to target and edit a module which does not have a name value, but rather celestialBodyName value instead: @Scatterer_planetsList { scattererCelestialBodies { Item { celestialBodyName = Laythe secondarySuns { Item { celestialBodyName = Jool sunColor = 0.009,0.015,0.0095 } } } } } I'm trying to add the secondarySuns value into an existing Item with a value of celestialBodyName = Laythe. Normally to target a specific module you simply add [name] to the back of the targeted module (I.E. @Item[Laythe]), but because the designator is instead called celestialBodyName I don't know how to properly target it. How would I set up my syntax to target this particular module?
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Can confirm, mod works great in 1.12.3
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Salutations! Has there been a reflection patch made for ReStock?
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@blackrack I simplified the configs down to the absolute minimum to show this bug, and zipped it up to send over to you if you need something to help test; just one global Volumetric layer at 100m above Kerbin so you can load the game with Scatterer, and without it to see how it only shows up with: Appearance with vs without Scatterer: Simple Config: (Sorry for the ping, I thought it worth the inclusion for this one)
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Salutations I seem to have a bug with classic EVE style volumetrics; they only appear when Scatterer is also installed; if Scatterer isn't present, all volumetrics are missing from my cloud layers. Examples of layers with volumetrics: With EVE + Scatterer: With just EVE: It's worth noting too that the physical layer is still visible, it's just the volumetric particles that are missing when Scatterer is missing. Is this a known issue, or perhaps there's something wrong with my configs?