NecroBones

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About NecroBones

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    NecroModder

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  1. High NecroBones! I notice you haven't been around lately, so I don't know if you'll ever see this, but I hope all is well with you.

    I just wanted to say a big *thankyou* for creating SpaceY Heavy Boosters / SpaceY Expanded. They have been my go-to "MOAR BOOST-AGE (in fewer parts)!!!" solution for years. =:o}

    If you ever have the time to tweak them to be "up to date" with the latest KSP version(s), that would be lovely. If not, then I hope that whatever's keeping you away from us is something you're enjoying. You've earned it.

    [THUMBS UP]

       Paul B. =:o}

     

  2. No problem, that was what I was about to suggest, since it sometimes trips people up. It should be. I don't think anything changed that would break this.
  3. OK cool. I have it fixed for the next update. I don't think I have any realfuels specific rules in the configs, so it might need to go to them. I have some modular fuel tank rules, but they calculate the capacity by what's already in the tanks for the stock fuels.
  4. Probably because I deleted and reuploaded the file. I'll post another. EDIT: Man, it's just not my morning. I accidentally posted it to Expanded on spacedock, and promptly deleted that, so I think we're OK. I have it re-uploaded as 1.17.2, but it's still the same thing internally.
  5. OK, this is switched over to the stock mesh switcher in KSP 1.4. This should resolve magenta texture problems introduced in KSP 1.4. Let me know if there are still problems. 1.4 (2018-04-02) - KSP 1.4 update. - Reworked color-changing to use KSP 1.4's mesh switcher. - Flag decals disabled for now, since the stock mesh switcher doesn't play nicely with them. - Disabled auto-caps on tanks, due to KSP bugs over several versions. - Added some missing definitions for Modular Fuel Tanks. - Changed ModularFuelTanks config to use consolidated wildcard patch.
  6. OK, I think I have the color switching working with the new mesh switcher. This should resolve the magenta textures. Let me know if there are still problems. SpaceY Expanded will need the same treatment, which I'll do next. 1.17 (2018-04-02) - KSP 1.4 update. - Reworked color-changing to use KSP 1.4's mesh switcher. - Flag decals disabled for now, since the stock mesh switcher doesn't play nicely with them. - Disabled auto-caps on tanks, due to KSP bugs over several versions. - Changed ModularFuelTanks config to use consolidated wildcard patch. - Added some wildcards to TweakScale config. 1.17.1 (2018-04-02) - KSP 1.4 update. - Corrected a copy/paste mistake in color-changing config.
  7. My 5yo daughter loves your Burger Mod, I installed it so she and I could have some silly fun in KSP, but it turned out to be more important than that.  It was the catalyst to get her into KSP, properly.  Granted she still loves to make silly craft (she's 5) but she now has a bigger interest in rockets, space vehicles, and learning about our solar system.  So while you (or others) may think this is just for giggles, know that it is appealing for a young audience, and enables parents to share KSP with their sub-8yo children. Thank you for making it.  (also, my daughter was wondering if it were possible to make rockets out of pizza :D )

    BTW I thoroughly enjoy many of your other mods as well.  You do great work, and thought you deserved to know that people enjoy what you've created.  Fuel Tanks plus, and SpaceY are my favorites.  I hope you continue to develop, refine, and release new material.

    1. NecroBones

      NecroBones

      Thanks for the kind words! It means a lot to know that it's all being put to good use, and it's great to hear about the Burger Mod making such a good impression! that's wonderful news! :):D

       

       

  8. OK, FreeThinker mentioned to me that the switcher mods have been broken in KSP 1.4+. It sounds like it's become even more important that I switch SpaceY over to using the stock switcher methods. No ETA yet. I was able to update several other mods but hadn't looked into updating SpaceY that way yet. The good news is that if you run it without any of the switcher mods (Firespitter, IFS, B9), the parts should still look correct, just with no switching options for the paint schemes.
  9. Right now my thinking is probably not. I had made a design choice to make them more reminiscent of the Apollo SM's main engine, in that it's a large vacuum engine that is completely static. This puts emphasis back onto using RCS thrusters, like a real spacecraft. (or reaction wheels, also somewhat like some real spacecraft).
  10. Ah, that material name will indeed be pretty useful. Thanks! I don't think it'll fix this case though, but I'm running out of ideas. The problem I'm hitting is that the mesh isn't switching properly for some parts, rather than a texture/material problem.
  11. Have you tried the troubleshooting section in the first post in this thread? Usually that means the textures are missing or corrupted, or you've changed the folder names, or didn't place the mod in the correct folder location.
  12. I'm trying to merge the appearance choices into the new switcher in 1.4, so that you can choose between all of the available appearances from the mods and from stock. It's only partially working right now.
  13. OK, I made a pull request to move IFS from "required" to "suggested".
  14. Yeah, in an ideal world, I'd like to use the switcher for all of the parts in CCC. Right now the stock assets that are using it, namely the 2.5m parts, I'm only having a 50% success rate in getting them to switch together (I'm testing right now). I suspect that all of the other tanks, that aren't configured to use the switcher, will probably be even more difficult. And I really want to use the stock switcher, rather than a mod dependency to do it (I love the existing switchers, but we have a stock feature now).
  15. It's not needed for the color switching at all now, but it's still used for fuel switching. I'll have to double-check my configs to make sure that it's configured to be optional, then maybe we can get it removed as a requirement. But yeah, a manual installation is probably needed in the meantime. EDIT: Yep, the fuel configs are careful to check which switcher mods are installed, since it supports three different switchers. If none are present, it should just ignore those configs.