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h0yer

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Everything posted by h0yer

  1. Hi! @Grigetio Gimme a few days to phase back into the KSP universe, it's been quite a while...^^
  2. Hey, good to see you back up, I hope everything's OK Cool thing! Nah, I guess it's always OK to 'discuss' such things openly, ehehe I have only 'repatched' the paths, nothing fancy really. Adding/removing logos sadly still involves typing them into something and all the clickeroo when changeing the logo in the VAB^^ But you can have a look at my GitHub... thingy. It's the actual MM patch for the CRAP minimod. Maybe you can salvage/rewrite it to your purposes.
  3. I'm not entirely sure, I believe you don't need the extra 'FASA launchclamps continued' mod, if you already have the full FASA mod installed, maybe they do weird things to each other, but I might be wrong^^
  4. Me again, with another question^^ How do I treat partnames that have spaces? The same way as mod dependecies, removing the spaces? I've tried an @PART[Flat Decal|Decal curved] as well as an @PART[Flatdecal|Decalcurved] but neither seems to work. I'm trying to fiddle around with "NEBULA Decals", which essentially works the same way like the "Decal Stickers" mod, by using firespitter, and with DecalStickers I already was successful, but its partnames have no spaces, NEBULA's partnames somehow have.
  5. Heya! Got another few questions regarding MM syntax: How far can one go with *wildcards and partnames in general? Can I use a @PART[part1;part2;...] to apply the exact same patches to a set of specific parts? (Changing textures for example) Or can I use a @PART[*decal*] to include all parts that are, for example named "Flat Decal", "Decal Curved" and "Funny Decal Of Fun"? Are two wildcards allowed? I believe I'm getting more and more a hand on MM, I really start to like it a lot
  6. Well, I just downloaded it and immediately after opening the archive, I realized it uses the same firespitter plugin, so basically all my questions have been answered. OK, I'll treat the MM-patch for your mod the same way, I'll just remove the firespitter textureRootFolder and add the missing credentials to all paths on the original logos, as well as adding all logos from CRAP I now I ask for a lot, but could you probably remove the root folder, so adding logos from outside the NEBULA folder is generally possible without MM patching so much stuff? I'm aware, that a lot of paths would become quite long, but the change would allow for more integration with other mods, that provide logos. Just an idea. I could as well fork'n'push the changes, if you are interested^^ Peace!
  7. Huh, I should pay more attention to OPs, thx for pointing out^^ Another question: Can the folder NEBULA draws its logos from be altered, so one can add logos from other mod folders, without copying them into NEBULA? I had encountered the same issue with blackheart's DecalSticker mod, I mitigated it by removing the firespitter root folder and simply adding a layer of folder structure to each original logo entry^^ Well, work end is near, so I guess I'll just download and test the fun in an hour and ask more questions later, should I get stuck or overly baffled Thanks for the hints
  8. I'd say you can ask anything regarding RealismOverhaul And yes, Nathan Kell's tutorials still apply. The mechanics didn't change a lot between 1.0.3 and 1.2.2 iirc, besides comnet stuff. I don't really know how many RO players actually exist, but I think it's actually quite a lot. At least enough to make this entire thing a... thing^^ I believe that quite a lot of bored NASA employees / desktop pilots have a secret KSP/RO install hidden behind a boss-screen
  9. @linuxgurugamer Heya! Just discovered this mod, and even without trying, I know I already like it a lot I'm a little wonderous because I've never seen it before^^ Does the mod cope with rectangular shaped png files, like the usual flag and agency format? I would like to write some MM configs, to make your NEBULA stickers integrate with CRAP (or the other way around), the same thing I made for the DecalStickers mod. Peace and have fun
  10. The RealismOverhaul Wiki contains the most important pointers. It might seem like a huge amount of new stuff, it actually is, but it is very rewarding Building your first orbit capable rocket can be really interesting. Lots of fails, but each iteration, you will have learned something new, until you start blasting them into orbit fully manually, by the seat of your pants The difference between ascent trajectories will probablxy freak you out, as well the long time it can take to get something into orbit. Even finalizing/circularizing your orbit after Apoapsis, when you are basically faling back to Earth, happens quite often^^ Staging can be funny, especially if it happens right in the wrong time, like during max Q on a buttheavy rocket, they tend to flip over and disperse themselves quite spectacularily or separated stages running into each other, fairings smashing into the rocket, SRBs detaching crappy and smacking your rocket, lots of fun, that's where the most Kerbal-actions happen I found out for myself that engine burn time restrictions (TestFlight) are a really interesting factor. It's never really too late for anything, go for it
  11. A'ight, thanks a lot for the advice, I'll fiddle around a bit more
  12. Heya! I'm trying to add DMagic Science Modules to Raidernick's Probes, and it really seems to work in some way So far, I managed to make the experiments show up in the right click menu on the Cassini probe body, they can be performed, boom animation plays, but they all repeat the animation of extending the boom/antennae. I entered Cassini's animation name into the DM science modules but don't know how to make all experiments recognize the proper animation state of the boom. Would someone like to point me out how to fix this? I'm quite fresh to writing MM stuff, I understand some elements, but most of them are still somewhat obscure to me, especially the "keepDeployedMode = 2" and "waitForAnimationTime= -1" Here is what I have whipped up so far: (mostly copypasted actually)
  13. Yay, another update! (v1.1) Added a few more agencies (10-12, dunno, see changelog) and their logos, fixed some minor cosmetics and grammar and made MM patches for integration with DecalStickers, woohoo One persistent bug: The Hercules logo is somehow bugged, DecalStickers don't like them and the large once can't even be previewed in GitHub, odd thing that is. Have fun nontheless ! During the last hours, I wore an old Soviet army hat, sponsored by a coworker, I squeezed down one tube of Cosmopit astronaut food, brought from the same coworker as souvenier and I blasted the Red Army Choir through my room, yeah, and I think on monday, I'll scrounge my companie's scrap cages for parts for making a proper soyuz keyboard poking stick Here a screenshot, sponsored by DecalStickes:
  14. Awyeah, that's just the thing Here a little piece of what I did with my DecalStickers MM patch: //--Add TDI logo @PART[sticker*]:NEEDS[blackheart&TDIndustriesRCSandHypergolicengines&!RealismOverhaul] { @MODULE[FStextureSwitch2] { @textureNames ^= :$: ; TDIndustriesRCSandHypergolicengines\Agencies\Logo: @textureDisplayNames ^= :$:;TD Industries: } } Something like that for FASA, SSTU, and your North Kerbin Rcokwell logos as well. Maybe I can find one or two more logos, add them and give the new release a go...
  15. OK, I found out how to set Firespitter's textureRoot to GameData\ by simply removing the entire line via MM and patching back all original logos with added path bits. Works like a charm Now the MM patch loads only 'realistic' logos and skips all Kerbal logos only if there is RealismOverhaul installed, otherwise, it adds all of them, even from a few selected Kerbal mods. I might split up the MM patch eventually for more control over what is beeing loaded/skipped. Something else: Would it be OK for you to put up your mod on GitHub? I could do the work of slighty rewriting the paths, so adding more external stuff becomes more easy for other modders, who would like to utilize your nice DecalStickers, without having to reconfigure so much. The only downside would be having to add another level of folder structure to each added logo, but that can be easily done. Just a thought. Peace and have fun! And thanks again for this neat mod, here a cropped screenie I made:
  16. Heya! That's actually a really good example, the thing I more or less planned initially Especially the :HAS section is interesting, couldn't really figure that one out. Since then, Ive forked the RO-repo and am applying the manufacturer-homogenization there, correcting a few entries and adding them where they are missing, pushing them over eventually. But I guess I can surely use those eventually, on very 'special' mods^^ I think the next release is as good as ready, still deciding between using only one large MM patch, or several smaller ones, for more options/choice. The current MM patch only integrates CRAP into DecalStickers and adds back all Kerbal logos, if no RO is present. Hmm, so I learned a little ModuleManager syntax and a little Mardown, hmm, feels odd... Dipping my toes into "code"... Could get used to it^^ Peace
  17. Oh my! OK I have badly overseen that one, I should be more careful/less hasty Thanks again^^
  18. @Aelfhe1m Things are now much clearer, thank you very much I indexed the module only because the original is indexed as well, and there is another texture switcher node with index 2, I thought it is somewhat important^^ And thanks especially for pointing out the leading backslashes, they surely would have caused me lots of headaches! OK, I'll try to stitch all that together and learn something from it. Again, thanks a lot
  19. Heya! I'm whipping up some minor MM patch and wanted to ask for some help, in regards to wildcards and adding stuff to the end of already existing stuff. (I'm quite new to 'making things' in KSP^^) I'm quite hestitant to 'just try it out', don't wanna mess up things, although a lot of people say one can't really mess up things with ModuleManager. Better be safe. At least right now, where my understanding lacks... understanding^^ I already gave the MM wiki a peek, but I'm not fully sure if I properly understood using wildcards and other 'fancy' things^^ The general idea: Adding all agency logos from my "CRAP" mod to the "DecalStickers" mod from blackheart612. It has four "sticker" parts, which all four need just a few more entries added to the end of 2 different config nodes/strings. The already existing lines inside DecalStickers: (shortened for overview, if legit^^) MODULE { name = FStextureSwitch2 moduleID = 1 nextButtonText = Next Flag prevButtonText = Previous Flag statusText = Current textureRootFolder = Squad\ textureNames = Flags\Default ; Flags\esa_dark_blue //Wanna add paths here objectNames = stickerflat;stickerh;stickerv //Wanna add names here textureDisplayNames = KSP;ESA debugMode = true showInfo = false } What I've "whipped up" so far: @PART[sticker~]:HAS[FStextureSwitch2]:NEEDS[blackheart] { @MODULE,1[FStextureSwitch2] { @textureNames = :$: ; \CommunityRealAgencyPack\Agencies\ISRO_logo: //Almost 90 additional entries @textureDisplayNames = :$: ;ISRO: //Almost 90 additional entries } } Am I applying the [sticker~] wildcard properly? It should act on four parts, named "stickerbig; stickerh; stickermini and stickerv", IF they contain a [FStextureSwitch2] node. I've salvaged the :$: blabla: from other mods' guts, intended for adding all additions to the end of the already existing entries. The leading semicolon I guess is therefore necessary, due to the original lines not ending in one, which they don't need to, because of no necessity for the last entry? I'm really confused by "textureRootFolder", I believe I need to change my entered paths in some way, but clueless how it needs to look. I'd need to "go up" one folder layer. I hope I asked the right questions in the right way^^ Thanks for giving us MM! Peace and have fun
  20. @blackheart612 Heya! I wanted to ask you, if I may recommend your nice mod in the Community Real Agency Pack release thread? I think they'd go great together, I'm already making MM patches Peace and have fun! PS.: A few thoughts and suggestions: Would it be possible to use GameData\ as textureRootfolder? Does removing the line via Module manager suffice to set it there, or would entering GameData\ do the trick or even unfortunately be interpreted as Gamedata\GameData\? I'm mildly confused^^ Having the squad folder as default makes is somehow impossible to easily inlcude more logos, coming from seperate addon folders, patched in via ModuleManager, which is quite inconvenient. I guess simply not using any rootfolder or hard coding it to GameData\ should be no problem, one would just need to add one layer of folder structure to each entry, which can easily be done
  21. For "real rockets", I really can recommend: RaiderNick's stuff (lotsa diversity, Soyuz, Proton, Titan IV, oldschool rockets, Probes) FASA (Mercury, Gemini, Apollo, Redstone, Atlas, Titan, Saturn IB/V, the stuff that brought people to the moon) RealScaleBoosters (rather modern rocketry, very diverse) If you like to construct your own replicas without dedicated replica mods, I do strongly recommend SSTU, it has a lot of really nice tank options and a nice collection of engines. The latter version usually implies a lot of own research, tank masses, fuel masses, burn times, etc, pp, makes you read interesting stuff on the webs, if you are generally enthused, that'd be the way to go, or you can as well simply use the replicas and blast 'em skywards for entertainment. Peace and have fun, especially with the R-7 family
  22. I think I stroked my beard long enough, smells like burnt stuff now^^ Which essentially means this version (RAC) is beeing discontinued, since it has transcended into something not very much different. Could a moderator please lock this thread here? Merci! And I hope the funny abbrevation isn't too offensive or violates rules, I just couldn't help it^^
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