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DirtyFace83

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Everything posted by DirtyFace83

  1. Just to clarify this. The main link on the first post does contain the mission decals, but the format has been changed. As stated in the top post, and several times in this thread, in order for the decals to work as intended, it is recommended to d/l the latest from Spacedock and use of Conformal Decals is required. It is not designed to be used with the stock decals
  2. I see what you're saying in terms of there being more than one mod that doesn't simply outright erase the stock system, but 'needed' is perhaps not the best choice of words. The reason they don't fit well together isn't just because of the orbit chaos that would ensue, it's also that they are two very different mods in terms of scope and design. This difference is precisely why I use OPM and have, although I applaud the amazing work, little interest in using JNSQ.
  3. https://spacedock.info/mod/996/Kerbalized National Flags and Space Agencies https://spacedock.info/mod/2451/Conformal Decals? You will need both installed in order to get them to appear in game. The format which allows the mission patches, or any decals that aren't an agency, to be placed on a deployable flag (stock flag/stock decal compatible) is permanently discontinued. If that was what you were looking for, I suppose at some point in and around placating the in-laws and stuffing my face full of food, I could put up an optional folder with flag compatible versions. If that's not what you were looking for then the links above should work.
  4. In OP there are two links. One for the suits, and one for the patches. You may have to do some scrolling. You will also need the dependency for the patches to work, which is also linked in OP. Unless you are referring specifically to the exact patches shown in the image? Those exact patches are no longer part of the download and have been replaced/improved/altered/etc. I just haven't changed the image since I did that is all.
  5. Before starting KSP, open your persistent.sfs for each savegame you want to use this on. search for: 'hero = True' Set it (and all others that = True) to 'False' (the CaPiTaLiZaTiOn is important) It's a workaround, but it works. Just a shame you have to do it for every save until there's an official TR fix
  6. Mass? If I can fit a black hole in my pocket, I 'can' carry it. Another question is whether or not I have the TWR to get off the ground. That's my two cents.
  7. I appreciate the sentiment, but a whole thread essentially addressing all modders strikes me as bad form. I can agree that there are some mods that add a layer or two of complexity that can seem overwhelming at first. The direction that MKS is/has been taking recently springs to mind, but there are a couple of others. My experience of such mods is that usually one of three things occur: Either an enthusiastic forum user will start working on a wiki of some kind, the modder will be very helpful in the thread when asked how it works, or the users who use the thread will jump in to help answer such questions. Sometimes there are the 'google is ur frend' (internet for 'IDK but don't want to admit it to you') type replies, but I ignore those IRL, so why should a forum any different? But mostly, the response is well meaning and well mannered. I mean look, 6 years ago or so I made some flags. Flags. Yes, flags. It has matured somewhat since then, but at the time I started on them you couldn't really even call it a mod (I'm still not quite sure the definition fits), and while mostly the requests for things and comments were polite and/or helpful and constructive, I have had more than one comment on the thread demanding (yes, CAPS and exclamation marks were used) that I change the style of my flags or that what I chose to include was wrong or what-ever. Silly stuff that doesn't make you spill your beer, but if people do this with a simple set of flags, that let's be honest, don't take up even a tenth of the (free and unpaid) time spent on something like MKS, NFT or BDB, etc, then to my mind it's absolutely mind blowing that more modders don't just end up saying 'You know what? If you want this stuff in the game, you do it.' Hats off that they don't. I'm not deliberately misunderstanding the OP, as I have felt your pain, but ultimately, apart from that pain slowly subsiding as you trial and error your way through (just like when you first got into orbit, or got a Kerbal to the Mun) - forgive me if this all comes off as a little condescending - it really isn't how I mean it - the TL/DR of it all is that modders (however simple or complex the mod) aren't paid to do what they do and as far as I'm concerned, a given modder could basically make what amounts to KSP2 complete with a colony system, life support, orbital and surface construction, and a Duna surface Diner with all the trimmings, and it would still be totally their call as to whether or not they explain how to order a coffee and bacon and eggs. I would hope they would answer a politely worded question, but wouldn't expect it.
  8. If I understand the sentiment correctly, I agree with this. A kind of 'common sense' approach to inv storage. I'm totally fine with restrictions on things that just no matter how much you compress or deflate them, just really shouldn't be able fit into an EVA pack, but if the cargo part has space and the game and/or a mod allows for construction/assembly direct from ship inv (just spitballing and I can't think right now of a specific example), then it seems pretty arbitrary to restrict this.
  9. Couldn't sleep. Did this: Kerbalized Suits 1.0: Added Euro, S. America, Asia (plus Aus and NZ) Slim Style. Tweaked some of the Civilian/Tourist suits. Will probably give the decals some love next time sleep is a problem.
  10. Update bump. Kerbalized Suits 0.9: Integrated compatibility with Benjee10's Historical Suits mod. Euro, S. America, Asia (plus Aus and NZ) Future Style. More coherent display names.
  11. Figured out what was going on. The IVA plugin requires a normal map to be actively assigned to the suits in order to render them. The stock picker will just default to the stock map for that style of suit if you don't assign a normal map and so I just lazily assumed that the plugin would do the same thing. It doesn't. So. Here is a shameless 'I updated the IVA configs in the OP' threadbump
  12. OCD Cure -> HERE Benjee10's mod is needed or the game won't even know there are IVA suits (they're the same as the EVA) to look for.
  13. That is odd. Until I make and post the configs, then no benjee is needed. I'll post a thread bump when they're done.
  14. I don't think you're doing anything wrong. The IVA plugin from Benjee10's suits is not (yet) a dependency. And since a third party plugin is needed to change the IVA suits, for the time being, there are none to display. I'm almost done with the Future style, and since I already know what I want to do with the Slim style (as in your image), time willing, it will be pretty close behind I hope. In the meantime, I will try to put a set of configs in the op (dropbox link) for those using Benjee10's stuff within the next day or two.
  15. Yea, it should be noted that this works only if you also have the plugin that comes with Benjee10's suits (link in top post if anyone is interested), as stock doesn't accomodate custom IVAs. I will get around to looking at IVA suits once the Future and Slim are done for everything that is currently in the suit pack, and what I will most likely do is have them as a separate pack with the aforementioned plugin as a dependency. "First of all: I LOVE YOUR PACKS!" - Also, thank you very much!
  16. There might be under the hood things going on that I don't know about, or possible ways to improve some things that I also don't know about, but I can also attest to 'so far, so good' as far as compatibility goes with 1.12.2. Been playing a 1.12.2 career with many in-game years played, and a bunch of Kerbals in different parts of the solar system for a large portion of that time. No issues and no weirdness in the LS calculations to report. TL/DR - If this gets updated, great, and much appreciated. If not, mod still works, great, and much appreciated.
  17. And this mod isn't stock because.......? Thanks LGG for picking this one up too.
  18. Yea, I'm aware of the flag thing. It's not just the German flag either, the issue is that if I don't use the state flag (or something similar) for the ones that include coats of arms, like Netherlands, Poland, and others, then it ends up just being all German and no kerbal. I can't promise anything anytime soon, partly because I'm busy with finishing the rest of the Future suits. I'll keep it in mind, though, as ideas often pop into my head when I go to buy milk. Glad you like the things though!
  19. Kerbalized Suits Version 0.8 Cleaned up some bad painting on one or two textures. Added some and improved (hopefully) normal maps.
  20. Making sure you have 'Personalize Suits' switched off in Texture Replacer: Close out of KSP Open your .../Kerbal Space Program/saves/mysavegame/persistent.sfs - (notepad++ or some such is great for this) search for: 'hero = True' Set it (and all other 'hero = True) to 'False' (the CaPiTaLiZaTiOn is important) save restart KSP 'Should' work.
  21. It usually happens to me on the second time I see the Kerbal - Either: Flight->Space Centre->Flight or Flight->Reload->Flight. If that makes sense. Before starting KSP, open your persistent.sfs search for: 'hero = True' Set it (and all others that = True) to 'False' (the CaPiTaLiZaTiOn is important) I 'think' this has solved the issue for me on this one particular save. Because I have so many mods installed and am too lazy to move files around, I also did this in the persistent.sfs: search 'name = TRScenario' and look at the Kerbals in the list - you should see something like 'Jebediah Kerman = TR/Jebhead.m TR/Jebsuit'. Change 'TR/suit' to 'GENERIC' (this will change the suit assigned by TR) So... it could be one or both, but I suspect it's the 'hero = True' that is the issue. You also need to have 'Personalize Suits' turned off in TR window.
  22. Best place to ask this is in the texture replacer thread. For workarounds, what has worked for me has been to either: Stop using Texture Replacer - but then lots of other things stop working, so not the best soluton Only use the default suits on the original four Kerbals Fire the original four at the start of a new game. Hire four new Kerbals and forget Jeb, Val, Bill and Bob exist. Also this, yes
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