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Posts posted by MacLuky
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This is great! Must install asap
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Ah this seems to work (partly)
// first create the part +PART[landerCabinSmall]:AFTER[Squad] { @name = MacLuky.LanderCanMk12 @title = Mk1 Lander Can Refurbished @manufacturer = MacLuky Space Solutions @description = After observing subway commuters during rush hour our lead engineer figured out how to add 2 more seats to the interior. @mass *= 1.02 @entryCost *= 1.2 @cost *= 1.2 @CrewCapacity = 3 @INTERNAL { @name = MacLuky.LanderCanMk12.Internal } } // then patch the model @PART[MacLuky.LanderCanMk12]:AFTER[MacLuky] { !mesh = DELETE MODEL { model = Squad/Parts/Command/mk1LanderCan/model texture = ksp_s_landerCan_diff, MacLuky_Dev/LanderCanMk12/ksp_s_landerCan_diff } }
However, the new texture is not showing up, probably due to Ven's stock revamp. I'll create a vanilla install to resume testing but at least the part now shows up.
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Hypothesis: creating and changing can't happen in the same pass. (But how to test)
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Just download and drop it in the GameData folder. Sorry for the late reply, I was on holiday
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It might be the panels. Not all are pivoting so could get obscured by the vessel.
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Ah, I had mistyped the name of the texture I was trying to replace:
texture = ksp_s_landerCan_diff, MacLuky_Dev/LanderCanMk12/ksp_s_landerCan_diff
but this leads to a new can of worms:
[LOG 12:15:15.075] PartLoader: Compiling Part 'Squad/Parts/Command/mk1LanderCan/mk1LanderCan/MacLuky.LanderCanMk12' [ERR 12:15:15.078] PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0 at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+<CompileParts>c__Iterator62.MoveNext () [0x00000] in <filename unknown>:0 [ERR 12:15:15.078] PartCompiler: Cannot compile part
This time the files _are_ present :-)
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10 hours ago, lordcirth said:
Kerbalism does stop warp on messages, but the stock game "winds down" warp rather than stopping instantly, so if the problem is sudden, they can still die. Out of curiosity, what type of warning/death was it?
co2 poisoning, I saw lightheaded for a second and then death. I believe KAC has some code that slows down in time. It seems to pause quite accurately, might be worth to take a look at. I'll be more careful in the future. Awesome mod btw. did some testing for my patches on 1.3 with TAC but switched back to Kerbalism as soon as they were confirmed to work,
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Hi,
I've wrestled through the many hints on texture replacements in this forum, but am still stuck. I hope you can help me. I tried:
+PART[landerCabinSmall] { @name = MacLuky.LanderCanMk12 @title = Mk1 Lander Can Refurbished @manufacturer = MacLuky Space Solutions description = After observing subway commuters during rush hour our lead engineer figured out how to add 2 more seats to the interior. @mass *= 1.02 @entryCost *= 1.2 @cost *= 1.2 @CrewCapacity = 3 !mesh = DELETE MODEL { model = Squad/Parts/Command/mk1LanderCan/model texture = ksp_s_landerCan_normal, MacLuky_Dev/LanderCanMk12/ksp_s_landerCan_normal } @INTERNAL { @name = MacLuky.LanderCanMk12.Internal } }
The new IVA shows up just fine, but I can't get the replaced texture to show up. The original texture is at Squad/Parts/Command/mk1LanderCan/ksp_s_LanderCan_normal.dds, the new one at MacLuky_Dev/LanderCanMk12/ksp_s_landerCan_normal.dss
What am I doing wrong? (KSP 1.2.2 MM 2.7.5 and KSP 1.3 MM 2.8.1 tested. Puzzled
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I just killed Jeb :-( using time warp. There was a warning message from Kerbalism, but before I could slow down he was gone :-(
It would be nice to set a "pause" flag on alerts as kerbal alarm clock does or did I do something wrong?
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Quickfix, change the resolution!
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Though they work at 1.3, I have an issue with the solar panels which do not recharge properly. Even when fully exposed it will be blocked by another body. I'll grab the latest build from GitHub and will try.
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Me too, but I think a mod is to blame. Added a lot of mods recently and can't pinpoint the culprit
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Hmm, on MacOS the JPG's are corrupted. Install is heavily modded so that could be it. Will try using png only.
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Yes I got that part :-) my early panels have no pivot, and time warp kills.
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How do the scrubbers work? I've had a couple of mission aborts due to co2 poisoning. I believe that once power goes down for a short period of time the scrubbers either don't recover or don't have the efficiency to diminish the build up. Jeb barely made it to spacelab2 where 3 modules had scrubbers and now it seems to improve. But his ship is a flying death trap
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No they show up, just not at the zoom level I like. Once I zoom in/out they disappear. I run at 1680x1080, Mac but maybe I can tweak the graphics settings or hook up my 30"
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3 hours ago, ShotgunNinja said:
There is no fading in/out based on distance from camera (that's why you can't find it in code). Instead, as all particles are rendered as 1pixel-wide points irregardless of distance from camera, what you are seeing is the particle density on screen getting below some threshold, at which point your visual cortex filter out the sparse white dots (that are still there). This is a minor issue with the method I've used to render these fields.
Ah that makes sense. So increase the resolution at which I play should help, or drawing bigger pixels ;-) thanks for the insight. Nice readably code btw.
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I am an idiot. I am using kerb size real solar system. That probably screws up the sizing, still worth fixing. I'd poke around the code myself but can't really pinpoint where scale is used.
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Ah, I was using the map view. There it shows only when I zoom out pretty far. I went over the code, but can't really find the cut off point, I guess I can use the map view too but I wanted to send a probe to map the field and position it in a belt.
Btw. totally in love with the mod. Adding support for it to my next spacecraft mod
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Taurus 1B launcher lifting an Amarok 2 capsule in orbit for IVA tests
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On 7/10/2017 at 8:13 PM, Mikki said:
Maybe change the general setting of your graphics, i think this is the mod limitation what you mention here...
To me its more than sufficiant...Could be, but here is what I meant http://imgur.com/a/M1ciJ
Ideally I'd like to analyse if my craft is in a belt or not
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[1.3.0] Kerbalism v1.2.9
in KSP1 Mod Releases
Posted
Ran into an issue where I was unable to leave the astronaut building and even a complete lockup of my persist file due to the renamer. Apparently I had a scenario running for a Kerman, but he got renamed to Galean. The mismatch caused the game to freak out.
Workaround: remove the renamer
Prevent: don't use old save files with new mods ;-)