notquitehalf

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About notquitehalf

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  1. @Messy Recipe Wrote this: // Turn off flag decals by default // Author: Messy Recipe @PART[*]:HAS[@MODULE[FlagDecal]]:FINAL { @MODULE[FlagDecal] { %flagDisplayed = false } } There are a heap of other cool module manager patches in this thread:
  2. Was wondering about that. I haven't tested it, but perhaps the models don't need to be defined in the MODEL nodes then? I feel that this shouldn't be the case. I think that the models that you want to have as variants all have to be defined in MODEL nodes. Will need to do some testing I think
  3. @Electrocutor Sure mate! PART { name = RCSTank1-2 //Will need to change this, or delete the original module = Part author = NovaSilisko //+Ven! node_stack_top = 0.0, 0.5, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.5, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = advFuelSystems entryCost = 7600 cost = 1800 category = FuelTank subcategory = 0 title = FL-R1 RCS Fuel Tank TEST manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = The next tier up from the 1.25m variant, this tank has six large RCS tanks capable of supplying your RCS needs for a very long time. attachRules = 1,0,1,1,0 mass = 0.4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2000 bulkheadProfiles = size2 tags = fueltank mono monopropellant propellant rescaleFactor = 1 RESOURCE { name = MonoPropellant amount = 750 maxAmount = 750 } MODULE { name = ModulePartVariants baseVariant = VSR VARIANT { name = GrayAndWhite displayName = Gray and White themeName = GrayAndWhite primaryColor = #ffffff secondaryColor = #adadad TEXTURE { mainTextureURL = Squad/Parts/FuelTank/RCSFuelTankR1/RCSFuelTankR1_01 _BumpMap = Squad/Parts/FuelTank/RCSFuelTankR1/RCSFuelTankR1_N } GAMEOBJECTS { VenStockRevamp/Squad/Parts/Propulsion/RCSTankR1(Clone) = false Squad/Parts/FuelTank/RCSFuelTankR1/RCSFuelTankR1_01(Clone) = true } } VARIANT { name = YellowAndWhite displayName = Yellow and White themeName = YellowAndWhite primaryColor = #ffdd00 secondaryColor = #ffffff TEXTURE { mainTextureURL = Squad/Parts/FuelTank/RCSFuelTankR1/RCSFuelTankR1_02 _BumpMap = Squad/Parts/FuelTank/RCSFuelTankR1/RCSFuelTankR1_N } GAMEOBJECTS { VenStockRevamp/Squad/Parts/Propulsion/RCSTankR1(Clone) = false Squad/Parts/FuelTank/RCSFuelTankR1/RCSFuelTankR1_01(Clone) = true } } VARIANT { name = VSR displayName = Ven Stock Revamp primaryColor = #ffffff //Colours need to be changed, or... secondaryColor = #adadad themeName = VenStockRevamp //...set them in a theme? GAMEOBJECTS { VenStockRevamp/Squad/Parts/Propulsion/RCSTankR1(Clone) = true Squad/Parts/FuelTank/RCSFuelTankR1/RCSFuelTankR1_01(Clone) = false } TEXTURE { mainTextureURL = VenStockRevamp/Squad/Parts/Propulsion/RCSTanks_CLR _BumpMap = VenStockRevamp/Squad/Parts/Propulsion/RCSTanks_NRM } } } MODEL { model = VenStockRevamp/Squad/Parts/Propulsion/RCSTankR1 scale = 1.02,1.06,1.02 } MODEL { model = Squad/Parts/FuelTank/RCSFuelTankR1/RCSFuelTankR1_01 scale = 1.0,1.0,1.0 } } So yeah, note that this can't be used as a patch though MM
  4. Yeah, I can confirm what you wrote works. Surprising that using a path does the trick, and thanks for figuring that out!
  5. Hey, I've been messing with trying to integrate parts of VSR with stock variant switch. A problem I was experiencing is that white space characters are not registered in the config, which is why hiding some submeshes won't work without modifying the model's hierarchy. I just tried hiding the parent (In this case DebugStuff called it RCSTankR1(Clone)), but the parenthesis were ignored by whatever is parsing the config files, as the Module Manager cache only shows what I wrote before the first bracket. I'll admit I'm no expert in this, so is there something that I'm doing wrong?
  6. Hey @VITAS not sure if this is something to be concerned about, but there's a new mod on the front page of spacedock that looks like someone uploaded the KSP DLC. Just don't want you to get in any trouble
  7. Nice stuff NESD, those parts look awesome
  8. @ThirdOfSeven Thanks for having at it- it ain't dirty if it works I'll give it a go when I'm not so busy
  9. Hi @linuxgurugamer, thanks for keeping this mod up to date! I'm currently having the same problem that was reported a month or so back by @Beeso3 KSP: 1.2.0.1586 MacOSX 64bit Problem: Certain cameras that require shaders only show as a black screen when switched to; other cameras operate as normal Mods installed: Hullcam VDS Continued 0.1.2.2 Module Manager 2.7.2 Reproduction steps: Using a NavCam, BoosterCam, Kazzelblad 500 or NightvisionCam in the flight scene Log: https://www.dropbox.com/s/sobitg69hpflt8c/Player.log.zip?dl=0 I understand that it is more likely a problem with me running the game on Mac, so I'm not expecting you to just simply resolve it. Thank you for all of your mod work man
  10. Just tried 0.0256+SVE on Mac OSX. Looks great, runs smoothly! Thank you @blackrack and @Galileo for all of your work making this game look beautiful!
  11. Have you got SVE installed? The config for scatterer that comes with SVE overrides OPM-VO, and will remove the scatterer effect. I'm unsure about what would be causing clouds to disappear though.