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COL.R.Neville

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Everything posted by COL.R.Neville

  1. yeah ive got the zero mini mod installed now. thanks for fixing the links appreciate it.
  2. okay but you have ksp avc and mini avc right? 2 distinct elements and from what ksp avc writes in the logs it appears to be tracking them separately but it looks like somehow a mini avc version value is being put in the ksp avc column. maybe thats why im getting the popup for ksp avc being out of date when it isnt and if i dont have any mini avc's in gamedata just squad and ksp avc installed everything seems to work fine. kinda sounds like what going on right? because the popup will give you a separate entry for mini avc being out of date as well as ksp avc being out of date. but i could be wrong wouldnt be the first time hehe.
  3. so this is a copy to clipboard from the screen in the upper left where it looks like 2 versions of 1303 and one version of 1202 of the dll are running but when i search thru my files i only see the one in ksp avc. the rest are all mini avc's. im working on getting you the full logs. and ill send you a download link. also if you just run ksp-avc and the two squad files everything seems to work fine.
  4. in the ksp avc popup window showing the current and available versions. it reports my current version as 1.2 .0.2 and this is my version file { "NAME": "KSP-AVC Plugin", "URL": "http://ksp.spacetux.net/avc/KSP-AVC", "DOWNLOAD": "https://github.com/linuxgurugamer/KSPAddonVersionChecker/releases", "GITHUB": { "USERNAME": "linuxgurugamer", "REPOSITORY": "KSPAddonVersionChecker" }, "VERSION": { "MAJOR": 1, "MINOR": 3, "PATCH": 0, "BUILD": 3 }, "KSP_VERSION": { "MAJOR": 1, "MINOR": 6, "PATCH": 1 }, "KSP_VERSION_MIN": { "MAJOR": 1, "MINOR": 5, "PATCH": 1 } } that is what is in the logs. yeah the same guy owns all of the mods not making separate posts all over the place. ksp avc is reporting the wrong version for itself as well as other mods and going to the wrong places when i use the ksp avc download button. seems to be a trend, common thread here.
  5. so got the notice via ksp avc that a new versions of engine light relit, ksp avc, pebkac was out but.... the kspavc download link for engine light relit went to the old engine light on spacedock. ksp avc keeps reporting that my current ksp avc build is 1.2 something instead of the 1.303 that is in the version file also the pebkac spacedock download link in ksp avc goes to a dead link. i really hate these posts cuz you should be sainted for keeping all these mods going over the years so just letting you know whats going on.
  6. im running restock and restock sorta nukes the large crew cabin and the hitchhiker based labs. I see where you were trying to whitelist the parts for that but its still coming out blank. so if you cant beat'em join'em. so i created this mm script to make the large crewed lab six place. the original script which was from some other mod just added in four seats for this you needed to remove all the modules and then recreate them. pretty sure you can throw these in a mm script that fires when restock is being used. I can do some MM stuff but I aint that great at it. Maybe this helps. so that creates the IVA for this which is the BSLcrewCabinScience.cfg i added in the color changer stuff to fix the lights etc... and this one is for the cc1 lab the one based off of the hitchiker can. BSLMPL-MK1-1-CC-1.cfg also noticed where the originals were using both the mesh and the model. i dont know about that for certain but ive only used one or the other. so i think i got everything that i changed or added in bold italics.
  7. for textures ive always just used dds4ksp. you just have to be careful with the png's since you can wipe out all your toolbar icons if you arent careful. another thing is I'm not really a blender guy but ive found that the list of textures a model is looking for is at the bottom of the .mu files. Seems like lots of people seem firespitter averse i like it kinda easy to work with and since its all over usi i figure its one thing that will be kept up to date. But i am just usually switching textures and thats it. If you are trying to switch models and textures I can see using b9 instead. like for this i would strip out all the scan sat stuff, kis/kas stuff. get the command pod itself sorted. then take everything back to 143 create a craft and reattach any kis/kas stuff you want on it and weld it. just be careful with the back hatch. then bring the welded definition back to 170. sorta like doing a frame off restoration. thats usually what i do with stuff like this.
  8. yeah use node helper to point it anyway you want.
  9. heres what i use for the labs. when i need to adjust things up or down i just change this mm patch and it changes all the labs.
  10. nice job man this looks good. need more stuff for running supplies and people to bases and stations. if these are just a lil wider than existing mk2 and mk3 there are a ton of existing IVA's that would probably work.
  11. was going thru all my agents.cfg files to make sure they all had titles and found this AGENT { name = Silisko Industries name = Silisko Industries so thought id let you know.
  12. pretty sure Version 3.8.2.4 was the latest version but avc is saying there is a 3.8.3.4.
  13. trying to get my rt reflections going on the visors again they had been working fine. long story short it only seems to work with d3d. everything worked before with glcore. i usually dont use d3d11 because it leaves horrible ghosting on my monitor. so if anyone is having problems just trying using the -force-d3d11 switch. also the seeing the eva parachute thru the eva kerbal head suit helmet doesnt happen on d3d12 and rt reflections work as well.
  14. @PART[kerbalEVA*] { %MODULE[ModuleDataTransmitter] { %antennaType = DIRECT %packetInterval = 0.2 %packetSize = 1.35 %packetResourceCost = 0.375 %requiredResource = ElectricCharge %antennaPower = 35000 %optimumRange = 5000 %packetFloor = 0.1 %packetCeiling = 5 } } eva kerbals are the same thing as a ship above is a cfg for adding a xmitter to them. the above works prior to breaking ground. if you have breaking ground installed use the universal storage II EVAx backpack.
  15. okay thanks man i appreciate it. i would think being in the alias id should id it as an alias hehe. but good to know that you have to use aliaswhatever for it to work. except that for some reason the evatweaker module doesnt seem to be working anymore. well at least in the context of attaching items to a evakerbal. im trying to get all my kerbalhacks omni tools and holo visor etc working again. equippable slots. MODULE { name = ModuleKISItemAttachTool shortcutKeyAction = equip equipable = true stackable = true equipSlot = rightHand equipBoneName = aliasRightPalm equipPos = (-0.15,0.022,0.01) equipDir = (0,90,15) toolPartAttach = true toolStaticAttach = false toolPartStack = true attachPartSndPath = KIS/Sounds/attachScrewdriver detachPartSndPath = KIS/Sounds/detachScrewdriver allowPartAttach = Disabled } so ive found rightHand so far im guessing there is a leftHand too but.... hehe I need stuff like lefteye righteye or is it eyeballLeft etc.... this is the old evatweaker which used to work but doesnt anymore. MODULE { name = ModuleKISItemEvaTweaker shortcutKeyAction = equip equipable = true equipSlot = leftHandWrist equipMeshName = body01 equipBoneName = bn_l_elbow_b01 equipPos = (-0.15,0.022,0.01) equipDir = (0,90,15) } so the above no longer works but this seems to MODULE { name = ModuleKISItemAttachTool shortcutKeyAction = equip equipable = true stackable = true equipSlot = rightHand equipBoneName = aliasRightPalm equipPos = (-0.15,0.022,0.01) equipDir = (0,270,15) toolPartAttach = true toolStaticAttach = false toolPartStack = true attachPartSndPath = KIS/Sounds/attachScrewdriver detachPartSndPath = KIS/Sounds/detachScrewdriver allowPartAttach = Disabled }
  16. have you tried using the -force-glcore instead of opengl. that has fixed alot of problems for me before.
  17. so on the equip aliases do you have to have aliashead or can you just use Head. alias = aliasHead,**/bn_upperJaw01 alias = leftHandWrist,**/bn_1_elbow_b01 and is there a list of equippable slots and kerbal bones anywhere? and did this module ModuleKISItemEvaTweaker get replaced by this module ModuleKISItemAttachTool ?
  18. okay i forgot about the dll assembly name. but thats only one. i get two for the dll filename and folder name. so there hehe.
  19. need to just use the commorant aeronology folders from both the shuttle lifting body and ca mk3 block II zip files. there isnt a gamedata folder in either of those so its kinda easy to lose track of the zip folder and the actual mod folders. so what you should wind up with is gamedata/commorant aeronology after adding both of the zip file contents.
  20. pretty sure this is no longer Engine Light from a module manager perpspective i think need to search for [EngineLight] and replace all in gamedata *.cfg to [EngineLightRelit] right?
  21. okay thanks I think im headed in the right direction now. ill test out the -force-glcore instead of the opengl. yeah i wish there was more in the logs about which material was causing that error but thats all there is. but i did find a misspelling in a path for a texture so that what was probably causing that one. ill see here in an hour or so after it finishes loading hehe.
  22. i double checked all my switchology and have reflections set to every frame in the ksp settings and in texture replacer the realtime visor and parts is checked. so I restarted and used the -force-d3d11 switch and its working in both the editor and flight scene but not in opengl. the switch is -force-opengl right? or is it -force-glcore? its not doing the effects in the flight scene when i use the -force-opengl. im also getting this [ERR 15:40:01.365] Material doesn't have a texture property '_BumpMap' but im pretty sure this one is on me being an idiot hehe. probably misspelling something. thanks for the help by the way. kinda new at this part but enjoying how much better everything looks.
  23. is there something simple that would cause the effects to show up in the editor but not in the flight scene?
  24. thanks man as usual we let you know where something might taking a wrong turn, which is not very often either, and you get it fixed.
  25. okay man you were right. i finally got a chance to mess with the latest and you can keep the old rd 586 hehe. wound up with 4 new favorite motors for one old one so pretty good deal. like the carbon edition alcor pods too. thats the way they used to be long time ago right?
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