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Astronants

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  1. I'm gonna be completely honest here, there's none. Decalc'o'mania was my first ever project, made the old fashioned way, back when every decal mod had to use their own parts with fixed geometry. I had plans to make the mod use procedural generation but it would have been too finicky. The idea came out of a need for a more user friendly way to load custom decals without editing a cfg file, back then I didn't know of any mod that would just load a bunch of textures for you to easily access in the editor. But for personal reasons, along with conformal decals being released I stopped working on it. I recently found out people had still been trying to use it and felt bad about the state I had left it, so that's why I still released an update after all these years. Now if there was a need for this being compatible with other people's work, I could consider making the plugin work with B9PartSwitch instead or even a standalone module. But I doubt there's any need for that. But I'm truly grateful it still gets people's interest.
  2. I managed to find some time to work on a mod update that aims to fix those issues. There should now be no need to restart the game multiple times or touch any of ModuleManager's files. https://github.com/Astronants/Decalc-o-Mania/releases/tag/2.1.0
  3. Update on cache mishaps I decided to take a deeper look. Turns out that ModuleManager's cache can conflict with Decalc'o'mania. If the plugin writes the patch between the time MM checks the files and the time MM writes its cache, MM may save the wrong config / hash combination? This makes KSP loading the correct version unreliable. (I haven't checked MM's source code so this may not be completely accurate, but that's the behaviour I've witnessed) I'm looking into making Decalc'o'mania more reliable but in the mean time, in addition to deleting Decalc'o'mania 's cache file, I recommend deleting "ModuleManager.ConfigCache" and "ModuleManager.ConfigSHA" files.
  4. Wow I just found out people have been trying to use this after all these years. I'm so sorry for not posting an update / being dead, a lot was happening in life back then and i kinda forgot about this account. Just found all my ksp stuff while going through my old computer! If anyone is still trying to make this mod work, I quickly went through my old code and found the possible culprit. So for some reasons I had decided to use some sort of cache file which would prevent the patch from ever being written if working incorrectly. This may have been what broke everything. If you're still encountering issues, try to delete the 'decalco.cache' file. If it's still not working: renaming , adding or deleting a png file should force the plugin to rewrite both patch and cache file. (see @CollectingSP's comment) If the patch is successfully written, a popup should appear prompting you to close the game and restart it. For the more tech savvy people out there, compiling your own version of the mod while getting rid the whole 'InstallCheck.cs' file, and putting the compiled .dll directly into the GameData directory might fix the issue with ModuleManager firing before Decalc'o'mania, removing the need to start the game twice. Heya, the only limit is how long you're wiling to wait for the game to load . If i'm not mistaken any size should work. I seem to remember files of similar aspect ratios look about the same, some might be stretched. You can find two files in 'Textures/templates' to help you As an additional note, textures are sorted in two categories depending on their aspect ratio. A longer height-to-width will apply them to the 'long' decals, a 1:1 ratio is considered wide. I hope this was useful, thank you all for being in this albeit small part of my life!
  5. Decalc'o'mania v2.0.2 is live! Changelog - Fixed bug with the patch not being written correctly - Known bug: due to ModuleManager running before Decalc'o'mania, you have to start the game twice to apply the changes to the textures. Download it here!
  6. Thanks you all three for reporting this issue. I'm working on it to release a patch asap. I've already identified the problem so hopefully it will not take too long. Edit: I released a new update to fix this bug. But the problem is that ModuleManager now runs before Decalc'o'mania, leading to the patch being wrote after mm passed. One workaround is (as I've done for this release) to restart the game almost instantly so the patch is already there when mm is looking for configs. I'm working on some way to either write the patch before ModuleManager starts or get rid of the dependency. But both solutions are going to take me some time if I don't want to break everything again.
  7. Since Decalc'o'mania 1.2.0, you only have to add your image file (only PNG files are supported currently) in `GameData/Decalc'o'mania/Textures` and it will automatically be added as a part variant for the customizable decals. You can also create a subfolder and add your image in it (ex: `GameData/Decalc'o'mania/Textures/MyCoolFlags/example.png`), but not inside "templates" and "agencies" subfolders, these two are ignored by the mod.
  8. Renamed a kerbal with the "rename vessel" feature... Now KSP thinks Heunon Kerman is a base
  9. New SafeBrakes Update (1.1.5), NullRefs on update should be fixed. Changelog - poll results: toggle the brakes with modkey + brakes [63%] - updated InstallCheck and ModuleManager - various bug fixes and improvements Download it on Github or Spacedock.
  10. Decalc'o'mania v2.0.1 is live! Changelog - Fixed bug with the patch file not being deleted at the end of the loading - Updated InstallCheck and ModuleManager Download it here!
  11. Hi, thanks for reporting the issue, I'll take a look at it and make an update asap. I'll also take a look at your original thread, some context could help me a lot in recreating and fixing it.
  12. Decalc'o'mania v2.0.0 is live! Changelog - Modified file layout, delete the old version before updating the mod! - Recompiled for KSP 1.8.x - Improved en-us parts names and descriptions - Added more sizes - Added installation checking Download it here!
  13. I opened an issue on Github including a link to a poll in which you guys can vote for how you want to toggle the brakes: https://github.com/Astronants/SafeBrakes/issues/2 I'll also include a link to the poll in the next update. If it doesn't get enough votes btw I'll leave things as they are.
  14. That sounds interesting, I'll do it for the next update.
  15. Currently you can lock the brakes with alt+b. But I'm not against the idea of switching from alt+b to double tap if people are interested. The ABS rate slider allows you to change the time between two cycles of the anti-lock system (one cycle = one deactivation and reactivation of the brakes). It goes from 0.1s to 1s, quicker rate means safer landing but longer distance to stop, lower rate means shorter distance but can cause you craft to drift on the runway.
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