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Everything posted by cineboxandrew
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Released version 0.1.1 Fixes: Fixed flag decal not adjusting to new texture sizes immediately. Fixed decal bounds being visible on launch. Fixed decal bounds being visible in the part icon.
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I’m not sure what you mean. Is the highlighting just always on? Does hovering over the part and moving the cursor away fix it? There’s not even any code to do the highlighting here it’s entirely a stock thing
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That’s intentional when the part is being hovered over. It’s so you can see the projection bounds
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Ah, I forgot the flag picker works with any size of image. I’ll push a fix soon. also, the decals only project onto the part they are attached to. I’m not sure if I should change that They aren’t different sizes, the two other parts just have different textures to choose from. All the decals are adjustable in size Text decals are something I would like to do, yes.
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I'll add a tutorial on making your own decals to the github wiki soon. In the meantime theres documentation on the module there, and you can look at the decal part configs. You can also just add textures to the flags folder and using the flag part I have no idea how the ESA parts in the next version will work, but I think they're just geometry with a texture on them
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Conformal Decals header screenshot by @Zorg, also featuring Bluedog Design Bureau About Conformal Decals adds a set of decal stickers to KSP, as well as providing a framework for creating your own decals which conform to the surface of the parts they are attached to. Instead of static geometry, they project the decal onto the parts they are attached to using a custom projector shader. The system is modular to allow for creating your own decal parts and packs. How it works How to make your own decals This version is the initial release of the mod, and there are many features planned to be added in the future Features CDL-F Flag Decal: Conformal flag decal, which uses either the mission flag or a flag of your choosing. CDL-T Custom Text Decal: A customizable text decal with a variety of fonts CDL-1 Generic Decal: A set of conformal generic decals for planes and rockets CDL-2 Semiotic Standard Decal: A set of conformal decals based on the Semiotic Standard for All Commercial Trans-Stellar Utility Lifter and Transport Spacecraft designed by Ron Cobb for the movie Alien CDL-3 Surface Base Decal: A set of conformal decals based on the symbols from the movie Moon (2009) designed by Gavin Rothery Dependencies Required: KSP (1.8.x to 1.12.x) B9 Part Switch (2.19.0). Bundled with release. ModuleManager (4.2.1). Bundled with release. Shabby (0.2.0 unofficial build). Bundled with release. HarmonyKSP (2.0.4.0). Bundled with release. Optional: Wild Blue Tools. For custom decals category in the VAB and SPH. Downloads Release: [GitHub] [SpaceDock] Source: [GitHub] [Mirror] Conformal Decals is also available on CKAN Credits Art and Plugin code: Andrew Cassidy (Cineboxandrew) Semiotic decal pack based on the work of Ron Cobb Munar decal pack based on the work of Gavin Rothery Installation Place the contents of the "GameData" folder into the GameData folder for your KSP install. Shabby, B9 Part Switch, and ModuleManager are required. Licensing Art assets and configuration files are licensed CC-BY-SA 4.0, as described in the LICENSE-ART.md file. You are free to share and adapt them as long as you provide credit to Andrew Cassidy and share them under the same license. Plugin code is distributed under the GPL v3, as described in the LICENSE-SOURCE.md file Any bundled mods are distributed under their own license: ModuleManager by blowfish and sarbian is distributed under a Creative Commons Sharealike license. More details, including source code, can be found here. B9PartSwitch by blowfish is distributed under the LGPL v3 license. Shabby by taniwha is distributed under the GPL v3 license.
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[1.12.3] Restock - Revamping KSP's art (Feb 25)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
They’ve been moved to the end of the list. You have to scroll to see them -
[1.12.3] Restock - Revamping KSP's art (Feb 25)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
Autoboost? I have no idea what you're talking about. Restock makes no config changes to the landing legs that should affect gameplay -
[1.12.3] Restock - Revamping KSP's art (Feb 25)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
I've opened an issue on the github about this, and I'm honestly at a loss how to fix this. I've spent the last several hours double and triple checking my mesh against the stock one without finding any differences that should affect gameplay. I did find that if my test vehicle exploded depended on how long after the flight scene loaded, so I think the stock wheel/leg module is just inherently unreliable, but the restock model appears to still be exploding more. If anyone can find a good way of fixing this, please let me know. -
[1.12.3] Restock - Revamping KSP's art (Feb 25)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
I'm unable to reproduce this bug, do you have more information? -
[1.12.3] Restock - Revamping KSP's art (Feb 25)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
can you recreate this in stock? -
Congrats on your new role in the Chinese Space Program! https://twitter.com/ShuttleAlmanac/status/1258984817284141056
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[1.12.3] Restock - Revamping KSP's art (Feb 25)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
The models from the previous version of restock for the 1.8 engines are still present in Restock 1.1.0, you just don't get the newer restock models since they have a different footprint -
[1.12.3] Restock - Revamping KSP's art (Feb 25)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
I'm not able to replicate this, can you give more specifics? is this in flight or in the VAB? which size boattail is it? and what length? -
[1.12.3] Restock - Revamping KSP's art (Feb 25)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
Are you running KSP 1.8? can you post your log? -
[1.12.3] Restock - Revamping KSP's art (Feb 25)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
Follow the instructions on the wiki to restore stock part models. -
What does "1E+09" mean? - Playing with a modded Stock part
cineboxandrew replied to Benie's topic in KSP1 Mods Discussions
I've only seen the 1e9 notation in programming context, mostly since the "^" operator is usually reserved for bitwise exclusive-or, not an exponent. so "1*10^9" would be 3, not 1,000,000,000 If you want to do this conversion easier without having to do the math, most calculators have an "exp" or "E" button that does this (shown here in pcalc in the lower left, I don't have easy access to windows but the windows calculator should have the same thing) -
Lost in Space expansion pack for KSP 2
cineboxandrew replied to GroupJW's topic in Prelaunch KSP2 Discussion
You didn't even watch the whole thing and yet you're still demanding tie-in content for a bad movie from 1998?- 77 replies
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KSP Loading preview Rockomax Conglomerate RE-15 "Skipper"
cineboxandrew replied to St4rdust's topic in KSP1 The Daily Kerbal
Who said anything about KSP 1 2.0? the next version is KSP 1.10 -
KSP Loading preview Rockomax Conglomerate RE-M3 "Mainsail"
cineboxandrew replied to St4rdust's topic in KSP1 The Daily Kerbal
I don't understand why the bell changes color between variants -
KSP Math for distance is off?
cineboxandrew replied to DoctorDavinci's topic in KSP1 C# Plugin Development Help and Support
No you don’t, you’re working in spherical coordinates not cartesian