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Stone Blue

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Everything posted by Stone Blue

  1. If you mean the ".0", I've noticed its KSP-AVC that seems to be parsing that out... I've seen it on other mods
  2. Dammit, Jim!! My 1st mis-post, messing up by ass-u-ming this was KSP *1* related... lol
  3. it *could* also be the culling masks on the lights/parts are incorrect? vOv
  4. @Linderoth For ASET Props & ASET Avionics, you want the ASET Consolidated versions. Those two packs do nothing by themselves. They are libraries of props, "items" that get placed into IVAs. RPM & MAS are the mods that make them "work", and "do things". (Both RPM & MAS do have their own smaller libraries of props included in them, as well as some basic, example IVAs) DE_IVA Extensions & MOARdV Plus, are finished IVAs. these are mods that are basically the "maps" or "container", of where people have placed all the props.
  5. hmm.. how did I miss this originally? @Fishfinger are you still around? I might be able to help with the issue.
  6. what HebaruSan said above... it ended up that Spanner decided to leave the community, IIRC, and basically we are left with:
  7. Hmm.. changelog is pretty thin... Why?.. whats the difference?
  8. Yes, you need to extract all the files. Even though some of the files in JSI Part Utilities are title "rasterpropmonitor", the only thing the files in PartUtilities and RPM have in common, is the shared /JSI/ folder. Otherwise ALL the files from the RPM mod, and the PartUtilities mod are exclusive to each mod, now. And yes, ERS and JSI PartUtilities work fine in 1.12.5
  9. Mae sure you have actually placed some of the camera parts on your craft. Then, it should just be a matter of hitting the "EXT CAM" or External Camera button(s) on the MFDs.
  10. For IVAs, *generally*, I see you want root object at 0,0,0 rotation. Then an empty child right below it, for the rotation. Try -90° on X, 180 on Y. You want it oriented in relation to the external, so the front points out the *bottom* of the exterior part (thats the -90 on X)... then rotate Y 180, which should spin it lengthwise, so the IVA is now upside down in relation to the exterior part. IIRC, this is also using X/*Z*/Y cood system.
  11. I havent used Linux in a few years... Tho i *did* use Blender with it at the time... I have no no idea
  12. Well, you never said what version of KSP you upgrading *from*... Also, that tree listing doesnt show a /GameData/ root folder..?? You also, for one thing, have an "/Extras" folder, for Restock... that would need to manually be adjusted for that stuff to end up somewhere in the actual "/Restock" folder, I believe vOv You also have an outdated (tho not very) ModuleManager version
  13. @Krazy1 yes, "SyncModuleControlSurface" is a module from Atmosphere Autopilot. IIRC, there *always* may have been a conflict when having AA *and* MJ installed at the same time? I cant remember, but I wouldnt be surprised.
  14. ...*OR*... some other mod, could have patched in MJ modules, or "cloned" a part using them
  15. What version of RPM and DE_IVA are you running? I would double check them, as I seem to remember this issue (or at least one regarding DE_IVA & ResearchBodies Telescope part), being fixed in a very recent update of either RPM or DE_IVA. If after verifying you have the latest updates of all three mods (ResearchBodies included), you still have an issue, come bac and post links to your *full* KSP.log Instructions on how to do that, here:
  16. Hi! Welcome They were under an ARR license, if I remember, & the dev decided to leave the community, for whatever personal reasons, & took his mods with him. Forget they ever existed. End of story. Sorry if that sounds harsh, but thats the way it happens sometimes, and this has also been asked *many* times before.
  17. IMHO, KSP 1 does not need anything *new*. The ONLY thing I would want to see as an update, is **BUGFIXES**.... Let me say it again: **BUGFIXES** There is a *plethora* of bugs, many from wayyyyy back, & very old, and *moar* than enuff to keep the KSP1 Team busy, for as long as PD is willing to keep their lights on. If they *were* to put the $$ & effort into this, which I *highly* doubt at this point, IMHO, I would advise them to select the bugs they would consider fixing, and *before* they go and start doing their own thing to address them, i would behoove them to search for mods that have already addressed/worked-around/*fixed* said bugs, and poke those mods' solutions, & incorporate said solutions. And, no, I am not talking about just *copy/pasting* said solutions. That would raise a *WHOLE* slew of copyright/licensing issues. However, in many cases, there *are* only so many ways to code things. Anyway, this is all a moot point, as I said, it's soooooo highly unlikely that PD will invest the $$ into *any* moar work on KSP1, unless theres a way to do it, that *they think*, will sell moar copies of **KSP 2**. (ie, the last 1.12.5 update, with adding the Launcher & Mun Arch & all the fluff, that was *pure* marketing, solely targeted to selling moar copies of KSP 2)
  18. Excellent!... i didnt want to discourage you And if you find out about things that *do* or do *not* work with any of the kOS MFDs/Terminals, pleeze!, document & let me know.. either here, or post an Issue on the Github repo. It could help us all figure out what is/is not working, and why Also, in case you do Discord, kOS Team has a pretty helpful/knowledgable Discord server
  19. uhh.. *possibly*... In some recent investigations into *other* stuff, it appears there might be some issues with the kOSTerminal even fully working. I already have several other "irons in the fire", so I dont know how much/when I can help with this prop, if there *really* are issues with it. On a side note, i just found at least a couple of older mods, that seem to be doing, or close to doing, what you are talking about, with having an interactive kOS autopilot... i dont kknow if you kknow of them, so: EDIT: just saw *your* edit while I was posting.. lol yeah.. thats part of what I was talking about... there are seperate PAGE definition files that go along with the kOS Terminal and the kOS MFDs... There may be some ModuleManager patching issues, that may be affecting whether the MFDs work or not... also, as I noted before, if you're trying to use the *big* kOSTerminal, that has a full alpha-numeric kkeyboard on it, I guess most of the 85 keys/buttons on it arent hooked up for use, so do nothing when clicked? vOv from what I understand without poking it closer, I gather neither RPM nor MAS, have *their* code finished to fully utilize the prop vOv, so it would be on the RPM & MAS devs to take care of that part of it.
  20. Thanx for the logs... they verified what I've been hunting for all day, today... And good news... I found the issue and fixed it. Its a missing MASFlightComputer patch in a Reviva patch. I'll get a PR submitted, but it it will be up to @610yesnolovely to eventually get it out in a release EDIT: so I've been informed by a very smart mod dev , that my fix *only* fixes everything, if Reviva is installed... It seems its all still broken, if that mod is *not* installed... But... he clued me in, how to fix *that*... it also requires a patch fix in MAS itself... so I will submit a PR there, too.
  21. @Hippodingo Wow... very kewl! Ahh.. for kOS interaction, you might want to try the kOSTerminal MFD: I'm not sure if the keyboard keys work or not tho Funnily, that prop was one of the first new Issues logged on the github repo but if you want to add comments there, I'm sure JonnyOThan & MOARdV would lie to hear them https://github.com/StoneBlue/ASET-Consolidated-Props/issues/3 There is also this old mod, which I believe still works.
  22. Thats your *Player.log* ... i need *KSP.log* its in the main KSP folder
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