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Stone Blue

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Posts posted by Stone Blue

  1. @JTheDocPretty sure the issue is that only a very few of the OPT cockpits have IVAs made. IIRC, none of the crew or other parts (which would be attached to any cocpits that have iVAs,... actually *have* IVAs.
    The OPT parts that DO have IVAs, are kind of a hot mess, anyway.

  2. 11 hours ago, Brainpop14 said:

    Hope the downloads will be ready soon

    Yeahhh... Its a bit complicated optimizing the ALCOR pod model, and I was running into issues with FreeIVA support, so I've been waiting for JonnyOThan to get to a moar complete state on FreeIVA, as well as his changes to ASET Props, and possibly other stuff.

    With Summer here, my KSP time is also severly limited, so there's that too...

  3. On 5/20/2023 at 8:35 PM, MAFman said:

    Where are the attachable camera parts that the external camera menu alludes to?

    RPM has two external camera parts included, so you dont *need* other mods specifically for camera parts.
    Theyre located here, and they re-use a stock RCS model & Ant/Spider engine, respectively (so you now what they look lie in the Editor):
    GameData\JSI\RasterPropMonitor\Library\Parts\ExternalCameraPart\

  4. oh!.. not related, but you cant have the stock seat meshes included *in* your model... its against licensing to redistribute them.

    It is possible to add a second MODEL{} to your cfg, referencing the URL for the stock seat model, and defining a Loc/Rot/Scale placement, or offset, which would let you place them where you want, in relation to your cockpit model.

  5. Yeah.. on second look, I see NESD's cockpit, is *not* treated as an IVA... they just made their own seat mesh as part of the Part model...

    Well your *orientation* is correct on the kerbal, so it prolly isnt a Blender-to-KSP issue (Blender has a differnt base orientation than Unity/KSP, (Google left-handed vs Right-handed).

    But yeah, it *does* look lie your origin in Blender is the cause... I mean, that seems to be where Kerbal is spawning. Are *both* Kerbals spawning righ there, on top of each other? if so, you most likely need to chec the origins on the seats & spawn transforms

    Also, (i dont think its currently your main issue), but you mentioned the kerbal transform is at their butt... IIRC, its actually down below their feet? I think..

  6. Ahh.. I think its because you are trying to use the external seat parts, in essentially, what would be an IVA. Parts and IVAs have *very* differnt MODULE{}s available to them, which dont crossover, as well as completely different base rotation/orientations.

    In your case, I think you would be better off looking at @NESD's Mk1 Open Cockpit mod/models, and see how they did the whole "open cockpit" thing ;)

    You should be able to either make your own seat models, or, since I believe the whole thing is an IVA, use existing seat props, from another mod, like ASET Consolidated Props Pack, or another props pack. You could also poke around other IVA mods, and see if they have their own unique seat props, which you could contact the devs of, and if license permits, ask if you can re-use/include *their* seats in your mod ;)

  7. 3 hours ago, Buzz313th said:

    Hey Stone,

    Was curious if would be possible to have an option in the IVA's that remove the scansat dependency to see a map on the MFD's?  I am right in the middle of a save that I started using only the stock kerbnet maps and would prefer to get the full functionality out of your MFD's without having to start using scansat.

    Thanx for the post & suggestion... yeah, it does seem a little odd Kerbnet isnt already supported, but that would be an RPM/MAS thing.
    And IIRC, RPM was in a long hiatus period, while MOARdV was switching over to developing MAS, and that may have been during the time stoc Kerbnet got added, so maybe support just never got considered vOv

    I *have* asked JonnyOThan (current RPM dev), about it... I'll post back with his thoughts on whether its something he wants to look into adding or not.

  8. SO, just an update...
    I'm coming close to haveing the ALCOR pod model optimized. Hopefully should have a new update released soon.

    I've been considering merging the ALCOR IVA stuff, into the same release with the Pod itself. Currently, you have to install the Pod and the IVA as two *seperate* mods.

    The IVA stuff is pretty insignificant size-wise, so it wouldnt dramatically affect the size of your /GameData folder.

    I *do*, however, have to look at the performance cost of having the IVA installed, versus just having the Pod without the IVA.
    Wondering if there is a significant user-base, who uses the Pod *without* the IVA.
    (I cant imagine doing that, as the IVA is IMHO the *best* part of the ALCOR. :P )

    If there is a significant performance cost to having the IVA installed vs NOT, I may hold off on merging the two, until after I optimize the IVA.
    I know JonnyOThan recently did a nice performance optimization on RPM in a recent update, so that should help a lot. I wish i could say the same for MAS, as I was hoping to eventually mae a MAS-only version of the ALCOR IVA, but it looks like MOARdV has announced to put MAS on hiatus, so performance optimization for it is not likely to come Soon :(

    If I decide not to merge both mods *now*, with only the Pod update, I will definately be looking to do it after I optimize the IVA.


    So I *am* leaning toward merging the two into one mod.. just a matter of if i should do it NOW, or later.

    Looking for input from users on the decision, and to see if there's reasons *NOT* to merge them, which i havent thought of or considered.
    I've added a poll at the top of the topic.
    Looking forward to user input ;)

  9. 1 hour ago, JeromeHeretic said:

    Thx for answer, but it didn't help.  I also tried NEEDS, but nothing happens.  Any other idea?

    Not a fix, but moar a "workaround", for in the meantime:

    Try removing the /FlightSystems folder from /MOARdV... its basically a "sub-mod", that is just MAS-only IVAs... or if you *do* use some of the other ivas in that folder, just remove the Mk1-3 cfg, or renmame the file extension so it doesnt load.

  10. 7 hours ago, Astra Infinitum said:

    Anyone know where i can get the stock textures for the buildings like <snip>  uses on these buildings?

    Yeah, they are loaded from the stock assetbundles in the /KSP_x64_Data in the main KSP folder. Unfortunately, they arent as easy to access as textures in /GameData.

    You have to find a way open them, and if you were to use them on your models, you would have to unpck them, so you could UV unwrap your models to them.
    Just know that in the end, it it is against the KSP license to include the actual textures or any part of them, in any form, *publicly*.

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