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Stone Blue

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Everything posted by Stone Blue

  1. I see you are new to the forums... Welcome However, if you actually read the last page of the thread you posted, you will have your answer Also, if you hover your cursor over a forum user's name, a small popup box appears, and will show the last time they logged into the forums... I can assure you with great certainty that Nertea has most CERTAINLY been around A LOT recently...
  2. Hmmm... @Balto-the-Wolf-Dog Have you seen Eskandare's Thermonuclear Turbines ? Seems these might fit well with Prakasa... AND you shouldnt have to do much work... Just make sure they fit your parts, and/or maybe make custom .cfgs if needed?... Then maybe add them as a Recommended Mod... ???
  3. @Felbourn Hmmm... I'm pretty sure it was atleast two of them... Once I got the hang of using this, it was awesome... I'm not home right now, I'll check it later to give detail on what its doing...
  4. I know... While the BobCat stuff was top notch, and official development has stopped, these should be let go, ESPECIALLY, since there are so many more newer, equivalent replacements
  5. Nice!.... Thanx... I'm releasing a small parts mod that these will complement nicely... I even added more nodes, specifically to work with these parts...
  6. Well, that "someone", should only be either BigNose or MOARdV, at this point...
  7. This has been requested COUNTLESS times over the past few years... I would also like to see it implemented, but if Squad hasnt done it yet, I wouldnt hold my breath for it... In the meantime, Malah has a very simple plugin that does just this. It hasnt been updated for 1.1.2 yet, but keep an eye on it, there will probably be one soon: Its the one called QuickExit:
  8. I've read that you cant, becuase the alternator module needs to be tied to an engine module? What I want to do is add electrical generation via alternator or generator, to an engine MOUNT (not an engine itself)... AND have it only produce while the attached engine(s) is actively producing thrust.... So if no n the alternator, then my question with the generator would be, how to have it only produce during engine thrust? Yes, maybe, no? Thanx!
  9. I've been wanting to try my hand at this mod for a VERY long time... Right now, I'm putting something together with ZZZ's parts, but I was thinking I would try some stuff with the UDKLD parts, afterward.... I have some ideas on possibly expanding the part catalog, if I can get my modelling skills up to it...
  10. So I just started using this a couple hours ago.... Seems to work great...EXCEPT: is there any way to isolate the GUI so its NOT click-thru?... I'm editing large parts, with 8 nodes, and I gotta get in kinda close... The parts pretty much fill my screen, and I keep screwing everything up because I go to click a button on the GUI, and it grabs the tank my part is attached too, and messes everything up... Quite frustrating... But other than that, this tool is SWEET!!... I have tons of old parts to fix, and I cant wait to get them done using this...
  11. Ok... Interestingly, i just grabbed Blender 2.77a, after uninstalling 2.76 a few months ago... Got it installed, and went to add the Tool... Came here to look for info on why I cant load it, and found Ghosty's posts @taniwha I am having the SAME EXACT issues as @Ghosty141... I had the old tool working in 2.76, so while I'm a noob, I also am pretty sure I am trying to install this correctly... Also, interestingly, I WAS able to add the old tool by "Install from file" using ITS .zip... It properly showed up on my first try... The NEW Tool, however... ??? \o/ Oh, and not sure if it matters, but since Ghosty mentioned it, I also have Python 3.5.1 installed EDIT: So I tried adding both vers of the Tool via .zip, using "Install from file"... BOTH folders/files get extracted properly to the C:\Users\*****\AppData\Roaming\Blender Foundation\Blender\2.77\scripts\addons location... Again, ONLY the older version shows up to be enabled, though... I've also tried installing (copying it) straight to the C:\Program Files\Blender Foundation\Blender\2.77\scripts\addons location, and same thing... EDIT 2: POSSIBLE FIX: Interesting, after removing ALL traces of BOTH versions of the tool, then renaming the folder of the NEW version (io_object_mu-1.0.0), using the OLD version folder name (io_object_mu-master), it now shows up... ??? Maybe Blender ignores folders with "periods" in folder names... ???
  12. @FreeThinker I came to the thread to find info on this same thing, and luckily found this post... Its funny, because I had already grabbed the patches from FTP to reverse engineer... However, am I reading this correctly, that it checks for either the FS switch, or the IFS switch, then applies whichever plugin it finds is present? If thats the case, I'm assuming the above values are all for the IFS switch... So where would the FS switch values go?... I dont see them in any of the patches... I see where the B9PartSwitch nodes are, but nothing for FS?
  13. it might, if it ended up being the same structure as what it is in the .zip... If you double click on the .zip file for the Toolbar mod, it should open a window, and inside is the correct folder structure... Its the way Windows is setup... Most of the system folders (ie Windows, Program Files, Program Files (x86), ProgramData, AND Desktop) have limited permissions and access rights for users... This is to protect non-computer savvy users from accidentally messing up system files, as well as to help protect those files & folders from easily having viruses & malware written to them... So not having those permissions to fully read/write those files/folders, can interfere with KSP needing to read/write to all of ITS files & folders... Thats a basic problem with Windows: Microsoft expects everyone to save EVERYTHING on their computer in /Documents, /Pictures, /Music, /Video, & /Downloads... Problem with that is it doesnt leave much room for organization, and also, if Windows dies, to where it needs a reinstall, you lose EVERYTHING stored in those folders (the whole C:\, actually)... (And I have NEVER known a Windows install to be successfully repaired, at least without MUCH hassle... Easaier just to do fresh, clean reinstall...) Anyway, i digress... LOL
  14. Since @MOARdV has been kind enough to host an updated version of AviationLights during @BigNose's absence, I've officially added 1.1.x support to DeadSkins. Thank You, MOARdV, and BigNose
  15. Dont use the launcher... Its buggy... Plus its just basically "fluff"... A middle-man that just markets the KSP store & forum... Just use the "KSP.exe" directly, for 32bit...
  16. DaMichel, I'm still learning modelling and .cfg syntax, but if no one picks these up soon, I might like to, if you dont mind...
  17. Alright... A few issues right off the bat... 1) Ditch Active Texture Management - its basically obsolete for 1.0.5... You can try Dynamic Texture Loader, by the same guy... People had mixed results in saving RAM with it, so it may/may not help...You have to try it 2)the Toolbar mod is not in the correct folder. You have ksp_toolbar-1.7.10... That should be in a folder in GameData called /000_Toolbar 3)Same with your MechJeb folder... That should be called in a folder called /MechJeb2 ... Also, you have an older version of it for 1.0.2... For 1.0.5, the last version was 2.5.6.0 4) Also, your ModuleManager is a version outdated... Last 1.0.5 version is 2.6.20... 5) Oh, and I think you may have grabbed the wrong SXT .zip... Yours says "master"...Thats usually just all the uncompiled source files for a mod...You dont want that... Try redownloading it... You want v24 for 1.0.5... If you grab it from Github, you want to click "releases", scroll down to v24, and there will be 2 or three blue links under it... Usually the top one is the one you want, and the name of the mod as the filename.zip, the one or two under it are usually "Source.zip"... Those are the ones you DONT want to grab... 6) the Desktop is one of the worst places you can put your KSP install folder, also... You want it in a non-system folder also... So something like C:\KSP should be OK... I have a spreadsheet that has just about every mod you have, that tells me the last versions for 1.0.5... I HAVE to go to bed...I can barely stay awake, but I'll try to go thru your mods tomorrow, if no one else does by then...
  18. Nope... Its not, sorry... Thousands of people have been begging Squad for this feature for several YEARS now, and they STILL ignore us...
  19. YES!! Thank you AGAIN... ANOTHER one I've been waiting for...
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