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Stone Blue

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Everything posted by Stone Blue

  1. 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.
  2. 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)
  3. 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
  4. 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.
  5. 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.
  6. @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.
  7. @KGE can you pleeze post a KSP.log instead? as well as ModuleManager.ConfigCache? Your issue is most liely just a simple patching issue somewhere... I just need to find which mod is stepping on someone else's toes
  8. *NOT* that hard to find, even with the crappy search on Curse itself https://www.curseforge.com/kerbal/ksp-mods/gingercorp-stock-alike-station-hubs Altho, they *do* have a point, @Starwaster SpaceDock would be a nice option to have.. the site is a lot better than it used to be, and far surpasses Curse on the amount of mods hosted.... *just sayin* @Space_Coyote suggesting a mod needs an adoption solely because a hosting link is broken, and before checking with/contacting the owner/dev... is kinda... meh, IMHO Especially when that person is *still/currently*, a very active member in the community.
  9. @Hippodingo I doubt it... as far as I know, MAS or RPM for that matter, dont have anything close to an autopilot support, beyond current MechJeb of kOS support. I kknow there are a couple autopilot mods out there for KSP, but i dont believe any MAS/RPM support has been written for them... I have a feeling it would be a pretty big endeavor
  10. Idk if it ever did either... I also usually had KURS & HullCam installed whenever I actually *played*... idk if those could be factors... Also, hmm... i may have to retest.. i think i may have forgotten to mae sure those were removed in my test install yesterday :thinking: I *did* try to test with only MAS installed (no RPM)... but I couldnt find a MAS-only IVA, that had the 40x20 MFD in it. As advanced as MAS is, with even MOAR props available to it than RPM... I was *very* surprised to find that... *There is a SAD lack of MAS-only IVAs out there, that mae good use of the huge amount of props available.* Seemingly. NOTHING, even *close* to ALCOR, or even the ASET Consolidated Mk1-2.3 Pod...
  11. While those are all good ideas/leads, and yeah, relevant, I explored all that pretty extensively. I think it needs to go one step further. This: https://docs.unity3d.com/Manual/AnimationLayers.html I poked that a little bit, but by that point I was pretty exhausted/frustrated, and while I skimmed the info there and tried it once or twice, I didnt *really* tae the time to fully comprehend it, and i dont think I implemented the right settings. I believe that the ModuleAnimationGroup module that the stock Orbital Scanner part (which i used as an axample, since it does *exactly* what we want), I *think*, has the `deployAnimationName' on layer 3, `activeAnimationName` & `deactivateAnimationName` on layer 4, but now we get into the code, and I know *just* enuff about coding to be very dangerous Anyway, I tried just about *every* combination of the three modules I've included below. I'm including it, not in a working/close to working state (you would have to mess around completely commenting out combinations of whole modules, as well as individual lines). IIRC, I used *either* ModuleLight or ModuleAnimateGeneric with ModuleAnimationGroup, not *both at the same time*, to get close to solving this. Hopefully someone can solve the last piece of this puzzle. If so, I think it could *widely* be used to fix/enhance *many* other parts, in *many* other mods. My example, with extensive comments: (take my statements as a grain of salt, tho. use moar as a starting point to experiment with) Actuallly... WTH... Here, i just pushed my work to Github, incase anyone wants to try to pic up where i left off... i dont know if I'll come back to it, after spending almost 2 weeks trying to figure it out Just *remember*, yeas, there are other mods/plugins that could most likely be used to fix these, but in the spirit of the original, and I believe by Sumghai's intent: *The idea is to get this all accomplished using ONLY stock modules, with no extra code/.dll, or 3rd party plugin dependencies* https://github.com/StoneBlue/SDHI-StrobeOMatic-StoneBlue @sumghai just FYI so you know my attempts are on a repo incase *you* ever wanna poke this mod again I modified/optimized an original model, named `SDHI_WRL.mu`. I think all the different parts/models/materials, could be accomplished using just *one* model, with the stock part variant system. I was also gonna do a an optional B9PartSwitch patch, to combine everything to just one part in the editor, as I *know* that would work.... not sure if the stock variant system would be able to get it done.
  12. Dont worry about taking the time. I was able to reproduce/verify the issue. Its the same with the smaller MFD as well. I've at least verified it when they are used with RPM. I have to install & test with MAS, to see if its the same.
  13. Ok... sounds lie you are doing everything right... Up to the above point. You set the main GameData folder in the Setup tab of PartTools... then in the PartTools component on your IVA space root, in Dir URL, is where you tell it to put your IVA cfg and sub-folder...*within* the main GameData folder Wait... waht is this I see?!?... an OPT IVA??? Those *greatly* all need re-doing If youre doing what I *hope* you are doing there, we can take any discussion to the OPT thread
  14. @RW-1 yes, logs please. screenshot would be nice too I assume you mean, you are using the view in one of the MFD screens?
  15. @Hippodingo I cant reproduce. The levers both work fine for me in the ASET Stock Replacement Mk1 Cocpit IVA. I get no errors in the log from them. You may have to make sure you enable the Flap/Spoiler function in the PAW menu on the flap/spoiler parts. Also, it kinda sounds lie you may be trying to write the *prop* config from ParetTools in Unity. You dont need to do that. that is for if you are *making* props. You place the prop in your IVA, as a child object of your root IVA space game object. That root should have the PartTools component on it. You set up your GameData directory on that component. When you are done placing props, you got to that root (top-level) object, and export/write the config for the *whole* IVA. The placed props will all show up in *that* internal, IVA config.
  16. Hmm... If you have your GameData folder correctly setup with installed mods, *and* have indeed pointed PartTools correctly to your GameData, You *should* just be able to have an empty "scene", then in the PartTools window, clic the "Spaces" tab, which should have a list of stuff under it, with "Spawn" buttons on the left of each. Clic the button, and PartTools (PT) loads the IVA from the *config file*, for the named IVA you spawned. The props are all listed in that file. That would be the config (.cfg) file. When you are done adding props to, or modifying, a "space" (IVA), you select the top-level, root object of your "space". You add a KSP PartTools component to it. Name your "space" in "Space name", name your "space" file (the .cfg you want) in "Config Name", in "Dir URL" point to the folder in GameData where you want it placed. Clic "Save to Config" Thats it.. Unity should have written your file for you, with all the "space" information and all the prop locations, ready to be loaded in-game. As to the KSPAssetCompiler error... that can be ignored.
  17. Soo... Just thought I'ld throw out a post, asking if anyone has any issues, bugs, problems or suggestions for fixing/improving anything they've come across, or any added/new features they would like to see included in any future updates of ALCOR. Tell me, now... No promises, but I'll see what I can do. I *am* planning on combining the ALCOR part, and the IVA into one package, rather than having to download & install *two* seperate things. Both are pretty small, package-wise, and the best part of ALCOR *is* its advanced IVA, and I cant see using *just* the part, without the IVA.
  18. I released a new update for Stock Replacement IVAs on the other thread. ALCOR is next up for a new release Dont know *when*... but real Soon.
  19. Update for the IVA Pack is out: Stock Replacement IVA Pack: SpaceDock Github v2.0.1 - Changes: - .version file still broken as far as KSPAVC support; reverting link to see if that does anything turns out this update *did* fix it - Renamed Pod model file - Copied over/added FreeIVA collider model, for future merge into base internal model - Added FreeIVA support for Mk1-2.3 Pod, as it does not use stock models - Added Reviva support, to differentiate between ASET Consolidated & original ASET IVA packs - Updated RPM support - Updated & renamed internals cfgs - Renamed INTERNAL names, updated model URLs - Updated forum thread to note that CKAN support is broken. Pack needs to be downloaded & installed manually now ** CKAN now fixed, THANX to HebaruSan and his great patience
  20. Yeah.. first point, it wont show in the list right now. I'm close to releasing an update with fixed Reviva support for the Mk1-2.3 Pod. 2nd point.. yes... apparently there was confusion and incorrect info submitted to CKAN.. I've tried to get it fixed, but its currently broken & will have to stay that way for now. I'll edit the OP to remove CKAN as a method of obtaining the IVA Pack. FreeIVA support will also be added in the next release for all three IVAs.
  21. Its kind of unfortunate you solely use Curseforge now. I had to quit downloading/using all of your mods because of this.
  22. If you are asking what adding ladder colliders to the NearFuture cargo nets props does... It allows you to "grab" and "climb" along them when in zero gee, or gravity is toggled off, just like if there were ladders or handrails
  23. I just wanted to say, THANX! @severedsolo for this mod. It's been a "must-have" mod in every one of my installs, since it came out. Also wanted to say it still seems to be working great in 1.12.5 Pretty sure in this mod's case: No feedback is Good feedback meaning it just *works*
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