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DennyTX

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Everything posted by DennyTX

  1. After several years of rest and heartbreaking KSP2, I decided to return to the good old KSP1. Found a lot of interesting new mods. I have about 250 installed mods at the moment. Well, to the point of interest. This wonderful mod is the best for the immersion. And If I just inherit DMscienceAnimate from it and recompile, will I get the joint functionality?
  2. if (part.internalModel == null && part.partInfo != null) { ConfigNode getIVA = (from cfg in GameDatabase.Instance.GetConfigs("PART") where cfg.url == part.partInfo.partUrl select cfg.config.GetNode("INTERNAL")).FirstOrDefault(); if (getIVA != null) part.internalModel = part.AddInternalPart(getIVA); }
  3. Well, i know that service to show "what we have inside" already are in KSP vanila, but to my mind it are complicticated for design. But i remembered a way how to do this with any item or in one click. Dunno, are such thingie needed for community? However, trick is simple enuff. We just need to find a model's transform (any or all) that we need to do translucent, get its renderer, material than - and change its shader on the fly. Of course we need proper shader. If the need disappears, we need to do reverse operation. I have not saw someting like that (missed?), so meet X-ray. It can be added like a partModule to any part (or any mesh in part) without any 3D and Unity work.
  4. hmm... cant reproduce. may be because "the miracle of engineering thought" pc installed on the table, and i see no any noticeable lag. mod just creates lists of available biomes and experiments while onStart, calculates values. Are there any lag while regular game, or only on load and SOI changes yup, according to my logic - this should be so. but i thinking about restrictions.
  5. noise in cfg is obsolete. use the radio button in the DockCam's drop-down menu. it should remember its state. Upcoming version will provide start without noise by default
  6. why? it should be under OLDD. Did u remove previous version? on testing now.
  7. yes. path for model was changed, but names - not. should work. PS: found. CKAN netkan issue. quick way - go to the GameData\DockingCam\Parts and change MODEL node. CKAN installed it wrong way. Will be fixed
  8. Docking camera (KURS) v.1.7. still present on CKAN. it was removed from Spacedock. Plz, remove it too. Correct one is Docking camera (KURS) (without v.1.7.)
  9. @DennyTX and @linuxgurugamer has united their efforts in "Docking camera" modification and become a co-authors. link in OP leads to the correct page. use CKAN "Docking Camera (KURS)" without + "v.1.7." to install right version with fixed direcX11 issue. "Docking Camera (KURS) v.1.7." should dissaper soon from CKAN, i hope.
  10. I did not rule *.netkan myself. thought all should be done by Spacedock itself? it seems that I have ceased to understand how it works.... ;(
  11. uhh, indeed... there were hard coded dependencies for DMagic and SEP in 1.3.1.1. (Released on 2018-01-30) dependencies were removed in 1.3.1.2 (Released on 2018-01-31)
  12. Привет. По отзывам пользователей - нет. А [x] Science! при всем его великолепии - действительно перегружен и притормаживает. особенно когда у тебя 100+ модов, и многие добавки экспериментов. восстановил функционал DockingCamera, заодно решив проблему с DX11. Никак не получается обновить данные на CKAN, т.е. версия мода обновляется автоматически через Spacedock, однако название и описание редактированию не поддается. Не подскажешь пошагово, где что и как сделать? (Инструкцию CKAN читал - сделать не вышло).
  13. REBORN. Recompiled for KSP 1.3.1 Fixed problem with texture creational while -force-d3d11 (DX11) (post with problem) assets will load only once reduced spam to log DELETE previous versions by me or linuxgurugamer before installation
  14. the same thingies here. because of this i have decided to restore ScienceAlert. [x] science are great and wonderfull, but ... jedem das seine ;). I count ScienceAlert's minimalism are usefull.
  15. i know the cause. Fixed. it was simple with DX11. but I want to re-release my version of the mod, if @linuxgurugamer does not mind. need few hours for testing.
  16. а я сегодня восстановил старый добрый ScienceAlert .... Старожилы помнят
  17. Ну совсем без танцев не получится. Но можно вот так ну а дальше блендер умеет в FBX, да и куча конвертеров существует. я делал в итоге STL, но не нашел достойного принтера в пределах адекватного доступа. Все распечатки выглядели очень грубо...
  18. after years i still do not understand how the forum engine works.. i have changed all links while writing, adding some tables, but tables has dissapeared, and links didnot been saved after changing. the only way i have found - remove old link from pic, save, enter to edit mode again and insert new one link. PS: seems like link has been fixed.
  19. New, it's well forgotten old. I have not played a career in KSP much over a year, and having recently undertaken, I faced that a very useful mod by xEvilReeperx are outdated and has not been updated for a long time. I wrote to the author and he gave me permission to adapt it to the new version, and here it are. Sure, i need feedback about how it work from community. When is is it time for science? Who knows! The game provides no feedback when you've crossed a biome barrier, a new crew report is available or when you've forgotten to run a goo experiment. Wouldn't it be cool to stop guessing? (c) xEvilReeperx What it does: Features: Audio and visual cue when science is available Configurable science filters for experiments Configurable option to stop warp when an experiment becomes available science threshold to ignore low value reports Optional SCANsat integration Dependences: Toolbar (do not forget to do button visible ) Installation & Usage Download the plugin and extract in your KSP directory like any mod. Actual use in-game is simple. When the button is lit, at least one experiment onboard matches your criteria. If the flask is animating, then a new experiment just became available (animation will stop when you have viewed the new experiment list). There are lots of per-experiment settings to choose from. left-click - to open the list of currently available experiments, right-click - opens the options menu, SCANsat support Enable SCANsat integration in the additional options menu With this option enabled, you will only receive biome-associated alerts if you have mapped that portion of the planet's surface Non-biome specific alerts will still occur as normal Known Bugs: if you transmit science report(s) using a transmitter's action menu, the reports queued for it won't be taken into account until transmission is complete [not a bug] Available experiments and report values may suddenly change when going on EVA. This is because your Kerbal may be in a different "situation" -- for example, sitting on the pad might trigger an EVA alert for LaunchPad but you go on EVA and the alert stops. This is because the game considers the Kerbal to be "flying" while holding onto a ladder while in the air. source github DOWNLOAD SPACEDOCK DOWNLOAD CURSEFORGE
  20. 1.3.1.2 recompiled for KSP 1.3.1 respect stock science experiments. respect Dmagic Orbital Science respect Station Science respect Solar Science respect Rover Science respect Kraken Science + removed hard dependance from DMagic and SEP. Should work with and without it. DELETE old versions first.
  21. 1.3.1 recompiled for KSP 1.3.1 respect stock science experiments. respect Dmagic Orbital Science (required) respect Station Science respect Solar Science respect Rover Science respect Kraken Science respect Surface Experiment Package (required) REMOVE old versions first.
  22. sure i will. but faced unexpecatable problem with new DMagic DMModuleScienceAnimate and want to extend application to work with SurfaceExperimentPackage
  23. Congrats! Glad to have both trajectory prediction tools together.
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