NecroBones 3,167 Posted March 15, 2018 Author Share Posted March 15, 2018 OK, I made a pull request to move IFS from "required" to "suggested". Quote Link to post Share on other sites
flart 409 Posted March 15, 2018 Share Posted March 15, 2018 Are you trying to add stock textures to FTP, your textures to stock, or both? Will it be possible to make the same orange textures (Delta4 or Stock) for every 2.5m tank (FTP and Stock) without CCC ? Quote Link to post Share on other sites
NecroBones 3,167 Posted March 15, 2018 Author Share Posted March 15, 2018 I'm trying to merge the appearance choices into the new switcher in 1.4, so that you can choose between all of the available appearances from the mods and from stock. It's only partially working right now. Quote Link to post Share on other sites
LucasHood 0 Posted March 15, 2018 Share Posted March 15, 2018 (edited) Problem solved. Edited March 16, 2018 by LucasHood Quote Link to post Share on other sites
StevieC 187 Posted March 17, 2018 Share Posted March 17, 2018 hmm, perhaps @NecroBones may find this post helpful? Quote Link to post Share on other sites
NecroBones 3,167 Posted March 22, 2018 Author Share Posted March 22, 2018 On 3/17/2018 at 2:51 PM, StevieC said: hmm, perhaps @NecroBones may find this post helpful? Ah, that material name will indeed be pretty useful. Thanks! I don't think it'll fix this case though, but I'm running out of ideas. The problem I'm hitting is that the mesh isn't switching properly for some parts, rather than a texture/material problem. Quote Link to post Share on other sites
StevieC 187 Posted March 22, 2018 Share Posted March 22, 2018 I found this, and thought @NecroBones might find it helpful too. Quote Link to post Share on other sites
flart 409 Posted May 19, 2018 Share Posted May 19, 2018 (edited) Oscar-C is Oscar-B x2, but volume is just 56 (Oscar-B is 40) All other Oscars need new values too Oscar-C = Oscar-B x2 = 80 Oscar-D = Oscar-C x2 = 160 Oscar-E = Oscar-D + Oscar-B + Oscar-A = 220 Oscar-Cap < Oscar-B = 40 Spoiler Edited May 19, 2018 by flart Quote Link to post Share on other sites
TK421d 77 Posted July 31, 2018 Share Posted July 31, 2018 does anyone have a filter extensions patch? cant recall how I used to get them to show up in category with all other tanks. Quote Link to post Share on other sites
StevieC 187 Posted August 26, 2018 Share Posted August 26, 2018 Hoping @NecroBonesis doing okay, and also noticed that the old tanks from KSP 1.3 and earlier are still in the Squad folder and perhaps could be referenced by FuelTanksPlus' ModuleManager patches to restore the older tank designs into FuelTanksPlus' choices, also providing a convenient means by which to prevent FTP from conflicting with or otherwise altering the new KSP 1.4 fuel tanks' stock switcher, without needing to sacrifice access to the various tank textures that we all have come to know and love from FuelTanksPlus. Just a thought. Quote Link to post Share on other sites
steve_v 2,542 Posted August 26, 2018 Share Posted August 26, 2018 I tried this out in 1.4.5, and for some reason the radial tanks (and only the radial tanks) crash the game when picked in the part menu. Nothing at all appears to be logged when this happens. I'd understand if a plugin was involved... Are there any known incompatibilities that would affect part-only mods like this? Quote Link to post Share on other sites
majNUN 25 Posted September 8, 2018 Share Posted September 8, 2018 Should these files be empty? FuelTanksPlus\Probe\000_TPtankP_MM.cfg FuelTanksPlus\Size0\000_TPtank0m_MM.cfg FuelTanksPlus\Size1\000_TPtank1m_MM.cfg FuelTanksPlus\Size2\000_TPtank2m_MM.cfg FuelTanksPlus\Size3\000_TPtank3m_MM.cfg Quote Link to post Share on other sites
careermode100 2 Posted October 16, 2018 Share Posted October 16, 2018 I’ve downloaded this mod for KSP 1.5, but when I place an engine on any of the retextured fuel tanks, there’s a gap between the two. Is it that this mod is outdated? Quote Link to post Share on other sites
MikeO89 65 Posted October 18, 2018 Share Posted October 18, 2018 I On 10/16/2018 at 10:46 AM, careermode100 said: I’ve downloaded this mod for KSP 1.5, but when I place an engine on any of the retextured fuel tanks, there’s a gap between the two. Is it that this mod is outdated? I also have a gap now in between tanks/stages after upgrading to 1.5 Quote Link to post Share on other sites
KSPrynk 79 Posted October 19, 2018 Share Posted October 19, 2018 (edited) On 10/16/2018 at 1:46 PM, careermode100 said: I’ve downloaded this mod for KSP 1.5, but when I place an engine on any of the retextured fuel tanks, there’s a gap between the two. Is it that this mod is outdated? 5 hours ago, MikeO89 said: I also have a gap now in between tanks/stages after upgrading to 1.5 @careermode100, @MikeO89, I haven't updated to 1.5 yet, but probably will this weekend. Have you tried any of @NecroBones ' other engine/fuel tank part packs, such as SpaceY Heavy-Lifter? Based on the change logs both of them got an overhaul for KSP 1.4.X. I'd also recommend checking out Home Grown Rockets (now HGR Community Fixes by @Kerbas_ad_astra), and @linuxgurugamer's revival of Munar Industries - Modular Fuel Tank Expansion (which he's hinted at an impending 1.5 update). I'm hoping this doesn't go terminally stale. I'm also a fan of FTP, and use it alongside SpaceY and HGR parts. I haven't tried MFTX yet though; just came across it today. Edited October 19, 2018 by KSPrynk Quote Link to post Share on other sites
linuxgurugamer 17,505 Posted October 19, 2018 Share Posted October 19, 2018 On 10/16/2018 at 1:46 PM, careermode100 said: I’ve downloaded this mod for KSP 1.5, but when I place an engine on any of the retextured fuel tanks, there’s a gap between the two. Is it that this mod is outdated? I just did a totally clean, 1.5.1 install. The only mods I installed were the two SpaceY mods and ModuleManager. I tried a number of engines at the bottom of a number of SpaceY tanks, and there wasn't any gap in any of them. Are you running any other mods, and if so, which ones? 13 hours ago, MikeO89 said: I also have a gap now in between tanks/stages after upgrading to 1.5 I checked all the tanks, putting a number of Squad retextured tanks on top and a variety of SpaceY tanks on the bottom. I didn't see any gap. Are you running any other mods, and if so, which ones? Quote Link to post Share on other sites
linuxgurugamer 17,505 Posted October 19, 2018 Share Posted October 19, 2018 (edited) The only issue I see is with the Vernier. It's using the old ModuleRCS, which is why the plume is backwards and very large. I've written a patch to fix it. The patch is good for 1.4 and 1.5 Just drop the following into the GameData directory, call the file MM_SYvernier1.cfg, or download it from this link: https://www.dropbox.com/s/jajttxynlhlf1je/SpaceYVernierPatch.zip?dl=0 License for the patch is the Unlicense Spoiler @PART[SYvernier1] { !MODULE[ModuleRCS] {} MODULE { name = ModuleRCSFX stagingEnabled = False thrusterTransformName = RCSthruster thrusterPower = 100 resourceName = LiquidFuel resourceFlowMode = STAGE_PRIORITY_FLOW runningEffectName = running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True resourceFlowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = Oxidizer ratio = 1.1 resourceFlowMode = STAGE_PRIORITY_FLOW } atmosphereCurve { key = 0 260 key = 1 180 key = 9 0.001 } } EFFECTS { running { AUDIO_MULTI_POOL { channel = Ship transformName = RCSthruster clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.025 volume = 1.0 0.15 pitch = 0.0 0.75 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_small transformName = RCSthruster emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 2.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } } Edited October 19, 2018 by linuxgurugamer Quote Link to post Share on other sites
Drew Kerman 2,131 Posted October 19, 2018 Share Posted October 19, 2018 2 hours ago, linuxgurugamer said: Just drop the following into the GameData directory FYI there is a bad character or something in that, right before the opening bracket after MODULE. Came up as ? when I pasted it into my cfg file Quote Link to post Share on other sites
linuxgurugamer 17,505 Posted October 19, 2018 Share Posted October 19, 2018 29 minutes ago, Drew Kerman said: FYI there is a bad character or something in that, right before the opening bracket after MODULE. Came up as ? when I pasted it into my cfg file Hmm, doesn't show for me. How are you doing your copy/paste, and where are you (need to know char set of computer) I just repasted it, try it now Quote Link to post Share on other sites
Drew Kerman 2,131 Posted October 19, 2018 Share Posted October 19, 2018 2 hours ago, linuxgurugamer said: Hmm, doesn't show for me. How are you doing your copy/paste, and where are you Just highlighting it from the spoiler dropdown and pasting it into a text editor on Win10. Still shows up, except in the line break before MODULE now. I think it may just be a RTF thing, because when I pasted what I copied from the spoiler code block here in the reply editor it showed up formatted as a scrollable code block. Quote Link to post Share on other sites
StevieC 187 Posted October 19, 2018 Share Posted October 19, 2018 I'd like a version of this mod that leaves the new (KSP 1.4 and newer) fuel-tanks untouched and only applies itself to the (now mostly hidden) fuel-tanks from KSP 1.3.1 & earlier. Is it possible to do that with only a few .cfg file tweaks? Quote Link to post Share on other sites
KSPrynk 79 Posted October 20, 2018 Share Posted October 20, 2018 23 hours ago, Drew Kerman said: Just highlighting it from the spoiler dropdown and pasting it into a text editor on Win10. Still shows up, except in the line break before MODULE now. I think it may just be a RTF thing, because when I pasted what I copied from the spoiler code block here in the reply editor it showed up formatted as a scrollable code block. I saw the same thing; did a copy-paste from the post into Notepad. It's just a matter of going back and removing the inserted '?' characters. Patch works fine. @MikeO89, @careermode100, @steve_v I haven't seen the FTP gap issue (so far), nor the radial tank select-and-crash issue on a fresh install of KSP 1.5 and MH (x64 in Windows 7) w MM 3.1.0. Haven't tried out KJR yet though.... Quote Link to post Share on other sites
Drew Kerman 2,131 Posted October 20, 2018 Share Posted October 20, 2018 1 hour ago, KSPrynk said: It's just a matter of going back and removing the inserted '?' characters right, I'm just pointing it out because, for me at least, the paste scrolls down my screen so if someone just pastes it and doesn't scroll back up to check it all they'll miss it, get an error and maybe not check it before coming back to complain about it not working. You know. Some people... Quote Link to post Share on other sites
careermode100 2 Posted October 21, 2018 Share Posted October 21, 2018 I just realized that the gap issue is for Colorful Coded Canisters. I apologize for posting my original problem in this thread. Quote Link to post Share on other sites
Ruedii 171 Posted December 7, 2018 Share Posted December 7, 2018 For future versions could we get the new stock textures mapped to the texture switching options on this and color coded canisters? Quote Link to post Share on other sites
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