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NecroBones

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Everything posted by NecroBones

  1. It's not needed for the color switching at all now, but it's still used for fuel switching. I'll have to double-check my configs to make sure that it's configured to be optional, then maybe we can get it removed as a requirement. But yeah, a manual installation is probably needed in the meantime. EDIT: Yep, the fuel configs are careful to check which switcher mods are installed, since it supports three different switchers. If none are present, it should just ignore those configs.
  2. Right, they're closely associated mods, that do two separate things: CCC - Alters the stock tanks to have new appearances, and color-coded ends. If FTP is present, it will use FTP's textures to give you additional color schemes. FTP - Uses the same style, enables multiple color selections in CCC, but also provides new tanks in a variety of sizes, that the stock game doesn't have. To get the full functionality, they need to be installed together, but they are capable of functioning independently.
  3. So as it turns out, it was my fault for not understanding some of the details I was looking at. LOL, I should know by now that when things aren't working, 90% of the time I'm just doing something wrong. I may get this working sooner than expected. I'm not out of the woods yet, but I'm spotting things I've overlooked. I'll post more when I know more. EDIT: I have the X200-16 and Jumbo-64 tanks working in tests with CCC, and without FTP installed, but not the other two 2.5m tanks. They're being really obstinate. Worst case scenario, I release with only half of them permitting the new stock appearances in the lineup. We'll see.
  4. I might consider toning down the green caps. Truthfully though, you're probably only going to see them in the editor anyway. The point was for them to be obvious in the menus. Anyway, I think mixing and matching the FTP/CCC + Stock appearances for the new 2.5m parts actually will be possible. I'm trying to figure out the least painful way to make it work. The thing is, 1.4.1 has already changed these parts since 1.4, which might break things if they do that again. EDIT: I have some test cases working, but others are having serious issues with z-fighting, or not switching as they should, and it varies from tank to tank. I think the stock switcher is a bit buggy.
  5. It occurs to me that I might actually be wrong about the texturing issue. I'll do some more experimenting.
  6. Small fix: 2.0.1 (2018-03-14) - RCS tank fix - Removed end-caps from 1.25m RCS tank. - Added 1.25m RCS tank to color-switcher.
  7. Wrong mod, sort-of. It's CCC that overrides the stock artwork (FTP just provides it the additional textures). Unfortunately I can't mesh the new art assets into mine, so you have to choose between the list of stock appearances or the new ones provided by CCC/FTP. They don't work together simultaneously because the stock switcher replaces the texture assignments for all mesh objects, instead of one at a time. The only way it might work in the future, is to go back to using IFS/B9/whatever and have it do the switching, but also pull the stock appearances. So we're kinda stuck in that regard. But at least CCC does what it always did, just cooperating with the stock system for color profiles now.
  8. OK, fixed the two tanks that really needed it: 2.0.2 (2018-03-14) - RCS fixes - Rebalanced the smaller monopropellant tanks to match their stock counterparts.
  9. Ah crap. That's what I get for looking at just the config files, instead of what's in game. I was comparing against old values. OK. I'll take another pass over it. FTP doesn't do that, but the companion CCC mod does. If you want the stock appearances, just make sure you're not running CCC.
  10. I managed to get option #3 working. 2.0.0 (2018-03-13) - Overhaul for KSP 1.4 - Overhauled color-changing code to use KSP 1.4's new stock mesh switcher. - Modifications will apply to both the new and old versions of the 2.5m stock tanks. - Disabled end-cap shrouds. - Known issue: X200-32 tank's outer skin can turn invisible when on "stock" color, and you are color-changing other parts in the editor.
  11. OK, so the choice to use the color-switcher with just one color in it when FTP is absent, and then add the FTP variants if it is present, is really the best option. FTP is already doing something similar in a few cases. Next decision. Right now CCC replaces all of the models/textures/etc for the tanks. Now KSP 1.4 has hidden the original stock 2.5m tanks, in favor of new ones that do texture switching. The stock texture switcher replaces the texture on all mesh objects, which means I can't mix their artwork with mine. I was considering just adding my variants and preserve the stock variants, but that won't work with the new switcher. So I have a few choices: 1. Continue to apply my modifications to the old 2.5m parts, and unhide them. Someday later when they're removed, I'd have to just re-add them as entire parts, which isn't a big deal. This has the benefit of letting you use the new variants instead if you want, and continuing to show the artwork on older vessels that are in flight. 2. Apply my modifications to the new parts, replacing the old artwork, just like CCC has always done. This has less clutter in the menus, since there will still be only one "copy" of the tanks in there. However any in-flight vessels in your save games will lose the CCC artwork, since they're applying to "different" parts. Plus you won't be able to choose to use the new stock appearances either. 3. Apply my modifications to both the old and the new 2.5m stock tanks, but leave the old ones hidden. Downside is that like #2, you can't choose to use the new stock appearances for those tanks. However CCC will look more like it always has, for both the current tanks and for older ones you have in flight. All three of these choices are done with the mindset that CCC can be removed at any time, without harming your save games, since it doesn't add any new non-stock part IDs. The exception is #1 after the deprecated parts are removed from the stock game. My mod could keep people using the old part IDs longer than might happen otherwise. I was favoring #1 until I thought about the post-deprecation era in the future. It sounds like #3 is potentially the least disruptive.
  12. Actually what I meant, is a mod for players to use, that adds localization to all of the other popular mods. That would be pretty slick. This looks like it's a utility for mod makers.
  13. I'll take a look but unfortunately my time is pretty limited these days, so maintaining localization isn't something I'll probably get into. However if someone wanted to make a mod-localizer mod, that would be very very cool. Posted some quick fixes: 2.0.1 (2018-03-13) - Minor fixes. - Removed shrouds from nuclear tanks and added them to the color-switcher (just one color currently) - Removed extraneous IFS/FS/B9 configs from the size-0 tanks.
  14. I'm still going through them now, but actually the FL-R13 looks OK to me. It holds exactly half of the stock monoprop tank of the same diameter, since it's half the length. Plus, the amounts were configured in the fuel switcher config to use mass ratios rather than volume ratios, using the base mass of the tanks. The alternative would be to change the empty tank mass for each fuel type, but I think that's more than I want to get into right now.
  15. I didn't even try to reproduce, I saw the problem in the files right away. I forgot to remove the IFS/FS/B9 configs after adding the stock switcher configs.
  16. I've marked both of the SpaceY packs as 1.4 compatible on SpaceDock. I don't know if there are any issues running it, but I don't think there's much to break it either. I want to update it to use the stock color profile system and mesh switcher, so that it all plays nicely together, but since I'm still working on the other mods, I figure having it show up in CKAN again might be nice.
  17. OK, I'll take a look at those. The monoprop tanks haven't been rebalanced in a while, so they're probably out of whack. Not sure on the oscar tanks, but I'll look. I just thought-- While I don't have a github, some MM patches could always change things up after the fact.
  18. I think it should. I'm going to rework the color switcher, but I don't see why it would break in 1.4.
  19. I pushed out an update to FTP for it to use the new stock mesh switcher. CCC will take a little longer. It's a smaller mod, but it has conditional mesh switching that relies on the textures from FTP. So I'll need to put some thought into it. It leaves the question of what to do with the FTP-related meshes when FTP is absent. Previously it has worked by assigning those meshes to a jettison shroud object placed far outside the VAB, which was always an ugly workaround. That worked well enough, but now the new stock switcher wants all of the meshes to not be marked as "icon hidden" (which hides them from the icon list in the VAB), so that it can color-switch the menus when you select a color profile. I don't think there's a way to dynamically enable/disable that. So I have some choices-- Have mesh switching turned on all the time, but normally only have one color choice in it, or have separate MU files for when FTP is present or not. The latter eats up a little more memory and means I have to split things up a bit in Unity, so that's looking less desirable currently, but I'm trying to think this through before I make changes.
  20. Alrighty, with 1.4 providing support for mesh switching, I figured it would be best to go with the flow, and use the existing color profiles (where they made sense), so this is a sort of overhaul of FTP. It was relatively straightforward, as compared to SpaceY and CCC, so those will still take some time (though they should still work if the switcher mods have been updated). I'm sure something in here is probably broken anyway though. EDIT: I had to disable the flag decals for now. They don't play nicely with the stock mesh switcher. 2.0 (2018-03-12) - Overhaul for 1.4 - Altered color/mesh switching to use new 1.4 stock switcher (except the radial tanks). - Note: Saved colors in existing vessels may need to be manually updated or relaunched to correct. - Removed most end-cap shrouds. I don't have a github, no. I just have a local workflow.
  21. 1.4 news: For the moment, I'm leaving this unchanged: It will still use either Firespitter or IFS to do the texture switching. This could work in the new stock switcher, but that would also add all these colors as themes... many of which don't make sense to show up there. I'm still open to changing it over, but it's probably not a high priority at the moment. Huh, I'll take a look. It probably shouldn't have that. Posted: 0.3.3 (2018-03-12) - Tweaks. - Updated download link in readme to Spacedock instead of *. - Removed included copies of MM and IFS.
  22. For 1.4, MRS is probably OK as it is, since nothing notable changed that would affect these parts. I've posted a small fix for some of the Tweakscale errors it was throwing, if tweakscale wasn't installed. 1.13.2 (2018-03-12) - Tweaks. - Added some missing data to the Tweakscale config.
  23. OK, I *think* RSB should still work OK in 1.4. However I wanted to clean up some small things in the tech tree, relating to some errors in the logs. If anything else is broken, we'll address that later. 0.16 (2018-03-12) - Tweaks, Compatibility, etc - Added an exclusion for RP-0, for the RSB customized Tech Tree. - Corrected a ModuleManager error in the customized tech tree.
  24. Yeah, I'm just going to disable those things. They were a neat idea at the time, but KSP bugs broke them later, and they've been a nuisance ever since. I have a lot of reconfiguring to do on CCC, FTP, and both SpaceY packs to get them into the new 1.4 mesh switcher anyway, so it's a great opportunity to turn them off.
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