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KSP2 Release Notes
Everything posted by Starbuckminsterfullerton
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Thanks and good catch! There were a couple more in there, and you also inadvertently showed me that the "URL" reference field I set up just today is somehow missing (should be between "NAME" and "DOWNLOAD"). Fixed and fixed.
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Update v1.0.6 Added a versioning file for CKAN compatibility RCS-only edition; Structural parts removed pending bugfixes, and the existence of fairings/radial attach main engines. Fuel tanks have been removed to reduce menu clutter since better options are now available. PLEASE TEST AND REPORT ISSUES I am unable to run KSP on my terrible laptop, so while none of these changes should break anything I am relying on you to report any problems.
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Title. I am attempting to fix a bug in an old part by editing the .cfg file since I'm far from the computer I made it on. The locations and orientations of the attach nodes were defined using transforms baked into the model, so rather than the typical coordinate system the config for each node just looks like this: NODE { name = A1 transform = ANode1 size = 1 method = FIXED_JOINT } Is there still a line I can add that can rotate or move the node within this definition, or am I stuck with the transform axis?
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You know, the last version of this mod may actually predate the existence of .version files... I'll see what I can do, I might be able to just fix it through spacedock real quick. I can change up the compressed file structure to make it a little more á la carte, but I don't think I'll publish separate mods. It's super easy to just delete the folders for fuel or structural, and even with everything installed this mod is super-performance friendly since all the parts share just 5 textures.
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SPS only uses the stock part modules under the hood, so it should remain compatible with both KSP and other mods basically indefinitely. I can definitely update the version file so the warning goes away. I honestly don't remember if the adapter got fixed, that may be something I can change in the config but I don't have a computer that can run KSP right now so I can't really test it out. The adapters are honestly kinda outdated now, this mod was created the era before stock fairings. These are much simpler and less resource intensive, but also kinda clunky since most engines have radial attach alt-models now. This mod was originally intended to be a KW/Vens like replacement for all the vanilla parts in standard sizes that made more sense, with some clever features thrown in. The KSP art style got a major update before I finished modeling all the engines, and the Stockalike texture quality moved beyond what I know how to make in GIMP/paint, so development has been postponed indefinitely. ReStock(+) currently fills this role much more effectively, in addition to matching all my other favorite mods (shoutout to @Nertea). I didn't think anyone was using this anymore, including me, but let me know what's broken or if you can help test and I'll do what I can. If anyone would like to include parts of this mod with theirs I can also help with that. @linuxgurugamer could you test run this mod with a current version of KSP (and any other mods you want to run)?
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Hi friends! I haven't been summoned to the forums like that in a while. I'm glad someone is still getting some use out of my mod, I set out to make the most complete set of RCS blocks, tanks and things I could. I'm glad it made it to CKAN, I sure never put it there lol. It's a very simple part mod under the hood, so it should remain compatible with both KSP and other mods pretty much indefinitely. That said, if there's some patches I can make for compatibility let me know!
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[1.12.5] Restock - Revamping KSP's art (August 28)
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Releases
Not really at the moment, I've too busy to play the last couple days. Plan to try a fresh download later, if there's anything you want me to test or specific information that might help lmk. I suspect it's just on my end somehow, cause it happens every time and somebody else would have noticed by now. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Releases
That was one of the first things I tried, couldn't reproduce. Sorry, I meant to include that information in the original post but left it out somehow. Next chance I get I'll try with a fresh download, I think maybe mine got interrupted or something. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Releases
@Nertea think I may have found a minor bug: deleting the Restock claw by dropping it back into the part catalog crashes KSP to desktop. Pressing the delete key works just fine. .625 Restock+ claw has no issues, I haven't found any other parts with this issue but then I haven't tested everything either. KSP.log just lists a normal "part deleted" entry and then no further entries. No error log generated unless they changed the location since last time I played. Modlist is just your stuff, mechjeb and scatterer. Everything else runs great, I started up a career save for the first time in ages and it's been a blast getting reacquainted with the low tier stock parts! Edit: forgot to mention stock claw with rs & rs+ removed has no issues -
[1.12.x] Near Future Technologies (September 6)
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Releases
The exhaust FX on these engines look fantastic, are you processing your screenshots at all or is this just how good the game looks now? Haven't had a chance to actually load it up in a while... Great update, or overhaul I guess! Glad you kept the little door in the big service module. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Releases
The number of times I wished I had this... I don't think I've been this excited for wheels since .19! What a great surprise; I haven't logged onto the forums in like a month and on the one day I idly decide to check there's a restock update the same morning. Thanks to the whole team for the work you continue to put into one of the best collabs in the community. -
KSP2 Hype Train Thread
Starbuckminsterfullerton replied to Whirligig Girl's topic in Prelaunch KSP2 Discussion
LETS GOOOOOO!!! Anybody got a source for this? It's a shame if they aren't going to take the opportunity to write a new engine., that's like the biggest advantage of a new release over an update. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Releases
Just noticed, congrats on getting pinned to the top of the releases forum lol. Truly the highest of honors -
[1.12.5] Restock - Revamping KSP's art (August 28)
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Releases
Finally had a chance to test this out, shiny gold foil restock tanks were just what I needed to make this little lander look the part! album -
[1.12.5] Restock - Revamping KSP's art (August 28)
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Releases
Wow, not even counting the additional new ones... I had no idea you guys had made so much progress so fast, I was all settled in for a couple more months of Thursday updates! Congrats on release to everyone involved, it's always a great moment when a mod gets to move from the development forum to releases, let alone two that have been so closely watched by the community and sorely needed for so long. Thanks for all your hard work, can't wait to try everything out! -
2nd on the turbopump webbing, looks awesome and love the new FX, always bugged me that it used the same one as everything else, especially when they had the orange rhino effect available. Any chance of a non-orange version to go with other tanks? I rarely use the orange ones since they always look so out of place on an otherwise white rocket, though if they look this good now I may have to start.
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I'm really excited for this! I realized the last time I put together modded save that it was nearly possible to play the game with entirely Nertea parts, with the exception of the smaller regular engines/tanks, and maybe the decouplers and some utility bits. NF launch vehicles especially was tantaliazing glimpse of what that could look like, and this is the final piece of the cohesively-styled puzzle. People have already brought up the Porkjet design doc so I won't link it or anything (I guess not everyone's seen it), but I'm glad that it'll see the light of day in some form. Given how you usually implement mesh switching on engines in Cryoengines and the like, are you planning to do round/boattail/compact mounts like the design doc? And last, is this where these will finally appear? https://imgur.com/a/OxIMyDv https://imgur.com/a/rZVXB8F Edit: apparently the insert album button is gone now...