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KSP2 Release Notes
Everything posted by Starbuckminsterfullerton
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Releases
So I put in version 1.0, and reverted to the version of ATM I've been using since October, but no dice. I'd try a redownload of mkIV, but as you saw it is loading. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Releases
Doesn't look like it, which is weird because v1.0 definitely did. I'll try the old version next chance I get, if that doesn't work either something else is afoot. -
[0.25] Astronomer's Visual Pack - Interstellar V2
Starbuckminsterfullerton replied to Astronomer's topic in KSP1 Mod Releases
I've always thought your work deserved it's own forum thread, stellar work as always. Unfortunately where I am right now my internet connection literally cannot handle the awesomeness, and the download fails every time, so I'll have to wait to use it. Probably best for my computer anyhow! I do agree with some of you, from what little I can see I think I liked old Eve better, but we'll see. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Releases
Thanks for the help blowfish, I've certainly found my own parts behave more nicely when all the models that share a texture are in the same folder. I'll move them and report back when I get a chance, though it puzzles me why other packs using the same structure are functioning. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Releases
Hopefully this works, dropbox link: https://www.dropbox.com/s/23fj7b8lfq5lk5l/KSPLog.rtf?dl=0 -
rbray, I just updated ATM (x86 Aggressive) and Nertea's MkIV parts, and found that any new parts that reference another parts texture in the asset definition aren't showing up in game. I've been through the error log, and my barely trained eye didn't spot much. Could this be an ATM thing? Edit: this is on the second startup; the game had already loaded to completion once, so everything was cached already Edit: posted error log in the MkIV thread, thought it belonged here too: https://www.dropbox.com/s/23fj7b8lfq5lk5l/KSPLog.rtf?dl=0
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Releases
It's about five times too long to send, even with everything non "MarkIV" filtered out. I couldn't find any MkIv related errors, but it might be something else. Yet another edit: I checked other parts that share textures in a similar manner, namely the SSPX parts; the MkIV parts are the only ones missing -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Releases
Hey Nertea, I just noticed that everyone's favorite part, the tripe engine pod, doesn't show up in the latest release. Maybe due to the way the texture is referenced in MODEL? Edit: upon further inspection, it looks like every part that references another part's texture is not loading. Probably a mistake on my end, since it is clearly working for other people. Might the new ATM be to blame? -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Releases
Yay. I really don't know how you do those imitation pork textures, they are amazing. I need to figure out how to mirror textures. I would actually say leave the stock effects in. Those engines look perfectly stock, it makes sense for them to have the same effects as the RAPIER. -
Dammit NecroBones, you keep beating me to the punch! I've been working on a bunch of stack splitters just like these, but I am slow. I like how you've dealt with the spacing in the 5m to 12x 1.25m, my arrangement had much more clipping involved. Keep it up, these look great!
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[1.1] RLA Stockalike 13.4 [25 Apr]
Starbuckminsterfullerton replied to hoojiwana's topic in KSP1 Mod Releases
I personally just visit each developer's release thread and see what the latest is. I wouldn't mind at all if they were even both included in the same download, since I will automatically download everything here, but if you're set on making separate packs, I think the way Nertea has divvied up NFT within one thread is a good model. I am actually working on this, but in the meantime NecroBones' SpaceY pack fills this niche. -
[WIP] Nert's Dev Thread - Current: various updates
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Development
I would be remiss if I didn't once again bring up the PPD-1/SSPX IVA's. -
I think a video from start to finish modeling something more complex but common like an engine would be greatly appreciated. Simple things like tanks have been done, even if it was awhile ago, but there is very little covering the entire life cycle of anything more sophisticated. Also some beginner texturing information might be welcome, I haven't seen anything covering the creation of a texture that doesn't have obvious seams/aligns to the model etc.
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Releases
They're out! Congratulations on another mod well done. I know it's a minor part, but I love the triple engine/intake mount. -
[WIP] Nert's Dev Thread - Current: various updates
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Development
Hey, continuity is always a good thing. I would say it could do with a crew passthrough, but it's definitely not worth a remodel. Forget the mk3 art pass, Squad ought to just dump the old parts and add these alongside SP+. Your parts serve all the functions required of the next tier of spaceplane fuselages anyway. -
[WIP] Socke's Parts - 1.875m Extension
Starbuckminsterfullerton replied to Socke's topic in KSP1 Mod Development
My thoughts exactly, that's why I asked. Thanks for the reference! -
[WIP] Socke's Parts - 1.875m Extension
Starbuckminsterfullerton replied to Socke's topic in KSP1 Mod Development
Can I ask what the dimensions of the grey trim ring on the tank caps are compared to the rest of the tank? I'm working on some tanks too, and you've nailed the proportions I've been going for. Beautiful textures btw. -
^second Thank you for this, spaceplanes can once again have an "eject" function.
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[WIP] Actions Everywhere (Test Download Available))
Starbuckminsterfullerton replied to Diazo's topic in KSP1 Mod Development
I would love enable/disable brakes on specific rover wheels to be included, as well as batteries (I think that's covered by fuel tanks though). -
I like how you've set up the internals here, you have a view straight out a forward facing window and all of the important flight instrumentation visible in the same shot, both in stock and RPM mode. I always hate having to move the camera to look at something like radar altitude, and I think too many IVA's overlook that.
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Fixed! Apparently there were two issues: first I forgot to save when I took Gamedata/ out of the file path, and second apparently transform-based attach nodes are a no-go. Speaking of which, I converted it to regular xyz based nodes, and they won't attach. Someone has probably already answered that, so I'm off to find it, just thought I'd post the solution for anyone who's been following along. Thanks again guys! Edit: Fixed that too, woohoo! turns out nodes need a rotation parameter.
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[WIP] Nert's Dev Thread - Current: various updates
Starbuckminsterfullerton replied to Nertea's topic in KSP1 Mod Development
Nertea, awhile ago when Karbonite was just starting out, you posted on the dev thread an image of your replica of the stock fuel tank endcaps for everyone to use. It's been invaluable to my texturing efforts, so I was wondering if you might have a rendition of the 2.5m endcap (like on the mainsail and size 2 stack splitters) that you'd be willing to share. -
I think I found it, ignore the rest there: [LOG 17:29:18.926] PartLoader: Compiling Part 'PMCMotivePower/Parts/Engines/TestPart/TestPart/PartName' [ERR 17:29:18.927] PartCompiler: Cannot clone model 'GameData/PMCMotivePower/Parts/Engines/TestPart/TestPart' as model does not exist [ERR 17:29:18.927] PartCompiler: Model was not compiled correctly [ERR 17:29:18.927] PartCompiler: Cannot compile model [ERR 17:29:18.927] PartCompiler: Cannot compile part Moderators, feel free to delete the other two posts with the giant error logs, probably don't need 134k characters cluttering the servers...