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blowfish

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Everything posted by blowfish

  1. This sort of pain in editing comma/simicolon separated lists is exactly why I created B9PartSwitch
  2. There is norequirement for the precoolers to be anywhere. As it stands they're purely aesthetic
  3. Yes, but it would change across every part that uses that prop. So what you'd probably want to do is duplicate the prop definition with a new name and then change the camera transform name.
  4. Specifically you need KSPWheel for the landing gear to show up. The pylons I meant to address but didn't get to in this release. But I wouldn't trust the ships too much. They haven't been updated in years, and even if they load in the editor there's no guarantee that they will actually work (e.g. CoM vs CoL might be off, engines might now be underpowered or overpowered). There is a reason I stopped including them in the official downloads. If someone wants to take the time to update them I will gladly start supporting them again but until that happens I'm going to have to say that they are just unsupported. The camera transforms are actually defined in the model itself. The screen looks for those transforms specifically. I don't think there's a a way to add them into an existing model without re-exporting unfortunately.
  5. That would be a question for RO - all the RO configuration is on that side and SSTU by itself does not interact with TestFlight
  6. Should be fine to add to an existing career game. It's just parts after all (and none of the dependent plugins really affect career)
  7. B9 Aerospace v6.3.2 for KSP 1.3 is here! Release for KSP 1.3 Fix some mismatched brackets The tank masses for LH2 and LH2O (if you have CryoTanks installed) are known to be off in this version. I will likely unify all the tank masses in the next version.
  8. Most likely you have another mod that's broken and interacting with those antennas
  9. Sorry, I'm not going to commit to anything that precise. That's just silly. And if something is not working with updated dependencies it's probably not B9. Needless to say, I have no way of knowing exactly what without logs.
  10. @Grease1991 That would really need to be fixed on that mod's end. If it's only looking for the stock module then there's no way it will work with KSPWheel.
  11. Well I really have no clue what typically causes this mod to break, I'm just good at reading logs
  12. Oh nice! Unfortunately I'm away from home now but I should hopefully have some time by Sunday night to package up a new release.
  13. Interesting tidbit, according to this PDF the RS-83 might have looked more like the SSME than the RS-68.
  14. Yes. I'd be cautious of writing code just for this one off though. You have to distribute and maintain it. Even if re-exporting the model is initially more work it might be worth it.
  15. Well you'd need everything parented under the gimbal transform to stay there, otherwise it won't do anything. In theory you could rotate the gimbal transform to the correct orientation then rotate all of its children back, but you're probably better off trying the import/export thing.
  16. In theory yes. I'm not super familiar with the mu export/import plugin though and I'm not sure if anything else would have to be rebuilt.
  17. Gimbal transform direction is likely the problem. It's unfortunately not possible to change without modifying the model.
  18. Keeping the dependencies up to date with each release is a fair bit of work, but my impression the last time I checked was that some folks still find them valuable, particularly those that aren't using CKAN. Not sure if that's still the case or not but I would imagine so.
  19. The dependencies included in the download were the most recent as of the date of the release. Even if I posted a new release with updated dependencies, it would not show on CKAN because no final elease of RasterPropMonitor for KSP 1.3 is out - preview releases don't appear on CKAN
  20. Basically what Aelfhe1m said - B9PartSwitch has no general way to interact with data in other mods.
  21. I'm pretty sure the answer is no. The shapes are all procedurally generated, and there's currently no pure texture switching.
  22. Oh this is definitely my fault. I'll submit a PR to fix E: https://github.com/ChrisAdderley/CryoTanks/pull/35
  23. Yeah, FOR, BEFORE, AFTER don't work on when creating nodes I don't think (probably just copied from one of the other patches)
  24. Yeah, it's difficult to know the transform names unless you made the model. There are a couple of ways to work around that though: 1) Install this mod and use it to inspect the hierarchy in game: 2) Use this to import the model into Blender and inspect it there -------- Although, if you are switching between two models defined in separate .mu files and MODEL nodes, the root transforms of each model have a special name which I can show you
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