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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. What version of KSP are you running? Also, could you start KSP, get to the main menu and exit, and then provide a link to the log file?
  2. Ok. I have some bugs to fix and code to merge, may be a week or so, but it's now near the top of my TODO list
  3. Thanks for the heads up. What about the ToolbarController? I've been holding off on adding those two because of compatibility with the RO branch
  4. No idea, can you please try it and report back? I don't see any reason why it won't work, but don't have time right now to test it
  5. I think it's just a limitation of the engine, I wasn't able to get it working before, and I'm not going to spend any time on it now. I have at least three mods which need updating for 1.7.1, plus some others that I'm working on
  6. I can see this being of great use to get to normally inaccessible areas
  7. No, it is working the same as before. That never worked before, and it's going to stay the same
  8. I left that out because it wasn't relevant to the problem. I do have the variants defined in a different file Thank you
  9. Unfortunately, no. Squad put both of them into the SquadExpansion folder, and right now, only the topmost folder is used to identify a mod
  10. Need a bit of help here. I'm trying to add this to the RetroFuture mod. So far, I have the code below. No errors in the log, when I do the switch, it is properly recorded in the log, but the textures do not change on the part: [Part rectCkPit] [ModuleB9PartSwitch 'textureSwitch'] Switched subtype to Retro [Part rectCkPit] [ModuleB9PartSwitch 'textureSwitch'] Switched subtype to Stock : MODULE { name = ModuleB9PartSwitch moduleID = textureSwitch SUBTYPE { name = Stock TEXTURE { texture = RetroFuture/StockScheme/rectCkPit_DIF transform = rectCkPit_DIF } TEXTURE { isNormalMap = true texture = RetroFuture/StockScheme/rectCkPit_NRM transform = rectCkPit_NRM } } SUBTYPE { name = Retro TEXTURE { texture = RetroFuture/Textures/rectCkPit_DIF transform = rectCkPit_DIF } TEXTURE { isNormalMap = true texture = RetroFuture/Textures/rectCkPit_NRM transform = rectCkPit_NRM } } }
  11. I'm not sure that stock texture switching will work. I"ve been working on a test, and it's not working, from the minimal documentation I can find, it only refers to one texture. You can see what I did in this link where I asked for some help:
  12. @Electrocutor How can this be used if a part has multiple textures? For example: MODEL { model = RetroFuture/Command/2m1xCockpit/rectCkPit texture = rectCkPit_DIF, RetroFuture/Textures/rectCkPit_DIF texture = rectCkPit_NRM, RetroFuture/Textures/rectCkPit_NRM texture = rectCkPit_EMI, RetroFuture/Textures/rectCkPit_EMI } I tried this, and while it didn't have any errors, and did have the variants on the PAW, changing varients didn't do anything: MODULE { name = ModulePartVariants primaryColor = #484D54 secondaryColor = #484D54 baseDisplayName = Retro baseThemeName = Retro VARIANT { name = Stock displayName = Stock themeName = Stock primaryColor = #ffffff secondaryColor = #dddddd TEXTURE { rectCkPit_DIF = RetroFuture/StockScheme/rectCkPit_DIF rectCkPit_NRM = RetroFuture/StockScheme/rectCkPit_NRM } } } I'm pretty sure something is off, when I look at stock parts, they all have a mainTextureURL and _BumpMap, and all of them only seemed to have a single texture for the part
  13. Ummm, while I don't work for Squad, I think that I know a fair bit about how the game works. If you don't know who I am, then I suggest you see why I have such a high rep. Asking for two ships to be loosely linked but not a single vessel is a fundamental change in the way the base engine will work. It doesn't change physics per se, but in order to have two ships loosely linked which will stay together during timewarp, rails, etc, will require significant changes in the way that the physics will need to be calculated for the two ships.
  14. Thanks, but no need for them anymore, they've been fixed, I'm testing now. I'll think about the stock texture switching
  15. No. These are two entirely different problems. The Action Groups are already being saved, it's just a matter of saving multiple. This is totally different and several orders of magnitude from changing the way that physics works
  16. Probably one of the textures unlimited mods
  17. You do raise one point that I believe is fixable, and that is being able to preserve the action groups on vessels when they docked together. My thought is tht action groups can be associated with command pods, and when the command pod is the controlling pod, then the action groups associated with it would be active. Just some random thoughts while I'm out walking my dog, it may be easier it may be harder to do, but somebody might do it soon
  18. Speaking as a developer, modder, etc., I can tell you that it's not that simple. You are talking about changing one of the fundamental characteristics of the game. At this point, it is probably not doable for a reasonable amount of effort.
  19. While I prefer Patreon for several reasons, I'll list both: https://www.patreon.com/linuxgurugamer https://paypal.me/linuxgurugamer Thank you
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