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Everything posted by linuxgurugamer
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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
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1,7.1 Stock 2-seat Autogyro Mk2 Mod 1
linuxgurugamer replied to Geschosskopf's topic in KSP1 The Spacecraft Exchange
I can see this being of great use to get to normally inaccessible areas -
PartVariant Guide
linuxgurugamer replied to Electrocutor's topic in KSP1 Modelling and Texturing Discussion
I left that out because it wasn't relevant to the problem. I do have the variants defined in a different file Thank you -
Can't change screen resolution
linuxgurugamer replied to DRaKe6900's topic in KSP1 Technical Support (PC, unmodded installs)
yes -
Can't change screen resolution
linuxgurugamer replied to DRaKe6900's topic in KSP1 Technical Support (PC, unmodded installs)
Try using this: -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
linuxgurugamer replied to blowfish's topic in KSP1 Mod Releases
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 } } } -
[1.9.x, 1.10.x, 1.11.x, 1.12.x] RetroFuture Modernized
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
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: -
PartVariant Guide
linuxgurugamer replied to Electrocutor's topic in KSP1 Modelling and Texturing Discussion
@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 -
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.
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[1.9.x, 1.10.x, 1.11.x, 1.12.x] RetroFuture Modernized
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks, but no need for them anymore, they've been fixed, I'm testing now. I'll think about the stock texture switching -
Probably one of the textures unlimited mods
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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
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[1.12.x] PEBKAC Industries: Launch Escape System
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
While I prefer Patreon for several reasons, I'll list both: https://www.patreon.com/linuxgurugamer https://paypal.me/linuxgurugamer Thank you