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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I wish this would work, but it seems that KSP ignores the zDeprecated directory
  2. Is the zDeprecated read by KSP at startup? I need some textures from the old parts, which apparently are in the zDeprecated directory, but I can't seem to access them. The following code: MODEL { model = SXT/Parts/Rocketry/Engine/J2Engine/model texture = model000 , Squad/Parts/Engine/liquidEngineLV-T45/model000 texture = model001 , Squad/Parts/Engine/liquidEngineLV-T45/model001 //texture = model004 , Squad/Parts/FuelTank/fuelTankT800/model000 //texture = model005_NRM , Squad/Parts/FuelTank/fuelTankT800/model001 texture = model004 , Squad/zDeprecated/Parts/FuelTank/fuelTankT800_v1/model000 texture = model005_NRM , Squad/zDeprecated/Parts/FuelTank/fuelTankT800_v1/model001 scale = 0.46 , 0.5 , 0.46 } is giving me the following errors: PartLoader: Compiling Part 'SXT/Parts/Rocketry/Engine/J2Engine/part/SXTLT80' PartCompiler: Cannot replace texture 'model004' as cannot find texture 'Squad/zDeprecated/Parts/FuelTank/fuelTankT800_v1/model000' to replace with PartCompiler: Cannot replace texture 'model005_NRM' as cannot find texture 'Squad/zDeprecated/Parts/FuelTank/fuelTankT800_v1/model001' to replace with I see this in another mod as well.
  3. Written by @DennyTX, but not updated since it's release, and DennyTX doesn't respond. Original thread here: https://forum.kerbalspaceprogram.com/index.php?/topic/121633-131-extended-information-about-scientific-experiments-in-vab-30-jan-2018/& Goal: a bit helping to select proper experiment for mission.  This simple plugin adds additional info about science experiment to its information panel (RightMouseClick). Now You can find info about situation when experiment will work and its relations from biomes while constructing your vessel in VAB. Also it adds usage requirements and can trace multiple experiments definitions in one part. Works in VAB-SPH only. Observed partmodules can be configured using CFG. So, it can trace parts containing stock science module "ModuleScienceExperiment", additional infos will be collected from its EXPERIMENT_DEFINITION node. Example cfg with nodes for stock science parts, OLDD, StationScience and DMagic's science parts are enclosed. Seems like it can trace any handmaded sciencemodules with its own names from different mods, but only if it were inherited from stock ModuleScienceExperiment. Availability Download: https://spacedock.info/mod/2000 Source code: https://github.com/linuxgurugamer/SituationModuleInfo License: CC-BY-SA 
  4. @Nereid Thanks for the 1.5 version, but did you look at the PR I submitted?
  5. Not sure if needed, but are you allowing cookies from the site in your browser?
  6. New release, 3.3.1: Fixed right-click not allowing setting target on ground Fixed reversed parameters for Vector3.ProjectOnPlane(b,a), which replaced Vector3.Exclude(a,b) When I adopted the mod, I updated some function calls, specifically the Vectore3.Exclude, which was replaced by Vector3.ProjectOnPlane, What wasn't obvious since the parameter names were different was that the parameters needed to be reversed. Seems to be working much better now, please let me know how it goes
  7. ED is all about exploring in the far future. KSP is about how to get there. 2 totally different games.
  8. An older mod, SXT, is referencing textures which don't exist any more, specifically, these: Squad/Parts/FuelTank/fuelTankT800/model000 Squad/Parts/FuelTank/fuelTankT800/model001 Since they don't exist anymore, would it be ok to include these in the mod? @Darth Badie
  9. Oh yuck. I wasn't aware, I'll work on it asap Thanks I'll add it at the same time I fix the engines
  10. The site states that the comics date from 1989 which were submitted to a college paper
  11. For working on a vessel, try Part Angle Display For working on a part config, use NodeHelper I'm on mobile right now, do can't easily get the links, but Google is your friend
  12. Is this to work on the config for a part, or to build a vessel?
  13. Very helpful, thanks. It's never really worked well for me, so I rarely use it, if at all. But the thing about the tipping going the wrong direction when having a positive vertical velocity is interesting. I do think I found the problem with the right click, I wasn't aware it wasn't working
  14. Depends on the gravity, but generally, check your CoM, don't drive too fast and always expect the unexpected.
  15. Just a suggestion, if the mod supports multiple (ie: parts mods which work unchanged), you could do [1.4.*, 1.5.*] ....... I do this for my mods when it works
  16. Do you have the dependencies installed? The latest ToolbarController and ClickThroughBlocker?
  17. In that case, could you update the title of the thread, and, if possible, the .version file to reflect this? Thx
  18. Because it will only catch the transform from the first model when doing the check for sun exposure, blockage, etc.
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