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Everything posted by DirtyFace83
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Really grateful you took this on. I know you're currently working on improving/testing 1.9.1 compatibility, but do you plan to hold off on too much until 1.10? Or is the focus essentially 1.9.1 and then once it's as stable as you can get it, cross that bridge when you come to it?
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@cineboxandrew Do you have any advice on how to merge two custom categories/filters (WildBlueTools)? I've made my own, but it would be nice to have decals all in the same place. Have tried and failed utterly.
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EDIT/Nevermind: So apparently, for some really bizarre reason, I had a copy of the entire CTT folder hidden inside another mod. I'm having an issue with some tech nodes duplicating. Since they are perfect duplicates, one node sits directly on top of the other and all the same parts are available in each. In order to advance in the Tech Tree, it's necessary to unlock both nodes. And the only reason you would ever know the duplicate is there is because of the little green circle indicator telling you how many parts are available to unlock, which is also the only way to click on the duplicate node in order to unlock it. The nodes are 100% identical, even in ModuleManager.TechTree It's happening with multiple nodes all over the tree, but here's an example from that file: They are not duplicated in the CTT Tree file, and all the parts that use MM configs to require the above (and other) techs appear to use the correct tech id. I usually play with whatever the setting is called where you have to unlock each part with Kerbal Bucks. In the first node, I unlock the node and all the parts, but in the duplicate node, even once the node is unlocked, the parts in the node are 'unbought', but can be unlocked. This is really odd, because in the VAB, once you unlock both sets of identical parts in both identical nodes, the parts themselves are not duplicated.
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Could you provide a link to Wild Blue Tools in the OP?
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Yes... I see that. And after an instant download, it is a thing of beauty
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I voted 'other', but to be honest, any of them would be amazing. I'd really like to see a Soviet version of the Making History M.E.M. parts. EDIT: My bad... should probably read more things before replying.
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[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
DirtyFace83 replied to shaw's topic in KSP1 Mod Releases
I think the folder name has to be 'foldername.V' for vintage, 'foldername' for normal and 'foldername.F' for futuristic. Not sure if capitalization is important or not. -
Haha, no, not blind. Yea, that's definitely on the cards. I haven't listed it as a 'to do' thing on this thread because I haven't gotten around to building up a set of STS mission patches as a base to work from. But yea, decals for one or more of the Shuttle and Buran parts packs is for sure something I'd be into.
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A sneak peak of the next addition of things: As I said above, I want the names of Koviet missions/programs to be Kerbalized but slightly more creative than just adding a random 'K' to words in a language I don't speak. For those unfamiliar with Russian script (I'm no expert), it's supposed to say 'Kerbshino' which is a Kerbalization of 'Klushino' - the former name of 'Gagarin', the town where Yuri was from. Once finished, they should number somewhere in the same region as the existing NASA style patches, ranging from First Flights to Mun, Minmus, Duna and Eve Landings, The focus at the minute is on crewed missions involving the Stock inner planets. My disclaimer here is that I don't speak Russian (as I think anyone who does that downloads this pack can probably see) and so any linguistic advice would be appreciated.
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Those are awesome! Love the 'Kraken' warning
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Kopernicus made stock
DirtyFace83 replied to Mircea The Young's topic in KSP1 Suggestions & Development Discussion
I don't want to give anybody any ideas, but if it's done right and also has some kind of 'planet making made really really easy - like, for 5 year olds easy' type of editor, then I might even pay 10 or 15 bucks for it as a DLC. But again, not if it's half-a**ed -
In principle this is a good move. I would wonder about EVA part destruction (Not sure if that is a stock thing or a KIS/KAS thing). Parts with children can't be moved or destroyed, unless the automatic destruction gets around this? Also, have you considered incorporating Community Categories (or whatever it's called) to give the decals their own tab in the VAB?
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I've been doing some tinkering with textures and have a couple of questions for anyone who can help: I've been tinkering with the source code (firda) and have made some new experiments and parts. The experiment pods and the resource parts have been set to use their own textures using this added line in the .cfg file for the parts: MODEL { model = StationScience/Parts/StnSciKib texture = NewPod, StationScience/Parts/NewPodEng } The above line worked perfectly for the N-BBL Kibbal Jr cloned part and for all the experiment pods, but didn't show up on the S-NRF Kibbal part. I scratched my head for a while, tried some stuff, and eventually (as shown in the image) I decided to draw a white test line which revealed that the S-NRF part doesn't appear to use the same texture file. So. My questions are these: Where on earth does the big storage part pull its texture from? Or is it part of the model that was exported when it was made? If the latter is true, then how can I apply my own custom texture to it? Thanks in advance if anyone is able to help! EDIT: Well that's interesting. It's taking its texture from the orange rim of the Zoology Bay.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
DirtyFace83 replied to Thomas P.'s topic in KSP1 Mod Releases
I totally understand people's desire to use the lastest version of the game with thier favourite mods, and I get that it can be frustrating when your favourite mod fades away with game udpates because the modder stopped updating. I also understand that it's all the more so when it's a mod such as this one which sits at the core of how many people play KSP (I for one haven't played without Kopernicus since before KSP 0.90) BUT At the risk of repeating things that have been said in many, many, many other places on this forum: Modders don't get paid. Most have Jobs. Many have families. Some even have.... a social life. No modder is under ANY obligation to update or maintain their work. Further to this, given all of the above, they are not beholden to anyone to give any reason whatsoever for WHY they have ceased maintaining their work. This is a simple truth that pertains to all modders, but is especially true of all who have worked on this particular mod, PRECISELY because it's been the core of how many many people have played KSP for literally YEARS. What's more, the more that people appear on a mod's thread asking 'when will it be updated?, 'why hasn't this been updated yet?' and other similar questions (sometimes being downright rude about it), the more likely it is that the modder in question will just say 'eff it. I'm done.' If people are in such a hurry to get the thing updated to satisfy some kind of latest version OCD (all gamers suffer from it, myself included), then there's a very simple answer: If the license allows it, you do it. I can't, don't know how, and wouldn't even know where to begin, and I'm also quite happy to wait. So what do I do? I play with a version of KSP that allows me to use my favourite mods (let's face it, the difference between 1.8.1 and 1.9.1 is minimal at best), I watch forum pages, and I wait. Patiently. Eventually one of two things happens: Either the mod gets updated and I rush home to update it and the game, or, someone else makes a 'ThisMod Rejiggered' and I download that.