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DirtyFace83

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Everything posted by DirtyFace83

  1. The agency/mission patch decals are stock flag size (256x160) and the long decals I use are 200x800 and with the 0.1.1 version of this mod, they scale automatically. If I follow you correctly about the duplicates, then yes, unfortunately, using this method, you'll end up with duplicates (transparent/with background) in your flags menu. Yea, this too. The base game also picks up the 256x160 agent logo as a flag.
  2. This is true of the Semiotic and Generic decals (the ones where you can cycle through the textures on a single part) But the Flag decal part is not so complicated. To get my decals working with this mod, I just put everything into 'Flags' folders with the parent folder organized alphabetically so there is at least some order to which the things appear. The mod did the rest when it searched for 'Flags' folders. For Example: MyMod/DecalsA/Flags/decal.xxx MyMod/DecalsB/Flags/decal.xxx will result in all textures in 'DecalsA/Flags' appearing above everything in 'DecalsB/Flags' in the list of flags when you click 'Select Flag'. And all of them will appear between all mods containing a 'Flags' folder with folder names that start with MX and MZ. Is it shoehorny? Yes. Is it a little more cumbersome than cycling through textures? Yes, and it's obviously preferable to keep decals and flags as separate entities so as not to clutter up the flag selection window with things that aren't flags, but as a way to get the stuff up and running, it's a good start, and the end result is basically the same. A shiny decal on your rocket.
  3. Taking into account the 'I'll just wait until the sequel' factor, the delay of KSP 2 until 2021 allows enough time for at least 2 more DLCs. It wouldn't surprise me if this happened. This would necessarily mean updates.
  4. Well, if you change the flag picker to only work with Stock flag sized images, then longer-than-the-tank decals would need to be made into a separate part/variant/thing, and would 'need' to be able to cross two/more parts. Would this potentially lead to decals attaching to things like science parts, radial decouplers, and so on? You would know better on this point. Also, am I wrong in thinking that changing the images to work with a particular size or range of images could limit the Hi-Res-ability of texturing?
  5. Damn, that's a shame... I was all ready and prepared to point and rage at all the bugs due to a rushed release.
  6. Made this video (in spoiler) using this mod for my Flags, Agencies, and Decals add-on up on Spacedock The long decals are a little bit shoehorned and require a little bit of fiddling, but it works.
  7. Wow. I musted have missed that post when I skimmed through the thread. Amazing!
  8. Lol, it honestly didn't occur to me. If it makes you feel easier, think of the Maple Leaf as the stuff that makes the rockets go. Plus, making something that resembles a maple leaf out of rockets (believe me, I tried) is super complicated. Looking into Suit Textures and maybe some Soviet mission/program patch analogs next. It may take a while though, so no holding of breath is advised.
  9. Dude. The new stuff looks absolutely amazing. Can't wait. Any chance of a sneak star location preview? Also, I'm assuming that there will still be no changes to the stock system?
  10. I'm not seeing the Kerbals in the bottom right of the screen. I am unable to enter the cockpit view. When clicking on the hatch to EVA Kerbals, the Hatch is blocked and so EVA is only possible if I have another command module available for crew transfer. Is there something I'm missing, or is this just the current state of these parts?
  11. Hey, just wondering if KIS fun part (ghetto blaster, beer, basketball, etc) interact with this.
  12. Be sad to see you around less. Love this mod. Thank you for putiing the time, coffee and pulled out hair into it.
  13. I realize I continue derailing the thread, but I agree. Mostly because asking demanding a mod be updated is, in fact, just rude. Regardless of forum rules and whether you say 'not to be rude but...'. I wanna play too, but since I don't know how to fix the stuff, I will wait. I would like, however, to chime in and say that I once tried my hand a part mod. It was my first ever, the version number I put up was 0.1 and so perhaps I should have put it up in dev forum rather than release. I made an error in one of the config files and while trying to fix it (I'm not amazing when it comes to modding stuff) I got a comment on my thread that apart from talking about me in 3rd person, went like this: "The modder... [made a mistke] ...wow." So... rather than try and fix it for an update, I just said to myself "meh. if people gonna be like that, I won't bother." Anyway. Hope it's not a pain to update Thomas P. and know that most of us wait, patiently, for you to release a working, as unbuggy as possible version, whenever it is that it's ready.
  14. Does the Kopernicus update to Release 3 mean goodbye to the horrid black sky bug?
  15. Can anyone point me to where I might find Module Manager configs to get USI MKS working better with TAC-LS? I'm aware that there are basic compatibility patches included with MKS but even then, it's a shoehorn. I am really not a fan of USI-LS and so I just wondered if anyone had already made some configs and if they could pass them along?
  16. I would just like to say great job on the observatory. It looks great and looks like it was supposed to be there in stock. The changes you've done already and those you have planned are great too!
  17. Not sure it's just Mac. I had this issue in Win10 DX11 (with and without scatterer). It was also happening to Kerbal head textures from Texture Replacer. Switching to png and DX9 got rid of the bad textures. Could it be a stock issue?
  18. Just checking - I hit the link for the latest dev version and then hit d/l which gave me the plugin file rather than a zip - To make it work I will need to create the Folder structure, right? (Gamedata/KerbalJointReinforcement/Plugin) Or can I stick it anywhere?
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