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stali79

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Everything posted by stali79

  1. Ok the mod is essentially in Alpha state now, ultimately all it needs is the MM patches for FS and CLS finalized and the old B fuselage animations fixed (I don't know how to fix this). I have it on git up, if anyone wants to help me finalize it just pm me and I will throw you the github link for it.
  2. the file properties of the firespitter.dll says version 7.1.3013.23694, and the .version file says 7.3.0
  3. This is odd as i am running 1.1.3 and i can change fuels in most parts...
  4. Ok I have the mod mostly working. I have put it on github if anyone wants to help me catch anything I may have missed as well as help me work out a couple of the bugs In each fuselage folder there will be a text file containing any KNOWN bugs, some of these bugs may have been fixed already and some I know I don't know how to fix. The Stail class fuselages are where I am struggling the most currently in that the animations for them are NOT working and I don't know how to fix them. Any help with this final stage would be greatly appreciated. https://github.com/Moobien/OPT
  5. I HAD this issue, no idea how I fixed it BUT the issue will be with the nodes themselves. I think the issue is the nodes need to be inverted. The 2 coordinates in red should be checked on your end, if they are the reverse of mine then simply change them to how I have displayed them in the spoiler
  6. ignore that. the last version was released before 1.1.3 but it still works fine
  7. current version on spacedock (1.8.1.2) IS compatible with 1.1.3
  8. Juuuuuuust a teaser I present to you the Golgotha, one of the ships that will be in the Mod. All parts are either OPT or Stock.
  9. Thanks man, I suspected that MAY be the way to do it but I wasn't 100% sure.
  10. I was wondering if anyone knows how to search for specific parts or groups of parts in the SPH. Normally if I want OPT parts I would type OPT into the quick search bar, BUT the issue is that it brings up ALL the OPT parts. What I would LIKE to do is find a way to search by sub fuselage. i.e. type in Avatar if you want the avatar class parts specifically.
  11. I cant edit the original post BUT I will post it on spacedock. Mainly to get help on things i struggle with.
  12. Yup I have everything released form 1.3 onwards and a lot of those parts have been reintegrated.. @King Something is right, a lot of the older parts don't work very well and that is part of what I am trying to fix. Also, don't get too attached to your planes with the 1.8.1.2 release, I garuntee the 1.8.5.0 release WILL break EVERYTHING but it is unfortunately necessary.
  13. The mod has no DLL of its own so as long as the mods dependancies are up to date (IFS and FS) then yes it is 1.1.3 compatible
  14. Figured I would post an update on progress for the mod's rerelase. COMPLETED: * Folder structure has been completely overhauled, ALL parts are now sorted by corresponding hull class. * All hull classes have actual names now, no more J Fuselage etc. * To minimize mod size bloat some parts that use the same texture as another class now uses texture referencing from a dedicated texture folder (not all textures live here, just the ones for old J and K and a few random others. * All parts have been renamed somewhat to have OPT_ at the begining of the part name for compatability with other mods. * Mk3 Shuttle nose works correctly STILL TO DO: * Presently SOME of the animations are non-functional and will be addressed in due course. * MM patches for CLS and IFS/FS SPECIAL: * People who have assisted me with this project have become easter eggs in the mod - see if you can find them, some are obvious, some are not. POTENTIAL TO DO: * I started adding normal maps to parts but I wasn't overly satisfied with the results, may revisit this when I have more skills with modding. * Juno class SAS module could do with own texture/model * IVA's - not even considering this at this stage. I am hoping to have it release ready within 3 weeks. I have had this issue also but can't for the life of me remember how I fixed it. I THINK there is something duplicated file wise with the IVA, Only had it for the J cockpit though.
  15. Hmm try removing wild blue tools and see if it makes a difference. I THINK i have had issues with it in the past.
  16. Only a couple of cockpits use rpm and they have always worked fine for me. No idea for tweakscale as i dont use it.
  17. remove all mods except OPT and post the output log this will give a better idea if there is an issue.
  18. You COULD make them passable. But for the realism of it you can experiment fitting a space suit through THAT small a gap
  19. @Nils277 i had an idea for something yesterday that you may or may not have already considered. My thought was on you dual and triple adapter parts in the sense of making them longer for the purpose of making them passable. I often use your parts in my space plane cargo bays and it would be cool if crew could transfer through into your parts via a new double or triple adapter. Would also allow crew to transfer through from one leg iof the stack and into another.
  20. Initially I was importing the mu's into blender then exporting to unity but I think that just made things far more complicated for me than I was expecting which sucks. When I get home in about 10 hours I will zip the current state of the mod and send it to @Stone Blue so he can take a look at my butchery. With splitting it up into packages it was more like having each hull class as its own zip file, there would be crossovers with regards to adapters (eg the JL adapter would be in both the L AND J zips and would overwrite each other when you install both of them. This means you WOULD have redundant parts if you installed the J and decided you didn't want the L parts. Stone Blue has been an invaluable resource throughout this whole process of what I have been doing.
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