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Chimichanga

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Everything posted by Chimichanga

  1. There must be a conflict going on then, because when I removed the UnofficialPatch folder it's fine, but with UnofficialPatch the doors double up... any ideas where to look? I'm about to load up a game without any mods except your patch, will update again soon. EDIT: Definitely a conflict, just the UnofficialPatch by itself isn't causing this... will investigate further.
  2. Thanks for the patch! Noticed that when running Indicator Lights, the Science Jr. currently has a case of Schrodinger's doors in the VAB... are you also seeing this?
  3. It would help to make a copy of your KSP folder, remove everything in GameData except for the default Squad files and the TURD required files, and try that version of KSP using DX11/OpenGL. I see some oddities in your GameData folder which make me think this is a conflict - notably the D3D9 and DXGI dll's.
  4. Hello again @Manwith Noname! As always, excellent mod - having a lot of fun recoloring things with it! I don't want to list this as a bug, but your mod seems to conflict on ~3 parts (that I can find) when run in tandem with Stockalike Station Parts Redux. Running KSP 1.4.5 x64 on Win 7 x64, on a test KSP install with only these 2 mods, and Making History. I don't know if there's anything you can do about it (It might be better brought up with Nertea) but I wanted to bring it to your attention regardless in case you can think of something.
  5. Superb! Oh, where has this mod been all my life?! I'm sure it's on your radar, but about those Making History parts.....
  6. Working great! Thanks for the super fast update (and the Stick-On Letters!)
  7. Hello @Fengist, great mod but I'm also experiencing Nullrefs using Slime lights on KSP 1.4.5 x64 with Making History, on Win7x64 From KSP.log: [EXC 22:05:41.592] NullReferenceException: Object reference not set to an instance of an object ModuleKELight.ModuleKELight.FixedUpdate () From output_log.txt: NullReferenceException: Object reference not set to an instance of an object at ModuleKELight.ModuleKELight.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Using Slime lights (and lots of them!) on a ship clawed to an asteroid presented me with the spam. I made a copy of my KSP folder, and am running ONLY your mod and the Making History expansion, and am still experiencing the nullrefs on this very simple craft: Both logs can be downloaded here: https://www.dropbox.com/s/bjlz7dr060fos4n/chimi-logs.zip?dl=0 The logs don't show a whole lot of helpful info based on my untrained eye, so if it helps track it down... the nullref spam occurs in the VAB too, and I can't get these suckers to blink at all - nullrefs regardless of blink settings. Sorry for the many edits, kinda scatterbrained tonight! Thanks again for checking into this!
  8. Hi again Shadowmage! You asked for this post regarding no visible window lights in MK1-3 pod, and missing lights on the Making History round pods. First, an image showing the config is working for just these parts. None of the windows emit light on the Mk1-3, while all of the windows on the round-pods work with the exception of the window the arrows point at: Here's the example config I isolated away from the rest of my parts (99% metal 99% shine isn't exactly my thing, as stunning as it might be - but it proves to me that the config is loading correctly.) @REFLECTION_CONFIG[default] { %enabled = true } KSP_MODEL_SHADER { name = Stock_FullMetal model = Squad/Parts/Command/Mk1-3Pod/Mk1-3 model = SquadExpansion/MakingHistory/Parts/Pods/Assets/RoundPod MATERIAL { shader = SSTU/PBR/Metallic inheritTexture = _MainTex inheritTexture = _BumpMap inheritTexture = _Emissive excludeMesh = FlagTransform excludeMesh = flagTransform excludeMesh = FLAG excludeMesh = Flag excludeMesh = window excludeMesh = Window excludeMesh = SideWindow excludeMesh = FrontWindow excludeMesh = indicator PROPERTY { name = _Metal float = 0.99 } PROPERTY { name = _Smoothness float = 0.99 } } TEXTURE // Glass { shader = SSTU/PBR/Metallic mesh = window mesh = Window mesh = SideWindow mesh = FrontWindow mesh = indicator PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } } This config works just fine with other pods, allowing windows to display lights as expected. I'm being naughty and running this with 1.4.5 x64 in DX11 on Win7, x64. I did downgrade to 1.4.3 previously (to try to bug check something else) but can't remember if the windows worked on that version or not. I tried my hand at guessing some of the mesh names (WINDOW vs Window vs window vs adding an 's' at the end, TopWindow, etc.) but I don't have access to Blender/Unity to check mesh names and the DebugStuff mod isn't giving me the info either. I don't have a Github account but figured if it was indeed a bug you would be better able to post it there / handle it / do whatever miraculous things you do. Thank you for checking, and thank you for TU!
  9. Hello! Thank you for the configs. I've been slowly learning about this process. It took me 2 nights of Googling to figure out how to get the stock fairings metallic shader working (woo!) and I'm almost done adding in the parts of my other mods and getting the shadings just right. One thing is alluding me! The stock Mk1-3Pod windows and one of the windows on all of the Making History sphere pods don't glow! I can't for the life of me get them to light up. I'm excluding the correct meshes using the Stock_FullMetal shader and using your Glass config on the correct meshes, but still no dice. I saw some talk earlier on in this thread from December talking about the "Apollo capsule" but I think this is in reference to a pod from Bluedog. If you have any suggestions (or even confirmations from others that it works correctly or not) that'd be so much help - I've seriously been trying everything I can think to try - otherwise I wouldn't bother posting the question! Thanks again! I sent you a PM yesterday explaining this, and posted it in the main TU thread here: Hope it helps!
  10. Hi Shadowmage! Thank you so much for all your hard work on this - it's incredible! To the Kerbalnauts trying to get the all-metal Fairings working, try this config. It's from Shadowmage's Github page under the bug section, report #40. Please modify the Metal and Smoothness values until you find something you like! KSP_TEXTURE_SET { name = STOCK-Fairings title = Default recolorable = false MATERIAL { shader = SSTU/PBR/Metallic //simply setting properties for metal and gloss PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } @PART[fairingSize1,fairingSize2,fairingSize3] { MODULE { name = KSPFairingShader textureSet = STOCK-Fairings materialIndex = 0 } } There's a more advanced config on the page as well. Page can be found here: https://github.com/shadowmage45/TexturesUnlimited/issues/40#issuecomment-382565954 Here's to hoping you all fly eternal, shiny and chrome!
  11. Hi!  I recently got the fairings working with TexturesUnlimited and wanted to offer you some help!

    Add this to your TU config (you can remove the ",fairingSize4,fairingSize1p5" if you don't have Making History) and it should work! You might want to modify the Metal and Smoothness values to your liking. Enjoy!

    KSP_TEXTURE_SET
    {
        name = STOCK-Fairings
        title = Default
        recolorable = false
        MATERIAL
        {
            shader = SSTU/PBR/Metallic
            //simply setting properties for metal and gloss
            PROPERTY
            {
                name = _Metal
                float = 0.75
            }
            PROPERTY
            {
                name = _Smoothness
                float = 0.75
            }
        }
    }
    @PART[fairingSize1,fairingSize2,fairingSize3,fairingSize4,fairingSize1p5]
    {
        MODULE 
        {
            name = KSPFairingShader
            textureSet = STOCK-Fairings
            materialIndex = 0
        }
    }
     

  12. I did some digging and I believe I can just add it under the Materials Bay PART as another PART in /Squad/Contracts/Contracts.cfg, like this: Part = science_module // A part ID that triggers this request Part = MSP3000 // A part ID that triggers this request Will give this a try now! Wish I knew how to do it with ModuleManager but it should work for now (until the next update at least!) Thanks so much for your thoughts!
  13. Hi Tyko! Got back into KSP again, and remembered a question I wanted to ask you: Is it possible to add some sort of ModuleManager script to let your Materials Bay complete contracts needing one? I can do it in the save file by hand but have to do it for each contract. Any tips? Currently just changing the CONTRACT PARAM to "partNames = science_module|MSP3000" is how I'm managing it
  14. Was looking through my screenshots from over the years and am STILL blown away at how good this mod was. Thanks so much! Can't wait for the update!
  15. Finally I won't have to feel like a cheater for using TweakScale on the standard SciJr - great mod! Thanks!
  16. Great stuff as usual, Galileo! Thank you for your work!
  17. Hello, thanks for your many years of work with MJ! I'm experiencing a localization issue with planet names with MJ - the issue and the solution (maybe?) can be found in the following post by HebaruSan and the post afterwards by dmagic. Here's a screenshot of the issue I'm having - look in the lower-right corner at Current Biome. Inside KSP's dictionary.cfg are the names of the planets with "^n" after the name - MJ doesn't remove the ^n before displaying it.
  18. Hello and thanks for updating to 1.3! I'm attempting to track down an issue I'm having - I'm positive it doesn't involve AVP but I'm just hoping to get some direction in my searches for a fix! Thanks for reading and thank you again for your work on making KSP so incredibly awesome!
  19. I don't know enough about KSP to add to this unfortunately but I trust your judgment! If the warnings are expected then I have nothing else to report Thanks for all your work!
  20. Hi again, @linuxgurugamer - quick initial bug report and fix - Squad's MysteryGoo science experiment textures were renamed. Line 10: SXT\Parts\CoreTech\Science\MiniGoo\part.cfg should be changed to the following to allow for Squad filename changes: texture = A_GooExperiment_diff , Squad/Parts/Science/GooExperiment/GooExperiment This issue solves https://github.com/linuxgurugamer/SXTContinued/issues/31 I also noticed a good amount of WRN and ERR on loadup - I've uploaded my logfile from a brand new load of just SXT and dependencies. Please note that the above changes were already in effect for this logfile. https://paste.ee/r/IOLXi/0 Please do enjoy your weekend!
  21. EDIT: Sorry, my bad! After doing some digging, I realize I made a mistake and everything is working correctly now. I didn't follow your carefully crafted instructions! Now that I've placed the entire NTRsUseLF folder directly into Gamedata everything is working perfectly. Thank you for the mods and for the support!!
  22. Wow, I had no idea why my near-solar vessels would overheat randomly after warping - thanks for this tidbit (and everything else you've done for my KSP experiences over the years!)
  23. Hello, thank you for all your great mods! Noticed an issue on KSP 1.3, using newest Atomics not from CKAN with the Extras LFO patch. Despite the patch, the Scylla still requires LH2 in non-LOxAugmented mode, although LOxAugmented mode works perfectly (and might be a bit overpowered! )
  24. For anyone else who has issues with Tweakable Everything Continued, remove TweakableDockingNode.dll from \GameData\TweakableEverything\Plugins and you're all set. I posted in the TEC thread for LinuxGuruGamer's assistance - it sounds like he might be able to add an exception for this part! We'll see!
  25. Hi LGG, thanks for making KSP so rad for all these years! It wouldn't be the same without your efforts - thank you! I'm using Suicidal Insanity's Mk3 Stockalike Expansion mod which contains an excellent part, the "Mk3 Clamp-O-Tron Docking Port." The doors open up and the docking port slides out. When using TweakableEverythingContinued 0.1.20 and Mk3 Stockalike Expansion mod together (and their dependencies) the attachment nodes stop working correctly. If the part is Root, neither nodes allow a partner. If you start off with another root, you can connect the docking-port part to Root, but the other attach node won't accept a partner. Normally, I would check out the part.cfg and change the node_stack_top to 1.0 / node_stack_bottom to -1.0, but everything in the config looks correct: https://github.com/SuicidalInsanity/Mk3Expansion/blob/master/Mk3Expansion/Gamedata/Mk3Expansion/Parts/Utility/DockingPorts/inline.cfg I ended up installing a new fresh version of KSP 1.3, running just the above mentioned mods on an otherwise stock install, and the problem persists. I went to Suicidal Insanity's thread and he's already told someone else who experienced the issue in April that it is a conflict with TweakableEverything, and to ask you, here. Since that poster didn't, I figured I would give it a shot instead. Then I got to reading... and removed TweakableDockingNode.dll from the folder, and all the problems went away - along with my magnet sliders . And then I got to reading and I guess you'd need to recompile that .dll with the part name for the Mk3 Expansion docking port. Sounds like an awful lot of work for you, but would you please provide some assistance? Thanks again for all of your hard work and dedication to KSP!
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