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anxcon
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Everything posted by anxcon
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noticing 2 of the intakes (1.25M and 2.5M) give off this warning [WRN 12:16:03.724] PartLoader Warning: Variable animationName not found in Part because of part cfg having this line in the root - animationName = intake does this serve a purpose? does some mod use this? edit: on the subject of IVAs, id love an RPM IVA atleast for extente
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i would hope stock never gets clouds, it would be a clunky system that slows the game even disabling current mechanics still slows the game when i don't even use them for the fuel hotkeys, tank lock mod, very lightweight, and i doubt building it into stock would help anything (aside from being decent idea) as for IVA, i doutb anything will beat RPM mod for a long while - keep in mind the displays are generic defaults, custom ones can and have been made to look far better
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when parts attach currently, they attach any node size to any node size i would love for it to be only to same size, so size1 only attach to size1 (for those that dont know, 7th number, node_stack_top = x, y, z, rotx, roty, rotz, size) attachRules is the best location for such a flag this also has benefits for things like cargo bays with multi node on the same spot as far as making a mod goes, i see only 1 way to do such, extending 3 classes and override bits while i have tested this, and do have a "working mod" it causes a whole list of issues the sensible thing i see to do is add it to stock game, and i see no downsides to such currently there are 7 flags available for attachRules (5 commonly used, 6th and 7th optional to use) default value would ofcourse be to ignore size check
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the part named (name) FASA_Gemini_Lander_Legs (title) Gemini Lander Legs spams NREs soon as it goes to flight scene, nice model, hope it gets fixed
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
anxcon replied to ethernet's topic in KSP1 Mod Releases
in StationScienceModule, checkTrait(), could you add to that to also check a requiredExperience field or such? so say 5 star scientist be required for some higher end experiments, other basic ones 1 star -
quite a few mods used the KASModuleGrab module to allow pickup of items- with that no longer there, the equiv looks like ModuleKISItem? i looked at the fields listed for both, seems like fairly compatible to make an MM script to convert old KASModuleGrab to ModuleKISItem?
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sorry to see you go on another note, FASA is pretty much models and cfg, either of which i doubt KSP would break much in future, i still have mods pre 0.15 that work as models havent really changed, a couple cfg updates and had neet stuff to use and for accual business Line 309: [WRN 15:51:00.418] Texture load error in 'G:\Program Files\Steam\SteamApps\common\Kerbal Space Program\GameData\FASA\Props\ASETindicators\model000.dds' Line 317: [WRN 15:51:00.425] Texture load error in 'G:\Program Files\Steam\SteamApps\common\Kerbal Space Program\GameData\FASA\Props\Bolt\BoltCap.dds' Line 319: [WRN 15:51:00.426] Texture load error in 'G:\Program Files\Steam\SteamApps\common\Kerbal Space Program\GameData\FASA\Props\Bolt\BoltCap_NRM.dds' Line 382: [WRN 15:51:00.484] Texture load error in 'G:\Program Files\Steam\SteamApps\common\Kerbal Space Program\GameData\FASA\Props\LM_FuelIndicatorSE\FuelIndicatorInd.dds' Line 385: [WRN 15:51:00.487] Texture load error in 'G:\Program Files\Steam\SteamApps\common\Kerbal Space Program\GameData\FASA\Props\LM_FuelIndSE\FuelIndicatorInd.dds' Line 429: [WRN 15:51:00.537] Texture load error in 'G:\Program Files\Steam\SteamApps\common\Kerbal Space Program\GameData\FASA\Props\LM_Mirror\screen-emissive.dds' Line 431: [WRN 15:51:00.538] Texture load error in 'G:\Program Files\Steam\SteamApps\common\Kerbal Space Program\GameData\FASA\Props\LM_Mirror\screen.dds' i check, the files are there, i can open them in photoshop, so whats wrong? and isn't just this mod have the same issue with 2 dozen ish props over 7 mods, and only 2-4 props per mod out of 20-50 per wrong dds format or something? (clean install, each mod used as is)
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[1.0.5][unmaintained] kappa-ray — irradiate your Kerbals
anxcon replied to soundnfury's topic in KSP1 Mod Development
does this work with RSS? if not would it just need config changes or code changes? -
ah k just wanted to check, plugin i made a while back in my sig adds sounds to animations btw enjoy i just was never able to find decent sounds to add to most animations, geiger counter seems decent though
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just installed this to lay with it, and as usual took a walk through all the files for the probe section, geiger counter, i notice there is a sound file, but no sounds play ingame or mention in cfg clean install, so i break somethin or does it just not play it?
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playing with a few parts, such as this, and had a thought SSTU - LC5-FL when you switch mesh to be a hollow middle, what about add another toggle for the middle to be round vs octo hile i like the octo for some parts matching, when using a round tank down the middle it seems weird also perhaps depending on mesh used, only allow some nodes, move/disable others? imo drop the middle node, and if hollow put top/bottom on same location, if not hollow, top/bottom or accually, if you want to go fancy, if hollow use middle node, hide top/bottom, and apply a new blank node to the part it snaps to on placement that would give the effect of attaching radial, and not weakening the stack, even though its technically added by stack i was messing around with that for stock toroidal tank one day, kinda fun to mess with nodes
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i'm accually curios why JSITransparentPod lowers FPS so much i'm not good enough at rendering stuff, but given that it was made a while ago perhaps someone should review the code and se if theres a way to make it faster? i know pizzaoverhead is also working on a different style of seeing multiple IVAs, and he said his FPS wasnt dropping when i asked - though the 2 styles might be too different, dunno, as said just curious i'll def use it
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
anxcon replied to Starwaster's topic in KSP1 Mod Releases
reading through the source of ModuleAnimate2Value to see if it would work for an idea I had i noticed it updates the values in Update() which is every frame, not in FixedUpdate() any reason for this? shouldn't it go in FixedUpdate()?- 5,919 replies
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[1.1.x] CoolRockets! Cryo and Launch Particle FX
anxcon replied to sarbian's topic in KSP1 Mod Development
just needs a MM cfg to add to other tanks, fairly simple aside from artistic talent or copy/paste the effects from existing tanks of the same shape/size -
for quickscroll, when you mouseover an item and the details window shows up, right click opens more details / a list of modules on the part, that list gets a scrollbar if long enough - quickscroll scrolls the catalog and messes up the item moused over even when the mouse is over the detail window - if over the detail window at any spot within it, shouldnt scroll catalog
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you dont have to release other plugins with you, just support via a MM cfg and why use ARR? i dont think ive seen a mod goto that extreme
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
anxcon replied to bac9's topic in KSP1 Mod Development
other mods are adding solar panel plates with a cutout shape to fit on top of wings, mainly stock wings or their own mod wings - which gave me a thought since this uses procedural wings, what about a button added to right click menu of the part "enable solar panel" and have it change the texture of the top of the wing, and apply ModuleDeployableSolarPanel -
for the solar panels, its noted needing multiple suncatchers? to deal with the curved shapes? the panel shapes look like they dont move, like the mk2 / cylinder is just slapped on top of shape i seem to remember you can control output vs angle to sun with the stock ModuleDeployableSolarPanel