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Everything posted by dboi88

  1. Don't worry, i want to get this working for you too But, i don't know what else to suggest, I had this version of the mod running fine on both my test build and my main career install. I've just reinstalled a completely fresh version of KSP, installed the latest download from SpaceDock and everything is working as it should be. There have also been over 4000 downloads of v0.2.3 with this being the only bug report. I'm afraid i don't know what to try next. I can only assume you are doing something wrong but I've no idea what that might be.
  2. Ahh , , , CKAN This is similar to the bugs i found in USI Tools(well it's actually a stock bug but USI Tools is pretty much the only mod that uses that but of the AP and so it broke USI ToolsI), we no longer use USI tools for anything other than the Kontainer Models, i think CKAN might be doing something strange. Can you delete those mods from the gamedata folder and replace with just the files available here https://spacedock.info/mod/1332/Coyote Space Industries - Cargo Freighter if that fixes it, which i'm pretty sure it will, i'll go and have a chat with the CKAN folks and see if we can get CKAN installs working again.
  3. I have no idea what is going on there i'm afraid, I've been using the same version of the mod since release and nothing like this has ever happened. Can you try and see if it's still present on a clean install, there might be a mod conflict. I'd be happy to take a look at this for you.
  4. It should work. I'll take a look. I haven't made any IVA'S yet. But you do have the internal EVA spaces. What version of the mod are you using and which game version? For the two construction vessels you need Extraplanetarylaunchpads or OSE Workshop mods.
  5. You've got the correct object name, it is Size3to2Adapter @JadeOfMaar to be fair a lot of the stock parts are named that way You are correct though, installing blender and the .mu importer is what @Bottle Rocketeer 500 needs to do.
  6. @Bottle Rocketeer 500 I'm confused by all your edits, has this issue been solved?
  7. You can edit the cfg, however, they are carefully balanced and to call the need for them 'a complete joke' is extremely rude. There are countless posts made by both Roverdude, me and others that explain in detail why these are required. If you want to screw up the balance of your own game go ahead but don't complain here when things go wrong.
  8. Latest Release v0.2.3 v0.2.3 Updated To KSP 1.3 Added New Custom Plugin - CSI Tools Added Docking Feature To Kontainers & Rear Truss Added New Docking Port - Size 3 (To Match Kontainers) Removed USI Weight Balancing Features Added New Custom Weight Balancing Feature Fixed Crew Transfer Bugs (for good this time) Added Temp IVA's For All Crewed Parts Added New Custom Animated Docking Port PartModule New Docking Feature 5m Kontainer Docking Ports Integrated Into Rear Truss. Deliver Kontainers at your destination and bring back empties.
  9. I decided i wanted more features, so i'm still working on the plugin, here's a teaser
  10. @taniwha I just wanted to let you know I've included parts and configs for EL in my mod.
  11. That's a nice blurry image. What are we looking at?
  12. I don't believe you can use :FOR[MaErDa] because you do not have a mod(C# Assembly/.dll) called 'MaErDa'. Might be wrong though. So what i think is happening is MM is looking for a dll called MaErDa, does not find it, and so does NOT apply your patch.
  13. I managed to remove the remaining issues with the animated docking port module last night as well as compiling everything to be 1.3 compatible, doing some last polishing and should be able to get the new release out later tonight . I can also confirm the crew transfer issue is also resolved, you can now transfer crew between all parts using the stock crew transfer functions, god that one was annoying.
  14. I'm really sorry to hear that. I've made a pledge to try and assist. It's not much but it's sustainable. Keep up the good work.
  15. Ok, so I've been a little quiet for a while because I've been trying to find a working system to allow the Kontainers to be docked to the rear truss(and learn C#). Unfortunately the USI-Tools weight balancing feature seems to be suffering a stock bug, and really isn't designed to deal with docking ports(it was never designed to be used this way at all). So, I've wrote a new weight balancing part module from scratch. It deals perfectly with docking ports and so far during testing the latest version is working perfectly and removes ALL of the bugs with the old system. I'll be polishing off the docking port model, textures and configs and i'll be ready for a 0.3.0 release for the new features with my first plugin
  16. Welcome to the forums. The crew portraits is due to the IVA's not being completed yet. I'll put in some stock ones in the next release as place holders for you. I'm still struggling with the hangar support. I'm aware of the issue with redocking craft, I'm working on it. Thanks for the report
  17. Another quality work of art from @DiscoSlelge You should go check out the rest of his work!
  18. As i said i don't pretend to understand it but I'm sure if it was that easy it would have been done.
  19. Yeah careful organisation is the Key when working with that many layers, this texture is the culprit, the source file is 4k but the mod release only includes a 2k version https://github.com/dboi88/CSI-Cargo-Freighter/blob/master/FOR_RELEASE/GameData/CoyoteSpaceIndustries/Freighter/Parts/FreighterShared001.dds most of the layers went into the surface details. Oh that sounds good, (the fact you can tweak everything in photoshop) I'll take a look at the tutorials before installing then, thanks for the advice. I don't pretend to fully understand it but IIRC all the KSP shaders are custom and mostly custom to deal with part highlighting (when the part glows green when you hover over it) which means any PBR shaders would have to be custom created for KSP which i believe to be a very difficult job.
  20. I've noted there is a Substance Painter 2 free trail, I might give it a go and see what it can do with it. But I really enjoy physical painting all the different elements and layers in photoshop though so i'm not sure it'd be as fun. With modding being only a hobby i'm not sure i'd call them affordable though lol. 20 Seconds? The main texture file for my freighter hull has over 6000 layers, is over 1.5gb and takes nearly 10 minutes to load, I'd love a 20 second load time.
  21. No unfortunatly there are no notifications for edits, so if you want someone to be notified you need to put a fresh response. With PBR shaders being completely unsupported there are probably no modders using that workflow. I'm not aware of anyone else using Substance Painter either, i'd be interested see what others come up with using it though so if you know of modders using it i'd appreciate knowing so i can take a look.
  22. Well i doubt you'd find any other modders with that work flow as it makes no sense for KSP modding. So what you are asking for is VERY specific to your workflow and no one elses, so i really wouldn't want the KSP Dev's time being taken up on implementing that when there is so much more they could be doing. P.S. I've asked nicely, next time you respond to me in an edit instead of a response i'm ignoring it. It's near impossible to have a conversation with you when i have to come back every few minutes to see if you've added anything else.
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