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Everything posted by Benji13

  1. I was thinking just before that it would be pretty awesome to make a way than someone could install this and have this whole system as a second star. So you start of with KSC on Kerbin and all the stock planets like normal but hey what's this? Another star! With all these lovely looking planets! Lets go there! I know it's probably not possible and the RAM usage would be... interesting, but it would be pretty cool. Especially if you chucked OPM on top. I dunno, just my shower thoughts/2 cents.
  2. Hello. I need help. I've been working on a mod (for 1.2 btw, would probably still work in 1.1.2 though) that adds 4 different sized disks as parts to the game. They all use the same model. To spice the mod up a bit I've decided to use FSTextureswitcher (through IFS) to allow switching between multiple textures. The part(s) work, both the textures (I've only made two so far) work but switching the textures doesn't. I wrote a MM patch for each part that adds the FStextureswitch module to it and the right-click menu comes up in the editor (see figure 1) but clicking the 'next texture' button does nothing (see figure 2). It says that it has changed texture, but it looks the same. I think that the problem might be the 'objectName' line as (I think) it is the line that actually says which part to switch. I am unsure as to what to write in here. I have tried the name of the model, the name of the parts, the in-game name of the parts and the even name of the .blend file from when I made the model before I exported it to unity and converted it to a .mu. I know that there was a mod for 1.0.5 that told you the objectName for parts in the VAB but 1.0.5 is no longer available from the KSP store and I doubt that the parts would work anyway. I read somewhere that you could install a .mu plugin for blender and find out that way but the plugin no longer works (from my testing, I could be doing it wrong). I have uploaded the mod and my .blend file to dropbox (link below) for anyone who wants to take a look. Any help would be greatly appreciated, I have been trying to figure this out myself for ages. I might be able to provide more information if you need but I think I've pretty much said everything already. I am totally fine with someone just writing the patch for me and I will totally give you tons of credit when/if I release the mod. I just want it to work. Dropbox link (mod itself is inside 'Gamedata' folder): https://www.dropbox.com/s/bz2kg2t8fvh1h4n/Structural Disks-Need Help.zip?dl=0 Figure 1: Right-click menu works- Figure 2: Texture not switching after clicking button- Thanks, Benji13.
  3. I know that this is a kind of old thread but is there something like this for 1.1? Or even 1.2? I really need something that tells me the objectNames.
  4. Hello. I've been working on a simple mod that uses FSTextureswitcher and I'm not sure how to get the objectName of my part or what it does. Am I correct in thinking that it I should the line that says which part to allow texture switching on? Any help would be great. Thanks, Benji13
  5. Umm... err... The glory of being the MM patch overlord? I don't know. I don't have much to give.
  6. How many Module Manager patches can you get?!?! Lets have a bit of a competition to see who can get the most MM patches while loading. So far I've got 1672 with more mods on the way. How many do you have?
  7. Hi! I was in the R&D/techtree place the other day and was wondering if there is a mod or plugin anywhere that makes KSP remember how far zoomed out you where. Usually whenever you exit and re-enter, the tree will be zoomed right in again, staring straight at the start node. With many mods and CTT installed, it can be a pain having to zoom out every time you enter the R&D. Is there a mod that changes this? Thanks, Benji13.
  8. I was wondering why this hadnt been updated yet. Didn't realise there was a new thread. Thanks for keeping this mod maintained!
  9. Ok, I think I have that down pat except for the objectNames bit. I'm not sure how to find the object name of my part. I know that there used to be a mod but it hasnt been updated since 1.0.
  10. @InsaneDruid Ok I did what you said and the texture loads into KSP fine. But alas, the switching still didn't work. I decided to switch the names of the textures over so the green one would load as default and it worked. But I still couldn't switch. Seems there must be a problem with my config for switching textures. Further investigation is needed.
  11. Hey, just a quick question, now that Kopernicus is updated to 1.2, does that mean that Jool will be getting rings soon (if it doesn't already)? I'd love to see some pics if it does.
  12. Ok thanks. I'll try that and see if it works.
  13. @InsaneDruid I'm not sure, I just saved it as the GIMP default. Are you saying it should or shouldn't be DXT1, 2 or 3? I'll have to wait until later today to check anyway.
  14. Hello. I am having problems with this one dds texture. It is a texture for a simple structural part that uses Interstellar Fuel Switch to change between textures. It doesn't work however and the log simply states: [LOG 19:36:58.743] Load(Texture): Benji13sStructuralDisks/Parts/StructuralDisks/textureGreen [WRN 19:36:58.753] Texture load error in 'C:\Users\Benji\Documents\KSP 1.2\GameData\Benji13sStructuralDisks\Parts\StructuralDisks\textureGreen.dds' As far as I can tell, it is exactly the same as my other (working) texture, except that it is 3mb in size. The working one is 683kb. Is this the problem? How do I fix it if it is? Link to the texture's are below. The broken texture is the green one. Thanks to any help, I'm sure it's a simple fix, I just don't know much about how KSP manages textures. Thanks, Benji13. Working texture: https://www.dropbox.com/s/ywxqaxhvc1wmyls/textureDarkGreyMetal.dds?dl=0 Broken texture: https://www.dropbox.com/s/nlwy4jaa8rzsk1f/textureGreen.dds?dl=0
  15. Hello. I am working on my first mod which adds some simple structural parts. The idea is that in the editor it is possible to switch between multiple textures (using Interstellar Fuel Switch like the colourful fuel lines mod), but I can not get it to work. The default texture and right-click menu work fine, but when you click the button to switch to the next texture nothing happens. I have included screenshots and a link to what I have so far, any help would be much appreciated. Thanks, Benji13. P.S. Only the 1.25m version of the disk has the green texture, or should have it. Images: In the VAB, part works fine, just like any other part. Right-click menu works fine: When you change to green however, nothing happens: Dropbox link: https://www.dropbox.com/s/he090kn340f35hk/Structural Disks.zip?dl=0 UPDATED THREAD WITH MORE INFO HERE:
  16. Is it just me or does the Nyan Cat make the game load slower? I just started up the game and it took forever to load with noticeable lagging to the cat. This is just after installing new module manager with no other new mods.
  17. Hello. Is there a tutorial or something somewhere on how to make a part that can switch between numerous textures? Like the Colourful Fuel Lines mod. Thanks, Benji13.
  18. Suggestion for Mk2 expansion: I'm not sure if it's been said before but I couldn't find it anywhere. It would be great to have a mk2 Xenon tank for those long haul ssto's. Just thought that it would make sense seeing that there's a mk2 Xenon engine. Thanks, Benji13.
  19. Hello. I am new to modding and was wondering if there are any part tools for 1.2? Are they needed for making parts for 1.2 or can the latest (1.1.2) ones be used? Thanks, Benji13.
  20. Played 0.6.5 for a while. I would post some screenshots but... it's 0.6.5. Its pretty hard to fly without SAS or the ability to zoom in. Or orbit.
  21. Hey @Galileo, have you ever though about adding a screenshot album or two in the OP of both this thread and SVT? Would give people a bit of a chance to see what they're getting before they get it. I mean, I don't think I've ever seen what Duna looks like with this installed as I personally don't have the mod. Just a suggestion. Keep up the good work.
  22. Would it be possible to write a MM patch to add the eject module to all command pods? If this would work, could someone please help me with this? I'm not great with MM patches and I want to be able to keep my part counts as low as possible.
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