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Everything posted by COL.R.Neville
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[1.12.x] Champagne Bottle Redux
COL.R.Neville replied to linuxgurugamer's topic in KSP1 Mod Releases
https://spacedock.info/mod/613/NEBULA_Decals when you use this link it takes you to bottle redux instead of nebula decals. -
yeah im not seeing any of that even with aa off. grab the dds version off that link i sent you crow and try that. to add that new shade of blue all you need to do is name the recolored texture file to CircularPanel001 and another copy CircularPanel2001 and add it to each of the corresponding folders. then change these lines in the FS module and now you can have all 3 colors. textureNames = CircularPanel000;CircularPanel010;CircularPanel001 oh yeah and CircularPanel2000;CircularPanel2010;CircularPanel2001 textureDisplayNames = Black;Blue;Dark Blue
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did you use the files that are in the drive link i sent you? those are already converted to dds using the dds4ksp app. so it does everything it needs for KSP. so there are two in there one is PNG for the textures and normals and the other is dds for both. I renamed them so you can tell which is which easier.
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[1.12.x] Click Through Blocker - NEW DEPENDENCY
COL.R.Neville replied to linuxgurugamer's topic in KSP1 Mod Releases
okay thanks i thought i had the latest version installed. but looks like i still had 168 installed instead. -
I thought %maxQ was for aero forces. i was having a problem with these being broken by fairing separations I added in is breakable false and they stopped breaking dont know what to tell you dont know what explosive force or separation motor exhaust is classed as just telling you why i added it in there very possible i was wrong it aint the first time.
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the is breakable is more for bumping into them in orbit or getting hit by ejection force/exhaust of fairing separation. just lower the temps down to 1500-1800 that will make sure they burn up during reentry. when i did this originally i tried to use the part variant thing too but found out its at the part level not the object level. so its kinda one dimensional so changing the color of a cubic strut or fuel tank etc no problemo its one part. this is like 20 plus pieces being assembled into one part. so the part variant stuff would need to be able to do the equivalent of change the color of each face of the tank or cubic strut to a different color. Thats why i went with the firespitter plus since roverdude uses it throughout USI it was pretty safe to use since chances were it would always be kept up to date.
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[1.12.x] Click Through Blocker - NEW DEPENDENCY
COL.R.Neville replied to linuxgurugamer's topic in KSP1 Mod Releases
after updating the tool bar controller in the flight scene i started getting these. [EXC 18:35:45.474] FileNotFoundException: Could not load file or assembly 'ClickThroughBlocker, Version=0.1.6.9, Culture=neutral, PublicKeyToken=null' or one of its dependencies. -
heres a config that will get the legs working for the most part. just cant start with them extended. still trying to figure out getting the suspension working but will probably have to have some model changes to get that working.
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yeah i dont think this has anything to do with it either because of just the way it works. others may see sstutools.rescuecontract and come here looking. may even be a stock problem where they have added a new requirement to contract creation. you arent using a pre-existing list of contract elements or anything right? i looked but didnt see anything like that but im pretty good at missing stuff hehe.
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
COL.R.Neville replied to nightingale's topic in KSP1 Mod Releases
anyone else run into this one before? Strategia: Couldn't load tech tree from GameData\ModuleManager.TechTree sounds like it finds the file but just no tech tree from it? the file is present and looks like the tech tree is there as well. also getting these Input is null for field 'agent' in config node errors not sure where its coming from strategia, contract configurator etc but i get one from pod rescue fix and i cant tell where the other is from. and its spamming the log pretty hard with all of these on scene changes. -
started getting the below error after the update. I dont think you did anything but recompile right? its the same error spam message. ive not noticed or seen this one before. usually the rescue fix just "works". [ConfigNode.AddValue] Input is null for field 'agent' in config node 'CONTRACT' at System.Environment.get_StackTrace() at ConfigNode.AddValue(System.String name, System.String value) at Contracts.Contract.Save(.ConfigNode node) at SSTUTools.RescueContractPartSelector.OnContractOffered(Contracts.Contract contract) at EventData`1[[Contracts.Contract, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]].Fire(Contracts.Contract data) at Contracts.Contract.SetState(State newState) at Contracts.Contract.Offer() at Contracts.ContractSystem.GenerateContracts(Int32 ByRef seed, ContractPrestige difficulty, Int32 count) at Contracts.ContractSystem.RefreshContracts() at Contracts.ContractSystem+<UpdateDaemon>c__Iterator1.MoveNext() at UnityEngine.SetupCoroutine.InvokeMoveNext(IEnumerator enumerator, IntPtr returnValueAddress)
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yeah i thought about that too mecripp but the way each of the textures is applied to each of the "petals" I'm not sure that the stock system can do that. you can do alot with it though like model switching for different engine mounts etc.. the power curve if i remember correctly is based on the distance you are from the sun and does the falloff. so out by eeloo you arent going to get as much as by moho. be careful with the transform and pivot names since those are associated with the model and may not be the same as something built by squad. like the aies landing legs were all in portuguese i think hehe. im pretty sure that they are set correctly though but id double check to be sure you can use this just hit alt p in the VAB etc and it will show you all the names associated with the model. that way you can set those to the "correct" values. great for fixing old stuff like this.
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yeah the 4.0 version in that folder is the older one. just the lionhead aero folder zip is the updated one with dds textures etc and im using it now so yeah its good for 1.51 may want to see what the ec charge is set to on them some may already be close to what overkill was suggesting which sounds about right alot of these solar panels are set ludicrously low. yeah mecripp and i worked alot on the aies stuff and a bunch of other stuff long time ago.
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[1.12.x] Near Future Technologies (September 6)
COL.R.Neville replied to Nertea's topic in KSP1 Mod Releases
those new pods look really good man. -
[1.8.x] CapCom - Mission Control On The Go [v2.11] [11-1-2019]
COL.R.Neville replied to DMagic's topic in KSP1 Mod Releases
i used the download link that pops up from avc. I think it was space dock. I just dl'ed it again and it does say 1.2.10 now. -
[1.8.x] CapCom - Mission Control On The Go [v2.11] [11-1-2019]
COL.R.Neville replied to DMagic's topic in KSP1 Mod Releases
the version file is still marked as 1.2.9. so it spoofs avc into thinking its still out of date. -
[1.12.x] RetractableLiftingSurface Module released
COL.R.Neville replied to linuxgurugamer's topic in KSP1 Mod Releases
yeah i know what you are talking about that the BFS fins are not airplane flaps what i was trying to do is get you to the same functionality in the real world via what we have to work with in KSP. tweakscale rescales the scale 1,1,1 to 2,2,2 when you go up 100 percent. so with the scale line you can reshape I believe the ksp name is the big S tailfin or something like that. you can do like 1.0,2.0,0.25 i think its x,y,z so that would wind up being same height, twice as wide, one quarter thickness. you would just have to mess with it. so ultimately you would wind up with a set of spoilerons like what the a10 uses. so the body flap you would use to get and help hold your nose up pitch. and the spoilerons would give you pitch and roll control, vertical stabilizer would give you your yaw while at the same time creating a ton of drag. -
[1.12.x] RetractableLiftingSurface Module released
COL.R.Neville replied to linuxgurugamer's topic in KSP1 Mod Releases
monkey flaps arent control surfaces ie elevator,aileron,rudder. you set them to one of the fixed settings like a cessna 172 has 4 0,10,20, and depending on the model 30 or 40 for full. body flap for the shuttle etc was to try to keep the nose up during reentry. thats why its off or on. also anything that produces lift also produces drag. more lift more drag. probably the better thing to use for a bfs would be the split tail for the shuttle where the rudder is also a brake. you could rescale that tail and lock the controls for a pair to pitch and roll. another to act as a vertical stablizer and lock its controls to yaw. oh and when i say rescale i dont mean tweakscale im talking about changing the scale 1,1,1 in the config. you could use the body flap to help with keeping the nose up as well as tilting a probe core about 15-20 degrees and get sas to help out some too. lots of rcs, sas and tilted probe core is what ive had the most luck with getting shuttle etc to come down like they are supposed to. here is a good flap video of a stol sherpa. The A10 is good example of how just about the entire wing changes shape depending on the conditions. -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
COL.R.Neville replied to JPLRepo's topic in KSP1 Mod Releases
thanks for keeping this updated. deep freeze along with research bodies and tarsier have been always load for years now. -
might wanna take a look at the sas modules the configs look like they might be pre Module manager. they all throw errors if you dont have remotetech installed. maybe make these just sas modules and create something along the lines of the f9 flight control system from the launchers pack instead? that way still have reusable stage control but just one instead of one in every sas unit. and a MM patch that adds the remotetech parts to everything with a ModuleDataTransmitter in contares if you have remotetech installed.