lBoBl
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Everything posted by lBoBl
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It took a long time but SSPX recolors should be released next week
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[1.12.x] Textures Unlimited Recolour Depot
lBoBl replied to Manwith Noname's topic in KSP1 Mod Development
Maybe @Orbital_phoenix would accept my help? I'm currently nearly done with SSPX parts, it's been quite long and painful given the high number of parts and meshes per part, so I can't stop thinking about how herculean the task must feel for Restock. -
Recolors for Space Station Parts Expansion Redux are coming along nicely, I've done about 20% of parts (there's quite a lot of them) so far
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EDIT: OK, no, I found the issue, forget everything I said it was just me being extremely stupid (super obvious config file error)
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[1.12.x] Textures Unlimited Recolour Depot
lBoBl replied to Manwith Noname's topic in KSP1 Mod Development
Deferred rendering works pretty well with TU recolours at the moment. Check the deferred rendering github page for a link to the forked TU version. I'm sure someone will deliver restock compatibility eventually -
To me the easiest way to figure it out was to look at existing configs and see how it's done. It's not that hard to understand especially if you're familiar with patches and how MM works. Also quick question, where does the SSTURecolourGUI come from, is it included with TU or do you need something like TURD or SSTU?
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I don't use restock for reasons but the bug didn't appear until I installed deferred rendering so I assumed it was a bad interaction with it. Anyways thanks for the patch I'll try it out. Edit: It does the job, thanks again
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@JadeOfMaar When using deferred rendering there is an effect that renders incorrectly on all 4 engines, making the business end look very ugly. I know deferred rendering doesn't handle transparent things well but I haven't been able to locate and remove that effect/mesh so I wondered if you'd like to solve that particular compatibility issue, perhaps if it's an easy fix. Thanks!
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There is a recolour mod for Tantares although not a TU-based one so I can see why you'd want to do this one. NF Launch vehicles is definitely the one I'm waiting for the most. And if you don't do the NF Electrical and other NF things I think a simple metallic shader as an option would be plenty enough, which even I can write and share... Which brings me to the other thing. I would love to do some recolors for TU as well and I'm no stranger to MM but I'm absolutely lost on what to do with the textures. Would you be so kind as to explain very summarily what I need to do to get from a texture to the mask/specular combo that TU needs and what software do you use for that?
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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
lBoBl replied to sarbian's topic in KSP1 Mod Releases
It works! Thanks a lot. I didn't think > was a thing in MM, I was solely using operators described in https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook That's going to be very useful for what I need to do. -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
lBoBl replied to sarbian's topic in KSP1 Mod Releases
So, that does the trick to target parts that are not command pods but can hold crew, any idea how I could target unmanned parts only? I have tried @PART[*]:HAS[#category[Science],!CrewCapacity] but it still applies to things like the science lab and SSPX greenhouse and aquaculture modules, which I would like to exclude. -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
lBoBl replied to sarbian's topic in KSP1 Mod Releases
Thanks! So something like @PART[*]:HAS[!MODULE[ModuleCommand],#CrewCapacity,~CrewCapacity[0]]:AFTER[Launchpad] should work instead of #CrewCapacity[~0]? Edit: I tried it it works, thanks a lot @JonnyOThan -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
lBoBl replied to sarbian's topic in KSP1 Mod Releases
I'm trying to write a patche that targets all parts that don't have a ModuleCommand and have CrewCapacity > 0 @PART[*]:HAS[!MODULE[ModuleCommand],~CrewCapacity[0]]:AFTER[Launchpad] Applies to all parts that are not command pods since having no crew capacity key seems to work So I tried @PART[*]:HAS[!MODULE[ModuleCommand],#CrewCapacity[~0]]:AFTER[Launchpad] but this applies to nothing, I guess it is not valid syntax. I would appreciate any help, basically the idea is to target all parts that can hold kerbals but are not command pods, such as the hitchhiker container, airplane crew cabins and such. -
What happens next is nothing. The game will never receive any new update and the publisher will never officially acknowledge that it is dead.
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Well yes, the reviews are overwhelmingly negative, very few people are actually going to buy it probably, but then there's the fact that they haven't updated the steam store information at all. The game is still being sold as an Early Access game, there is a whole section regarding early acces that still includes this : and this : and plenty of other things that strongly imply that the game is actively being worked on when the reality is, as we know, very different. This is clearly false advertising at this point, they know what they are selling, they know it doesn't match their description. And it's not like "red bull gives you wings" where the audience is expected to understand that an energy drink won't literally cause wings to grow out of your back, this is rational, believable information that might make you spend 40 euros or dollars or whatever and come to regret it once you realize that you have been lied to. It is just dirty from them to refuse to acknowledge that the game is dead and to actively pretend that it's being worked on. They still haven't updated their socials, they haven't made any kind of announcement here on the forums, and today is the day the last devs are getting laid off. Their policy has been to keep everyone from talking and pretend like nothing's happening, they're acting like the bloody KGB "containing the spread of misinformation", there will probably never be any public acknowledgement that the project is terminated and yes, I agree that this is disgusting.
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Hi, there is a HullCameraVDS config file included with this mod, I'm not exactly sure why. The config file is not an MM patch it's an entirely new config and it exists in parallel to the default HullCameraVDS one. The main problem is that it binds the Next Camera key to C so whenever you're trying to exit from IVA to normal view you have no choice but to circle all your HullcamVDS cameras on your ship and that is not a great experience when someone plays with and a bunch of IVA mods and cameras. I don't know if that's a leftover file from the old mod and if you'd like to delete it, or perhaps you could consider turning it into an MM patch instead of creating a second config, I don't know that it causes any issues that way but an MM patch would seem more clean to me. Or it's just that I tried to find what was changing my Hullcam keybinds by looking at the MM log and got frustrated since that didn't help... Edit: Also the file in question is in Plugins and it looks like it's from the initial commit.
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[1.12.x] Textures Unlimited Recolour Depot
lBoBl replied to Manwith Noname's topic in KSP1 Mod Development
I am very motivated to bring support for a couple extra mods to TURD. I think I understand the patch logic pretty well and I can make my config files on my own. However when it comes to making the texture masks I'm not entirely sure what I'm supposed to do and what would be the most efficient way to do it. I understand that you need a file with paint masks and a specular map, and the latter one is the one I'm struggling with the most. I am not very familiar with image editing and not at all with video game texture editing, I've done a bit of photoshop but usually I stick to paint.net for the very simple stuff I do. So how do you get your part_Spec.dds from the original part.dds texture is my question I guess. I don't expect a fully detailed tutorial of course but any help would be greatly appreciated. Thanks! -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
lBoBl replied to sarbian's topic in KSP1 Mod Releases
Oh then I suspect something weird is happening, because it seems to be working at the moment. I just added the { } and that was it. I knew there was a patch in MKS that did pretty much what I wanted to do, which was to remove Extraplanetary Launchpads parts that are made redundant by MKS. I found said patch, and it isn't working anymore because the parts from EPL have been renamed (prefixed with EL to avoid conflicts with other parts I presume). I just copied the syntax from the patch which seems to delete the entire parts. Idk if that might cause problems and if it would be better to hide the parts instead... -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
lBoBl replied to sarbian's topic in KSP1 Mod Releases
Hello, I'm struggling to remove entire parts from the game, I'm trying this but it doesn't work !PART[KKAOSS_Storage_Metal]:FINAL !PART[KKAOSS_MetalOreDrill]:FINAL !PART[KKAOSS_Storage_RocketParts]:FINAL !PART[KKAOSS_PartRecycler]:FINAL !PART[KKAOSS_ScrapMetal]:FINAL !PART[KKAOSS_Smelter]:FINAL I suspect more than one thing is wrong with this syntax because I've tried making changes but none have worked Any help would be greatly appreciated. Thanks! Edit: figured it out, I forgot the {} -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
lBoBl replied to RoverDude's topic in KSP1 Mod Releases
Does WOLF use the standard CRP resource definitions made by MKS to determine where it can harvest resources, or does it have its own system to determine where resources are? -
I'm trying to create a basic patch to give a metallic aspect to most of my modded parts, however I am unsure how to handle multiple variants, or how to select one specific variant to make it metallic. I'm talking about the stock variant system, the one that was introduced with Making History, not B9 part switch or some other mod. Any clues would be greatly appreciated. Thanks!
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
lBoBl replied to RoverDude's topic in KSP1 Mod Releases
Hey guys. Like many frustrated KSP 2 backers I'm trying to wash the bitter taste in my mouth with a fresh new modlist in KSP 1, and I'm currently looking at options. I've always loved MKS, especially since the whole WOLF system was introduced. But it's been a while since I last played, and I'm struggling to find up to date information regarding compatibility with other mods. I'm not sure the wiki is fully up to date and I'm finding a lot of contradictory information on the forums so I'd hugely appreciate if someone could clarify things for me. My first question is regarding orbital/planetary construction. In the long distant past I used MKS with EPL which was a wonderful combo in my opinion but I don't know if it's still a recommended / viable option. I've seen mentions of Ground construction / Global construction, which I've always liked less because you have to ship parts from Kerbin, and it looks like MKS now has its own orbital construction system but does it work on planets? So basically my question is should I use EPL or something else, and is EPL still compatible or will I have to write patches for it (I'm writing a bunch of patches anyways)? And my other question is about third party parts mods, notably Planetary Base Systems. I'm not a huge fan of the Duna/Tundra parts, and I'd like to use something else like PBS or something with a similar aesthetic to replace those. So same question, is PBS still compatible or will I have to write my own patches? Are there other third party parts mods that you could recommend? -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
lBoBl replied to Nils277's topic in KSP1 Mod Releases
Does someone have patches for an up to date version of the full MKS/WOLF colony system? I would greatly appreciate if you could share them. Otherwise, I will Probably. Still planning my modlist atm. -
I have encountered this bug as well. I sent a 3 kerbal mission to Duna, with 2 of them staying in the interplanetary craft and just 1 seat in the lander for a brave kerbal to reach Duna. I did Duna and had some spare fuel so I thought I might as well grab some quick science from Ike despite my lander not being able to carry 3 crew to fulfill the contract. The contract still got marked as done as soon as I landed on Ike with just Jeb. The total crew of the mission was 3 if you count the transfer stage/mothership but only 1 got to Ike.
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 7800X3D | GPU: RTX 4080 | RAM: 32GB Description: When timewarping above x1000, I get a spam of "Experiment Interrupted, not enough resources" notifications when I have a vessel that has a WSRL-01 even though no experiment is running. Steps to reproduce: Launch a controllable craft with a WSRL-01, batteries and power generation, time warp above x1000, even on the launchpad the problem should appear. Included Attachments: RadiationSurveyBug.json .ipsImage { width: 900px !important; }