-
Posts
92 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by DarkNounours
-
Well as IMHO nobody has made such a patch for Restockplus the final goal is that the file be integrated to your mod or Restockplus with the program to generate it. On a sense it is designed to be the one official. If nobody wants it not a problem as I am already my own customer. Let me a while to look at your materials and to understand how it works under the hood.
- 4,054 replies
-
- 1
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
[1.12.5] Restock - Revamping KSP's art (August 28)
DarkNounours replied to Nertea's topic in KSP1 Mod Releases
Well, could be a space egg Nukes are nice for deltav but have less thrust to land on celestial bodies. -
[1.12.5] Restock - Revamping KSP's art (August 28)
DarkNounours replied to Nertea's topic in KSP1 Mod Releases
I was dying to design such a craft -
Hi guys. Sorry to ask this because I have not read the 50 pages of this thread but are there special recommendations or best practice advises to build a cfg file for Tweakscale ? I made this file for Restockplus (which still need to be extensively tested and verified if someone wants to play with it please use a disposable KSP installation) and was told that using %variables was better but I have not enough knowledge to understand the advise.
- 4,054 replies
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
[1.12.5] Restock - Revamping KSP's art (August 28)
DarkNounours replied to Nertea's topic in KSP1 Mod Releases
I am quite new to the game of making KSP config files. I found a file with %type and %defaultScale already provided with the Tweakscale mod: SSPXR_Tweakscale.cfg @PART[sspx-adjusting-base-25-1,sspx-adjusting-base-cradle-25-1]:NEEDS[TweakScale] { %MODULE[TweakScale] { %name = TweakScale %type = SSPXR_stack25 %defaultScale = 2.5 } } Do you mean my blocks should look like this ? With my specific definitions of scaling types ? To be honest I made the file like stock config files and most of the files provided with the Tweakscale mod are not using these variables. Well I think I have applied exactly the same configurations than the stock parts. I tested the file in 1.8.1 only at the moment. EDIT : I have just played with tanks in my VAB and have not seen what you are talking about. Do you have a partname so that I can check ? -
[1.12.5] Restock - Revamping KSP's art (August 28)
DarkNounours replied to Nertea's topic in KSP1 Mod Releases
Hi guys. I have developped a config file for Restockplus / Rigid Legs for Tweakscale (latest release) which is currently upon reviewing. Anyone curious enough can install it : https://github.com/xot1643/TS-Restockplus/blob/master/config/Restockplus_Tweakscale.cfg Please consider a disposable KSP installation, I don't want your savegames be corrupted. -
[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
DarkNounours replied to shaw's topic in KSP1 Mod Releases
What about reflections and shaders with textures with 1.8 / Unity 2019 ? Is this an issue ? -
[1.12.5] Restock - Revamping KSP's art (August 28)
DarkNounours replied to Nertea's topic in KSP1 Mod Releases
Beware with rescaling ISRU and drills, heat dissipation is changed. For example a 80% big drill leads to 580K or so and an efficiency less than 75%. I don't know whether this is a TS bug or not. -
[1.12.5] Restock - Revamping KSP's art (August 28)
DarkNounours replied to Nertea's topic in KSP1 Mod Releases
Okay thanks for the insight. Actually it is not an engine specific matter, one of the purposes of the generator is to identify the default size of a part, so that the Tweakscale UI displays it correctly before rescaling it. Folders names seem to be mandatory to the script -
[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
DarkNounours replied to shaw's topic in KSP1 Mod Releases
Do reflections work on helmets ? -
[1.12.5] Restock - Revamping KSP's art (August 28)
DarkNounours replied to Nertea's topic in KSP1 Mod Releases
I am currently digging into Restockplus in order to develop a config file for Tweakscale. While reviewing the cfg files something showed up about the way the config files and the parts are named. Basically all files respect a naming like restock-fueltank-adapter-1875-0625-1 where several information can be found. 1/ All the files starts by restock. This is indeed a good idea 2/ the last digit is for a variant or version number. Many parts ends with 1 as there is only one iteration. 3/ Optionally a set of digits indicates the size of the part 4/ Optionally a second set of digits indicates the second size of the part when it is actually an adapater. 5/ What is left in the middle is basically an item type. Some keywords are very useful to find out which scaling method should be used such as "radial", "adapter". Very smart move I must say I love the strong governance you put in place regarding your developments. Still, there are a few parts out of the ~90 which do not comply to this naming policy. Not sure they are all listed. restock-engine-torch -> no variant/version restock-engine-125-pug -> size is misplaced, no variant restock-engine-125-valiant -> size is misplaced, no variant restock-engine-boar -> no size, no variant restock-engine-cherenkov -> no size, no variant restock-engine-375-corgi -> size is misplaced, no variant It is something which may evolve to get an enhanced consistency in the naming policy? That would help a lot to automatically generate a config file for Tweakscale by parsing the cfg files :p (I want something to be clear. This is not a hidden requirement, this is a simple question. I have not written the program to generate such a config file yet, beyond parsing all parts and trying to find a method to find out which Scaling method should be used given the information provided in the cfg files. I don't even know whether players are interested in such a feature. In my case I would love to be able to resize structural adapters and some tanks. If a program had just to be rerun to take into account new Restock+ parts, that would be great and effortless.) Yours sincerlery, DarkNounours. -
Assuming someone made TS config files for a mod which is not supported at the moment, what would be the right way to include them ? Give them to you so that you could add them to TS or include them in the target mod itself ? EDIT : information already given.
- 4,054 replies
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
DarkNounours replied to linuxgurugamer's topic in KSP1 Mod Releases
Within the UI or by modifying the .shader files ? Here is what I get. Purple squares are Nebula Decals PNG. -
[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
DarkNounours replied to linuxgurugamer's topic in KSP1 Mod Releases
Did you make this screenshot under KSP 1.8.X ? -
[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
DarkNounours replied to Dunbaratu's topic in KSP1 Mod Releases
Yeah I am not a huge fan of the syntax too but as soon as a goal can be achieved this is fine to me- 1,361 replies
-
- autopilot
- programming
-
(and 1 more)
Tagged with:
-
[1.12.5] Restock - Revamping KSP's art (August 28)
DarkNounours replied to Nertea's topic in KSP1 Mod Releases
This lander is a good example why I love Restock and Tweakscale so much. -
[1.12.5] Restock - Revamping KSP's art (August 28)
DarkNounours replied to Nertea's topic in KSP1 Mod Releases
I am very interested in this feature/enhancement too. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
DarkNounours replied to TriggerAu's topic in KSP1 Mod Releases
Can't see the latest release on CKAN yet, it will probably show up in a few hours. -
The volume of an item is calculated based on the smallest box in which this item can fit.
-
[1.12.5] Restock - Revamping KSP's art (August 28)
DarkNounours replied to Nertea's topic in KSP1 Mod Releases
Thank you guys for the work provided. You make my KSP prettier everyday! -
[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
DarkNounours replied to Dunbaratu's topic in KSP1 Mod Releases
Thank you very much guys for the work provided!- 1,361 replies
-
- autopilot
- programming
-
(and 1 more)
Tagged with:
-
[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
DarkNounours replied to Dunbaratu's topic in KSP1 Mod Releases
I've just given a try to kOS in 1.8.1. All seems to work fine until I run a script. I have an unexpected error on the SHIP object such as // Save the current vessel in a variable, // in case the current vessel changes. SET MY_VESS TO SHIP. kOS says Undefined Variable Name 'ship'. Also found that lock Throttle to is not working anymore.- 1,361 replies
-
- autopilot
- programming
-
(and 1 more)
Tagged with:
-
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
DarkNounours replied to Waz's topic in KSP1 Mod Releases
I made a fresh install yesterday (1.8.1) and I had no issue with EVE or Scatterer. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
DarkNounours replied to TriggerAu's topic in KSP1 Mod Releases
But beyond this bug, do you think the mod is ok in 1.8.1 ? I have tested several mods but not this one yet