Coldrifting
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Everything posted by Coldrifting
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Maybe try replacing that NEEDS[VABOrganizer] with AFTER[VABOrganizer]
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Yeah I ended up doing the same thing.
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I hate to burst your bubble but I think restock plus already has configs on its GitHub repo, I just don’t think they’re in a release yet, but you can download them and they work. https://github.com/PorktoberRevolution/ReStocked/blob/140d6fa93442eb1730df4ddc68261c0a9bfc4d77/Distribution/RestockPlus/GameData/ReStockPlus/Patches/VABOrganizerRestockPlus.cfg
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[1.12.X] MinimalMainMenu | v1.0.2 (Initial Release)
Coldrifting replied to Coldrifting's topic in KSP1 Mod Releases
Hmm I don’t think the sph assets are loaded at the main menu and I don’t know Unity and KSP enough to do that, but I could look into removing Kerbin, I was thinking about doing it. I’d have to double check if it actually saves any time though, not sure if it’s something I can adjust. I’d also want to make sure it doesn’t cause scatter etc to cause NREs or something. Schools starting up again though so we’ll see if I have time. -
I've been playing around with this mod since I found it on GitHub and I really like it! It even seems to work without issues with my custom categories mod. I used to spend way too much time renaming parts to align nicely in the editor and this should help a bunch. Plus it looks really cool! Thanks for the mod!
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New Update! Version 1.0 is out which is a major rewrite of the mod designed to be less hacky and more functional! Any bloom issues should now be resolved, since I'm no longer placing any lights, and overall the lighting should look a lot better than before. I also managed to patch the VAB/SPH window textures so that they are dark at night, and it looks really cool now! Finally, I also added better support for the career mode 1 and 2 facilities, rotated the night sky so that the galaxy is less distracting, and improved the daytime icon on the toolbar.
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Hi, I'm curious if anyone knows how to load a custom static mesh into the game and what the best way to do that is. Also, I'm pretty sure KSP loads all of its resources at once, so I'm also wondering how I can access mesh/textures without needing to have an instance of the game object that is using the mesh/texture loaded? EDIT: I got a basic OBJ importer working, but I eventually got mu models working via the GameDatabase.LoadModel() method and the blender mu plugin.
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Thanks for the report. The way I had implemented the mod was a little hacky with a bunch of manually placed lights, which I suspect are doubling up somehow. I'm working on an update right now that should fix this and get rid of those extra lights. EDIT: I've decided to enhance the mod while I'm at it. I'm working on custom glass textures for the SPH/VAB, so that the glass is dark at night
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[1.12.X] MinimalMainMenu | v1.0.2 (Initial Release)
Coldrifting replied to Coldrifting's topic in KSP1 Mod Releases
Thanks, should be fixed now. -
Minimal Main Menu A very simple mod that skips animations on the main menu, and condenses all major options into a single page, to reduce that 1 second of waiting while starting a new game or loading an existing one. Yes, I'm impatient Should be on CKAN soon, but in the meantime here's a download link: https://github.com/coldrifting/MinimalMainMenu/releases/latest
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Maybe? I don't know if I'll add support for that but the colors are all defined in one file so it would be pretty easy to change and then build if you're a little familiar with visual studio.
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Tired of the UI windows at the KSC lighting up your screen? Say hello to Dark Mode! Some Screenshots: Should be on CKAN soon. In the meantime, download it here: https://github.com/coldrifting/DarkModeForKSP2/releases/latest Source code available here: https://github.com/coldrifting/DarkModeForKSP2 License: MIT
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD R7 3700X | GPU: AMD Radeon RX 7800 XT | RAM: 32 GB Severity: Low Frequency: High (Every time the button is hovered over in the VAB) The tooltip for the VAB Redo icon appears above and to the right of the button, and not to the right like the undo button. This is likely due to it's gameobject being scaled by -1 on the y axis. tThe gameobject in question can be found at this path. /OAB(Clone)/HUDSpawner/HUD/widget_ToolBar/GRP-Undo-Redo/KSP2ButtonText_ToolsBar-Redo Bugged (Current): Expected: Included Attachments:
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Really cool mod! I'm all for more of these smaller precision mods. Easier on load times and RAM. By the way, I noticed a bug where some of the engines (at least the larger ones) would make some noise when you placed them in the SPH. It's not instant, but after a bit the engine spools up, which can be distracting in the editor.
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[1.12.x] Soundtrack Editor Forked
Coldrifting replied to linuxgurugamer's topic in KSP1 Mod Releases
This was on Windows. -
Download via CKAN Manual Install: Download from GitHub This mod allows you to create custom categories for sorting parts in the VAB and SPH. You can create new categories, give categories new icons, and change the display name of existing categories. Unlike other category mods, categories created in this mod are exclusive, so each part only exists in a single category. Why use this mod vs the CommunityCategoryKit or FilterExtensions? When using the CCK to move parts to new categories, they become unsearchable. You can get around this by using the FilterExtensions mod, but you lose the ability to use Module Manager to create categories, and creating exclusive categories can become quite complex very quickly. This mod provides a very simply way to define new categories. If you define a categoryCustom tag inside a part (usually via a Module Manager patch), the mod will move that part to the defined category, creating that category if it does not already exist. Otherwise, the stock category value will be used. All parts are still searchable Here's an example of a possible config file: Please note that if you don't have a config file defined, the mod should still work just fine and all vanilla categories should function as they usually do. I have not tested it, but this mod is very likely incompatible with the FilterExtensions and CommunityCategoryKit mods, since they do the same thing as this mod. Please let me know if you encounter any issues with this mod. Thanks to the FilterExtensions and CommunityCategoryKit authors for posting their code online, it made it much easier to create this mod. I'd also like to give a shout out to the Kramax Plugin Reload mod, which let me rapidly test code changes without restarting the game.
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[1.12.x] Soundtrack Editor Forked
Coldrifting replied to linuxgurugamer's topic in KSP1 Mod Releases
I managed to get a version working just fine with OGG and WAV files on my machine without the extra DLL. Is MP3 support really that important? I realize users don't always read instructions, but I think it's a valid option. -
[1.12.x] Soundtrack Editor Forked
Coldrifting replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer Since the only part of this mod that can't be installed to the GameData folder is the Windows-only DLL for mp3 support, have you thought about releasing a version with refactored paths to support CKAN? You could even keep the DLL bundled in the install ZIP file and CKAN could just ignore it. -
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Coldrifting replied to Gameslinx's topic in KSP1 Mod Releases
By the way, if anyone uses JNSQ, I've created a patch for the stock scatters config. You'll need at least version 2.0.3 of parallax. It's still kinda WIP, but here's the link: https://github.com/coldrifting/JNSQ_ParallaxScatters/releases- 3,137 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Coldrifting replied to Gameslinx's topic in KSP1 Mod Releases
@GrimTI could be wrong, but I think no water issues are usually caused by bad scatterer configs.- 3,137 replies
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It's still a bit of a work in progress, but I've managed to make a JNSQ patch for parallax's stock scatters and I think it looks pretty decent. Here's some pictures: You can download it from here: https://github.com/coldrifting/JNSQ_ParallaxScatters/releases/tag/v0.9.0
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Coldrifting replied to Gameslinx's topic in KSP1 Mod Releases
I believe that parallax will override JNSQs biome map, so it may just be a coincidence that things appear to work.- 3,137 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Coldrifting replied to Gameslinx's topic in KSP1 Mod Releases
I think you just change the Terrain quality to high or ultra in the settings page from the main menu. EDIT: On another note, I can also confirm that using Kerbal Konstruct MapDecals to remove scatters doesn't seem to work for me either. It works for the stock scatters, but seems to have no effect on noise distribution of parallax scatters. I've tried order values around 0, 100,000, and 1,000,000.- 3,137 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Coldrifting replied to Gameslinx's topic in KSP1 Mod Releases
Hey @Gameslinx, I've been working on adapting the stock scatters for JNSQ and I was curious what exactly the minimumSubdivision parameter does? Should it be lowered or raised for 2.7 scale? I've noticed that it is both at the top of the config file for each body, and also contained in each individual scatter.- 3,137 replies
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