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Everything posted by Araym
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[1.12.x] IXS Warpship & Spacedock Redocked
Araym replied to linuxgurugamer's topic in KSP1 Mod Releases
The plug-in was used for some cool color changes of the tanks and minor other amenities: doors and regular lights are using stock KSP modules, so they will always work (... uncapable of coding, I re-worked the parts removing the extra bit related to the plugin, for years, keeping the stock abilities always in function). For the error related to linuxgurugamer's repack: drop the content of the zip as always in GameData, but right after it, change the main mod directory name from "IXSWarpShipOS" to a simple "warpship" (no capital letters!! very important) and the KSP error is gone -
[1.12.x] IXS Warpship & Spacedock Redocked
Araym replied to linuxgurugamer's topic in KSP1 Mod Releases
I swear that I'm not doing it on purpose, @linuxgurugamer: ... I always had the IXS on my saves, but just for the sake to have a properly updated one I just downloaded your v0.5.0.1 and, alike for the PAPIlights, KSP trow an error, asking to put the plug in in "... Gamedata/warpship..." instead of "... Gamedata/IXSWarpShipOS..." (the classic directory location that I always saw) alike in your download link. As for the PAPI lights, renaming manually the directory on my end resolved any issue. -
[1.12.x] PAPI Lights (Precision approach path indicator)
Araym replied to linuxgurugamer's topic in KSP1 Mod Releases
Hi, @linuxgurugamer I downloaded this just to test it, but it spawn this error: LOG 20:07:22.850] Incorrect PAPIPlugin Installation: PAPIPlugin has been installed incorrectly and will not function properly. All files should be located in KSP/GameData/PAPI Lights/Plugins. Do not move any files from inside that folder. Your .zip has inside the path: [...] Gamedata/Papiplugin/Plugins/..... I corrected mine, locally, as asked by the log, but it could useful an "update" also on your front, with a correct path -
... and that is a shame, because it's fun as hell to have the tourist hanging around (You know that I'm a fan, since the suits I made for them I was away from a bit - a couple of years??? - but I'm returning, and if the mod in the actual state is still working in 1.8.1/1.9, I'm going to release a similar suit for the new kerbal suit models :-) )
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Well... it's nothing more than the image that you already seeing there. And far from being a polished result. I think that, as a reference, for the moment, could eventually be linked to the first page, if @shaw likes the idea... Beside: it's just a little part of what I'm doing. I'm planning to map in a similar way all the suits (standard, vintage and futuristic), the jetpacks (... I have still to check if, aside the evident textures and normals, the models are actually different, or just some sort of reskin...) and the chute backpack. But in meantime, the rough for the standard suit is done, so I shared the preliminary result. It could became a way better and useful template once polished (... the original PSD file I have in Photoshop is a mess of layers and paint -by mistake- over the original that I used as reference - that is that black-grey background), even relased not only as a flat image (better maybe in a trasparent background?? ) but eventually even as the original psd file itself (... maybe with coherent layers categorized by body parts, and not the mess that I have now ) For the moment, I just slow down a bit because... well... I'm "returning" on the KSP scene after a couple years of absence (my last series of "adventures" were in 1.3.1...): I'm in the middle of my re-installing my ultra-modded version: I have a rough set for 1.9 (I like a lot the new shaders/stock planetary textures), but it lacks of some mods updated, so I'm also installing a testing-instalment still in 1.8.1 (that is more supported, but it also need more visual mods to achieve a better looking game), so opening Photoshop for me is a bit delayed...
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Looking at how you described your scientific knowledge in the whole post about your mod... well... I have to follow the advice because... ... basically: yes! I would like to have an Earth-alike atmosphere, with the game considering the "limit" about "Kerbin" and "space" at 100k (the conventional limit of the Karman line on Earth). I'll definitely try the second config. I want to "destroy" all the knowledge I have from KSP 0.14 (yes... I was pretty early in the game ) to now, without change the whole system (I'm a great fan of the general stock planery system, aside just adding each install the OPT extra joolian planets because... well... they are "my stock" extra planets :P)
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Could it work together with your mod? I'm liking the "feeling" (subtle different, but present) of your mod, on Kerbin, with a more realistic atmosphere... ... that basically, in my mind, the idea that I could avoid too much of other mods: I picture the figure that, if the atmospheric curves described by the value in your config about kerbin are given from 0 to 70km, the curve themselves (example: the pressureCurves) - considering it like a graph - will be just "stretched", but in keeping the same "shape", if I multiply every key related to the altitude by the same value (in "pressureCurve", "temperatureCurve", "temperatureSunMultCurve"... but also, directly using your config as template, to "upgrade" the warp altitudes and the "atmosphere threshold" for the scientific data)... I would like to add a layer of "difficulty" in my gameplay, to make going orbit a bit harder. I considered some config alike a 2.5x system, BUT always the thing tha blocked me was loosing the anomalies: I like to send probes to map planets and then travel to sightseeing all the anomalies found. In a bigger scale system they are lost and buried. I had once an Unity extension that helped me to draw and check curves like that, but I lost it in the migration between my pst 2 pc, and I totally forgot how it was called and where i found it... sigh...
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Hello there, @OhioBob... I'm just starting to use your mod, and as I'm very deeply in modding my new game in a very peculiar way, I was thinking to change Kerbin atmosphere from 70km height to 100km (... more likely around the value of the Karman line on our planet Earth ) Considering ALL the scientific aspect you put in your mod (... that I'm surelly non in the way to understand ), but just knowing well enough about to read a game cfg, could be "realistic enough" (considering an 1.43~ time higher atmo) to simply multiply the heigth values in your Kerbing config, without touching anything else???
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[1.9.x] Release: Mk2.5 Spaceplane Parts Rebuilt & Expanded
Araym replied to linuxgurugamer's topic in KSP1 Mod Releases
I'm just returning to KSP and, basically, starting a LOOOONG re-installing process (my last, very used, game was back in 1.3.1... I briefly started installing 1.5 but never modded it completely... I basically never touched 1.6... I the started trying to get 1.7, but personal issues left me with no time to complete my modded installation it... I never used 1.8... I'm back now at 1.9), so I'm in "find a fast solution" mode. I did it as a quick fix, without thinkering too much about checking each .cfg part file: - if the involved parts call for the texture from another directory, I guess that the .png was there just a placeholder, and maybe KSP 1.9 is not very happy with 0 lenght file - if the involved parts call for the texture from inside the part directory itself, that way the part could find the texture atlas (... and by an educated guess, seeing the same file duplicated multiple times in various parts, I guessed that it is the same texture file reused multiple times ) ... surely a more elegant way could have been check each involved part, check in the MODEL module inside each part .cfg file, to see where it search for texture, but, in this phase of my re-installing, a brute copy-past was enough (and brought no issue in the affected parts, I'm checking right now ). ANOTHER ISSUE (for "ReSTOCK" Users ONLY): @linuxgurugamer ... the "Mk2.5_Spaceplane_Parts.restockwhitelist" that is used to let the game load SQUAD models and textures, blacklisted by "ReSTOCK", misses to whitelisting the textures for the SSME engine (it does so only for the model .mu file) ... the model itself is present, but lacks of textures... Correct "Mk2.5_Spaceplane_Parts.restockwhitelist" should be: Squad/Parts/Aero/shuttleWings/ShuttleDeltaWing.mu Squad/Parts/Aero/shuttleWings/ShuttleElevonA.mu Squad/Parts/Aero/shuttleWings/ShuttleElevonB.mu Squad/Parts/Aero/shuttleWings/ShuttleRudder.mu Squad/Parts/Aero/shuttleWings/ShuttleStrake.mu Squad/Parts/Command/cupola/ksp_l_cupola_diff.dds Squad/Parts/Command/cupola/ksp_l_cupola_diff.mu Squad/Parts/Command/cupola/ksp_l_cupola_normal.dds Squad/Parts/Command/cupola/ksp_l_cupola_normal.mu Squad/Parts/Engine/liquidEngineSSME/SSME.mu Squad/Parts/Engine/liquidEngineSSME/SSME.dds Squad/Parts/Engine/liquidEngineSSME/SSME_GLOW.dds Squad/Parts/Engine/liquidEngineSSME/SSME_NRM.dds Squad/Parts/FuelTank/adapterTanks/Mk3Adapters.dds Squad/Parts/FuelTank/mk2FuselageShort/mk2FuselageShort.dds Squad/Parts/Wheel/LandingGear/GearMedium.mu Squad/Parts/Wheel/LandingGear/GearSmall.mu (... I added on my end the 3 lines for the "SSME.dds", "SSME_GLOW.dds" and "SSME_NRM.dds"...) That resolved the issue for any ReSTOCK user (alike me): -
[1.9.x] Release: Mk2.5 Spaceplane Parts Rebuilt & Expanded
Araym replied to linuxgurugamer's topic in KSP1 Mod Releases
Got the same error: there are a series of PNG files named "FuselageTexture.png" in various directories, someway corrupted. Search inside the mod itself a "FuselageTexture.dds" file, copy and paste in each directory where there is the PNG variant and, obviously, delete the PNG ones. (... it helps to turn on, in your directories, to show the extension of files, if you have trouble to localize them...) Problem solved on my end. -
... actually, I'm actually using it even in 1.9, BUT I did exactly the opposite: GPOSpeedFuelPump.dll (even after renaming it as GPOSpeedFuelPump.dll ) made the game fail to load/lock at the loading screen... ... meanwhile deleting it and keeping what is already named GPOSpeedFuelPump.dll work flawlessly.
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A little part of my starting ideas is done: A color mapped suit for future reference, creating new ones. ... DO NOT ASK ME FOR A "download": GRAB IT HERE! (*** NOTE *** : It's a simple PNG image, with no so much details, just useful as reference to design finished suits, or to understand the general layout of the kerbal suit texture sheet)
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I went hunting textures in the assets... ... my actual, only, problem is: T2 or Squad hidden, dunno where, the brown-ish vintage IVA suit for the normal kerbals. I found the orange, I found the blue, but NO presence of the brown one. For more accustomed with 3d texturing: is it possible that the they achieved that brown color in some sort of post-processing? Maybe using the orange one, dimmed down in some sort of post processing (and, I swear, I double exported all the game assets to be sure, but is nowhere to be found) EDIT: *WIP* Multicolor suits!!!!!!!!!!!!!! NO! NO! I'm actually trying to map a texture template to use, later, to bake some proper new suits
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Nevermind. I found the solution, keeping adjusting my cfg file: I added initially the code: CustomKerbals { Jebediah Kerman = DEFAULT DEFAULT Bill Kerman = DEFAULT DEFAULT Bob Kerman = DEFAULT DEFAULT Valentina Kerman = DEFAULT DEFAULT } to let the "original 4" keep the default appearance, following the explanation in the original TT config: "[...] `skinDir` is a subdirectory inside `Skins/` containing skin textures, `DEFAULT` or `GENERIC` (= unset). [...]" BUT actually, to work properly, the code MUST be: CustomKerbals { Jebediah Kerman = DEFAULT.m DEFAULT Bill Kerman = DEFAULT.m DEFAULT Bob Kerman = DEFAULT.m DEFAULT Valentina Kerman = DEFAULT.f DEFAULT } ... with the added "sex" of the kerbal, otherwise it seems that TT fails to read the config itself, but, even more, stops to keep reading even the rest (just after that coding I placed the one for the kerbal traits "ClassSuits", but as I'm testing diffrent skins, TT assumed to go also "random" in suit assignment ) @shaw: keep an eye on this behaviour,. to eventually update the explanation in the cfg/TextureReplacement guide
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ADDENDUM: How I can stop TR to random assign any face/skin, but just keep spawning "generic-stock kerbal" that, eventually, I could modify later? ... this "randomization" keep fighting with my settings, somehow: some kerbal, even if I set them all to be "KSP-stock" looking, keep changin face skin...
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Hello, fellow "Texture Replacer"!!! I'm coming back after A LONG break, and as an author of a suit pack (Araym's Stock Alike Suits, even if it was for KSP 1.3 and Texture Replacer Replaced), I would like to ask a couple of question, because I'm likely willing to resume my efforts. I saw a couple of promising new suits packs, but also limited to the body of the kerbals. (no jetpack recolors... no parachute backpack recolors) I would like to ask to the actual mantainer of TR if the documentation of it, on the GitHub, is still valid, about the actual TR: ... I see someone trying to add an emissive, for the "futuristic" suit... ... but I'm not sure if anyone had tried to add personalized normals (in my linked above pack I HEAVILY used my own nrm to add patches, a redesigned chestplate and other various details): it still possible in the actual TR? Backpack (and eventually parachute backpack): the lack of recolors is only caused by the lack of autor doing it, or actually are they not accessible? Again, Github documentation seems to give all the explanation needed, but I hope it is not referring to the pre-1.5 kerbal suit remake only (I managed -somehow... don't ask me how - to get the original jetpack, vintage jetpack and parachute diffuse and normals: I would like to "recolor" them ) I'm messing with in game config and options, and probably it was just an option for TRR, and not also for TR: is it possible to have, in breathable worlds, the kerbals put the helmet, but on the "IVA" suit??? I see TR switching from EVA suit (if the helmet is ON) directly to the IVA suit (as soon the helmet is removed)... but personally I would like to have an IVE suit without a jetpack, but with an helmet, sometime........ By the way: I'm right now starting to mess with TR, and... dunno... considering my work pace, I could start probably to resume from "where I left": PHASE 1: recover my psd files. I admit that I'm not a great fan of the new suits... or at least of the default, stock, suit (the "vintage" and "futuristic" ones are decent): there was something more realistic in the past model, mostly because was textured after actual spacesuits used during Shuttle and early ISS missions. Actually: I'm ok-ish with the IVA suit, I like the idea to make as a model (and not only textured) of the safety-belts, but... NO! I cannot condone the laziness of just a white retexture for the EVA: for me is a big "NO TO VISIBLE ZIP IN SPACE!!!!". I would like to "retrofit" the old spacesuit... (i could do this alone ) PHASE 2: I would like to create some sort of neutral "texture mapping" of the 3 suits, to use it as template and reference for ANYONE willing to do some new design. HERE is where I could like to have someone help: my workflow is simply between KSP and Photoshop... I paint some changes, load them in KSP, judge, return to photoshop, change something, repeat untill done... ... it could be borderly legal, but has anyone tried to load a kerbal 3d model in any 3d software, to get the UV map of it??? In any case, I'll need a template.... PHASE 3: get all my designs back in KSP!! With "IVAs" being different from "EVAs". Before my LONG stop, I was even trying to get some textures not space, related: ... those where, for example, a couple of tests (never released) to adapt (in KSP 1.3.1, so it was the past model) a "fighter jet" alike kind of texture... By the way, I guess I'm a bit too excited to be back. Better write a bit less and draw a bit more
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Just returning back to KSP after A LOOOOONG pause (basically since... uhm... KSP 1.5???? I'm just by NOW, in this very moment, starting to set-up a new 1.9 version to see "what is new...) and I'm very happy to see that a little add-on I made mostly for myself, A LONG AGO, is liked by someone else... ... even after THIS amount of time. Thank for your kind words, Matt
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Thanks, but: 1- the new parts from 1.4 and 1.5 are already backported to my 1.3.1 install (MH included), with fully functional colors/meshes swap if available 2- i do not care of making history as "scenario maker" 3- I'm waiting @HaArLiNsH civilian bodies 4- as heavy modded player, 1.4 was a mess-of-bugs, 1.5 lacks a lot of things that in 1.3.1 were stable for me 5- ... i'm not a very fan of the new way KSP is going: being here since 0.15, I feel that the "original" KSP ended at 1.3.1... TakeTwo's KSP feels for me a side project for them, just to ride the brand that they purchased
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From a VERY fan of your mod (... and being fond of my artwork on the spacesuits made with TRR in mind for 1.3.1), I'm waiting your work... ... because basically yours is one of the mod I CANNOT LIVE WITHOUT (and one of the causes that I'm still playing KSP 1.3.1)
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I had the same problem, back in the day. My solution was just to copy all the data of the MapDecal surface on top of the base is then made, and create a new one... Try to change the file "KK_MapDecal_KK_SouthField_MD.cfg" in ".../ExampleBases/SouthField" with this: // Generated by Kerbal Konstructs KK_MapDecal { Name = KK_SouthField_MD CelestialBody = Kerbin Latitude = -47.017058411167376 Longitude = -140.96494724740413 Radius = 1645 HeightMapName = K-Slope ColorMapName = None RemoveScatter = True UseAlphaHeightSmoothing = True UseAbsolut = True AbsolutOffset = 76.9291687 CullBlack = True HeightMapDeformity = 0 SmoothColor = 0 SmoothHeight = 0.125 Angle = 0 Order = 100000 } ... on my end resolved the issue.
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Araym replied to Paul Kingtiger's topic in KSP1 Mod Releases
Fast "bug report": Version for KSP 1.3.1 has inside ModuleManager v.3.0.7 for KSP 1.4.xxxx. If I'm not wrong, 1.3.1 version should be MM v.3.0.4 Your fellow bug-finder Araym- 1,554 replies
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What grade would you give the Making History expansion?
Araym replied to klesh's topic in Making History Discussion
I gave it a simple D. It's not a worse "F" just because I wanna be positive about the future of KSP in the whole, but, from the stand point of an old customer that entered the Kerbal world when it was at 0.13/0.14 stage, both 1.4.-something and its DLC about Making History are the first time I does not really feel the need of an upgrade, playing and keeping 1.3.1 as my "main version" A lot is already said about "not so much refined additional parts", but THE BIG DISAPPOINTMENT for me was the "Mission Builder" itself: I was hoping for an IN GAME (and I mean in a career, science or sandbox mode game) iteration, where I could "program" my series of missions (instead to use the randomly-generated one of a career mode), to try to fulfill a whole "space program", but basically we had just a "scenario builder" disconnected to any "long lasting" (but old and already present) game mode. It's not a worse "F", just because I give "F" to the "1.4.-something" update of KSP, and it's not a fault of "making History": unrefined, full of bugs, already arrived to it's FIFTH patch (1.4.0... 1.4.1... 1.4.2... 1.4.3... 1.4.4...) but still not finalized, giving an headache to any modded player and to any modder that tries to keep an expanded gameplay based on mods that are still not able to find a final, stable version in which update their mods. It's not a worse "F", just because i give a "Z" to whoever is now running the development of KSP, not the game itself: rushed releases, parts and features designers clearly "new" to the Kerbal Space Program game, at such point that a tons of modders working for PURE FREE could teach to them a thing of two about "design, balancing and implementations" of ideas and parts into the core game. FREE CONTENTS shared by the comunity (modders) have better realization than those that should be OFFICIAL PARTS released by Take Two (... yes... there is no more "Squad", even if it figures still on the label). I'm sad to expose those bad voting, but I feel orphan, in KSP 1.4.-something: the game's dad sold his idea, the big company that bought it has not a really clue about it, and the actual developers (as said before by others than me) seem just interns of a big company working at KSP as a side project in the free time from bigger projects that had to learn about it from scratches and that have less knowledge about KSP than modders. The "latest release" still working as KSP, up to now, is till 1.3.1 for me. Probably for the moment the last one that has still a legacy of development to the "original designers" of KSP. 1.4.-something (it's on the horizon already a probable 1.4.5 or a 1.5.0 version that makes 1.4.4 someway already obsolete) has the feel of a beta-release to test something that take Two does not still really know what should be, and thankfully not having bought it from Steam (to avoid an auto-update, or the need to extract it in a safe space) totally a version that I'll skip waiting "future, fixed, releases". -
Quick install question @linuxgurugamer: I'm going to add this mod on a 1.3.1 KSP install. I grabbed the version related to it (not the latest, obviously) but I'm unsure if it should work as it is, or there are some mod dependencies different to those stated in the OP (being related to the 1.4.1 and subsequent ones). Apreciated any suggestion about