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KSP2 Release Notes
Everything posted by cineboxandrew
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It’s a moot point because nobody actually uses curseforge Besides, I’d rather stay away from for-profit services like that. THeyre probably only weeks away from pulling a Reddit or twitter and self destructing also its hardly “better moderated” when just like a month ago they had a huge issue with scam accounts distributing mods embedded with viruses.
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Unfortunately not, since the decals don't have physics or aerodynamics. I considered having it increase the max heat of the part they're attached to but modifying *other* parts is a risky gamble
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- decals
- totm july 2020
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Checked again, decals don't even show drag info in their PAW with debug info shown. if anyone can give actual evidence they have aerodynamics I'll look into it but I've yet to see that.
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I don't know what to tell you, the parts have no drag model. Even in your F12 screenshot the arrows appear to have zero length
- 409 replies
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Each decal only weighs 500g. I don't think thats your problem
- 409 replies
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- decals
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im not convinced there ever where memory leaks. at least not in OnDestroy()
- 409 replies
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- decals
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Why are you posting in this thread then.
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Released Conformal Decals 0.2.12 Changed Updated bundled Shabby to 0.3.0. Does not affect CKAN users Made flag aspect ratio overrides configurable with ASPECTRATIO nodes in the config. User flags added to Squad/Flags should now be the correct aspect ratio All decal aspect ratios can now be overriden with the aspectRatio field Fixed Reverted some changes from last version that were causing issues on launch
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The mod is hardcoded to make any image in Squad/flags 8:5 aspect ratio, due to the way the Squad flags are done (squad flags are 2:1 but expect to be stretched by the flag transforms. blame them). Put them anywhere else in game data and they should be the right aspect ratio. In hindsight maybe I should have kept a list of stock flags instead of doing it by folder. To be honest I had no idea users would modify Squad/ Released Conformal Decals 0.2.11 Fixed PR by LinuxGuruGamer: Fixed nullref caused when an entry in _targets was null Fixed memory leak caused by the OnDestroy() methods not being called due to them being virtual
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[WIP] RackMount - Inventory based Module Management - v0.3.
cineboxandrew replied to Pehvbot's topic in KSP1 Mod Development
You can use the rackmount parts if you want. I’ve actually considered reviving the mod… -
You're going to want to fix the mesh path config, KSP doesn't support backslash paths. Also you probably want to add a license before the forum moderators get on you for that
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- the incredibles
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If anyone has trouble installing through CKAN, run ckan compat add 1.12.2 B9PS is still marked as being for 1.12.2 but it works fine in 1.12.3 EDIT: This has now been resolved. thanks @blowfish
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Great! Do you have an official build of the 0.2.0 version that uses Harmony 2 I can use, or should I just use my unofficial build? I can also take over distributing Shabby (and put it on SpaceDock) if you are too busy these days
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Release 0.2.10 Fixed Fixed decals not projecting on loading prefabs Changed Re-enabled projecting onto TransparentFX layer Added Allowed for regular expressions to be used when blacklisting shaders Added all Waterfall shaders to the shader blacklist when Waterfall is present
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Looks like this is a side effect of the way I fixed the waterfall projection issue. I'm working on a fix. in the meantime you can remove and replace the decals What? conformal decals doesn't need any modules on the part they're attached to
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- totm july 2020
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Sounds like a problem with your ISP upload speed. From GitHub actions im uploading a 2.5MB mod in under 5 seconds
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- totm july 2019
- spacedock
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I'm working on that. its a very difficult thing to implement
- 409 replies
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- decals
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Released 0.2.9 Fixed Fixed text decals breaking when used in symmetry Fixed decals projecting onto the TransparentFX layer, such as Waterfall plumes
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