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Everything posted by cineboxandrew
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[1.12.x] ModuleSequentialAnimateGeneric
cineboxandrew replied to linuxgurugamer's topic in KSP1 Mod Releases
so what does this do that a single large animation couldn't? -
[1.12.5] Restock - Revamping KSP's art (August 28)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
all the currently planned MH parts are here https://github.com/PorktoberRevolution/ReStocked/labels/making history -
Kerbal Space Program Breaks Ground with a New DLC!
cineboxandrew replied to UomoCapra's topic in 2019
Now that there is more ground scatter, will the ground scatter now make use of instancing or will there still be hundreds of draw calls for rocks?- 1,121 replies
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Kerbal Space Program Breaks Ground with a New DLC!
cineboxandrew replied to UomoCapra's topic in 2019
hopefully these experiments are still placable with KIS, I don't want to have to handle *two* inventories- 1,121 replies
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A change to how thrust works
cineboxandrew replied to GoldForest's topic in KSP1 Suggestions & Development Discussion
I don't really see this as a problem that needs solving. modders have already found ways of building engines that use thrust vanes (using additional invisible thrust transforms) that work perfectly fine. The only benefit I see to this is adding thrust vanes yourself to engines, which could be done way simpler than a full particle simulation. Ie: detect what control surfaces are directly in the path of the thrust using a sphere cast, and doing some math to rotate the thrust transform in response to them. -
[1.7+] Making Scenariory(Custom Scenario)
cineboxandrew replied to Missingno200's topic in KSP1 Challenges & Mission ideas
its pretty easy to write a MM patch to give the stayputnik SAS you know... -
[1.12.5] Restock - Revamping KSP's art (August 28)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
I have messed around with a drop-in replacement for the built in shaders that attempts to convert them to PBR, but haven't been able to figure out how to get them in-game -
[1.12.5] Restock - Revamping KSP's art (August 28)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
The stock switcher can move stack nodes but can’t toggle them. It can’t do anything with surface attach nodes. You can get around this by having two copies of the model you toggle between with the attach node stationary, but that poses issues if you want things like thrust transforms -
New user needs help with mod installation
cineboxandrew replied to The_evil_martians's topic in KSP1 Mods Discussions
The ReStock Readme also has installation instructions -
Makes me want to change the colliders to be hollow...
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New user needs help with mod installation
cineboxandrew replied to The_evil_martians's topic in KSP1 Mods Discussions
Is this up to date? I've never been able to get the GUI to work -
[1.12.x] Near Future Technologies (September 6)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
It's doable -
[1.12.5] Restock - Revamping KSP's art (August 28)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
See the posts earlier in the thread for the fix -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
cineboxandrew replied to Nertea's topic in KSP1 Mod Development
Your gamedata directory should look like - GameData - Squad - ReStock - Assets - Patches - etc. - ModuleManager.4.0.2.dll -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
cineboxandrew replied to Nertea's topic in KSP1 Mod Development
The stock game doesn’t have any inline parachutes, and I think 2.5m and 3.7m for that form factor is way out of scope anyways. Maybe 1.25m [snip] -
[1.12.5] Restock - Revamping KSP's art (August 28)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
Delete the squad folder manually when reinstalling. Steam does something weird when you click uninstall on a game -
[1.12.5] Restock - Revamping KSP's art (August 28)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
You’ll have to describe the issue. What’s wrong with the textures? -
[1.12.5] Restock - Revamping KSP's art (August 28)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
Dammit, sorry I've been studying all day and my reading comprehension is gone... -
[1.12.5] Restock - Revamping KSP's art (August 28)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
It should go under GameData, not in the KSP folder -
[1.12.5] Restock - Revamping KSP's art (August 28)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
It should not break anything in any existing saves, but of course it never hurts to make a backup. If you have any problems with save compatibility please report them on the github page -
[1.12.5] Restock - Revamping KSP's art (August 28)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
Can you post your log? It’s hard to help without knowing what’s going on -
[1.12.5] Restock - Revamping KSP's art (August 28)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
I’m told Indicator lights will be getting an update soon with a patch. And I believe the only incompatibility right now is some odd LED positioning on the small inline reaction wheel -
[1.12.5] Restock - Revamping KSP's art (August 28)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
Make sure you installed the mod correctly. After you download, drag the ReStock folder from inside the Gamedata folder in the zip into your KSP Gamedata