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cineboxandrew

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Everything posted by cineboxandrew

  1. so what does this do that a single large animation couldn't?
  2. all the currently planned MH parts are here https://github.com/PorktoberRevolution/ReStocked/labels/making history
  3. 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?
  4. hopefully these experiments are still placable with KIS, I don't want to have to handle *two* inventories
  5. 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.
  6. its pretty easy to write a MM patch to give the stayputnik SAS you know...
  7. 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
  8. 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
  9. Makes me want to change the colliders to be hollow...
  10. Is this up to date? I've never been able to get the GUI to work
  11. See the posts earlier in the thread for the fix
  12. If all the variants are deployable and have their deployed suncatcher transform in the same place it could work. Just have only the meshes switched and the suncatcher on its own
  13. Your gamedata directory should look like - GameData - Squad - ReStock - Assets - Patches - etc. - ModuleManager.4.0.2.dll
  14. 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]
  15. Delete the squad folder manually when reinstalling. Steam does something weird when you click uninstall on a game
  16. You’ll have to describe the issue. What’s wrong with the textures?
  17. Dammit, sorry I've been studying all day and my reading comprehension is gone...
  18. It should go under GameData, not in the KSP folder
  19. 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
  20. Can you post your log? It’s hard to help without knowing what’s going on
  21. 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
  22. 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
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