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scottholio
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Everything posted by scottholio
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
scottholio replied to stupid_chris's topic in KSP1 Mod Releases
@stupid_chris: Just a heads up, the download link for the ModuleManager FASA chutes is broken. Nice update also. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
scottholio replied to stupid_chris's topic in KSP1 Mod Releases
That would be awesome!! Love this mod and all you have done so far too -
Editing textures when they are .MBM files
scottholio replied to lucidLemon's topic in KSP1 Gameplay Questions and Tutorials
Sweet, thanks Krupski. Downloaded, you should chuck it back up on SpacePort, this is one of the most useful things I ever found on there. Cheers -
Editing textures when they are .MBM files
scottholio replied to lucidLemon's topic in KSP1 Gameplay Questions and Tutorials
That version works, thanks heaps Krupski, awesome work mate -
Editing textures when they are .MBM files
scottholio replied to lucidLemon's topic in KSP1 Gameplay Questions and Tutorials
Thanks for all your help, but still no luck. What's really weird is that the MBM2PNG works perfectly with your described method, using the same method with MUEDIT doesn't. I'm going to give it a try on another machine, Windows 7 x64. The one I'm currently using is Windows 8 x64. I don't think it's a problem with MUEDIT either, just windows fun -
Editing textures when they are .MBM files
scottholio replied to lucidLemon's topic in KSP1 Gameplay Questions and Tutorials
Ok, so here is an example of what I write in my bat file: muedit "F:\LazTekSpaceXLaunchPack_2.0.1\GameData\LazTek\Parts\LazTekDragon2NoseCone\model.mu" muedit "F:\LazTekSpaceXLaunchPack_2.0.1\GameData\LazTek\Parts\LazTekDragon2NoseConeExt\model.mu" pause and the result: F:\LazTekSpaceXLaunchPack_2.0.1\GameData\LazTek\Parts>muedit "F:\LazTekSpaceXLau nchPack_2.0.1\GameData\LazTek\Parts\LazTekDragon2NoseCone\model.mu" muedit: Report: ================================================== Checked the signature of F:\LazTekSpaceXLaunchPack_2.0.1\GameData\LazTek\Parts\L azTekDragon2NoseCone\model.mu (correct) Backed up the original file F:\LazTekSpaceXLaunchPack_2.0.1\GameData\LazTek\Part s\LazTekDragon2NoseCone\model.mu to F:\LazTekSpaceXLaunchPack_2.0.1\GameData\Laz Tek\Parts\LazTekDragon2NoseCone\model.mu.bak Changed 0 occurrences of .mbm to .png in file F:\LazTekSpaceXLaunchPack_2.0.1\Ga meData\LazTek\Parts\LazTekDragon2NoseCone\model.mu Wrote updated file F:\LazTekSpaceXLaunchPack_2.0.1\GameData\LazTek\Parts\LazTekD ragon2NoseCone\model.mu to disk No errors were encountered F:\LazTekSpaceXLaunchPack_2.0.1\GameData\LazTek\Parts>muedit F:\LazTekSpaceXLaun chPack_2.0.1\GameData\LazTek\Parts\LazTekDragon2NoseConeExt\model.mu muedit: open F:\LazTekSpaceXLaunchPack_2.0.1\GameData\LazTek\Parts\LazTekDragon2 NoseConeExt\model.muToolkit\;C:\Program Files (x86)\GtkSharp\2.12\bin;C:\Program Files\Common Files\Autodesk Shared\;C:\Program Files (x86)\Autodesk\Backburner\ ;C:\Program Files\FileBot\.bak for write failed F:\LazTekSpaceXLaunchPack_2.0.1\GameData\LazTek\Parts>pause Press any key to continue . . . -
Editing textures when they are .MBM files
scottholio replied to lucidLemon's topic in KSP1 Gameplay Questions and Tutorials
That works brilliantly, not much work to paste in the mbm2png command. Thanks. I noticed that it doesn't work for the muedit. I follow the same step but with C:\> dir *.mu /s /b > muall.bat then add muedit to each line in the bat file. It only converts the first mu, the rest get errors. If I put pause between each line, it still only converts the first mu. Strange. Thanks for your reply though, converting multiple mbm's is so easy now -
Editing textures when they are .MBM files
scottholio replied to lucidLemon's topic in KSP1 Gameplay Questions and Tutorials
Hi Krupski, I love the mbm2png tool, it's extremely handy. Would you be able to put up some examples of .BAT files to convert multiple files at the same time? I couldn't get it to work. Cheers EDIT: Also, is it possible to select all mbm files in the same folder e.g: "mbm2png *.mbm" doesn't seem to work. -
[WIP] THSS - Tri-Hexagonal Structural Strut
scottholio replied to Semni's topic in KSP1 Mod Development
Haha, cool. Well, hopefully this helps you a little in some way. I like the sound of standardised lengths and Kethane tanks too, so I'll probably end up using your version when you release it. I ended up just using your AIES configs . Have you considered making a thread just for MM codes and examples? You would get the community contributing and hopefully end up with a centralised database of MM configs. You could have sections to add support for various mods like Deadly Re-Entry, RT2, Modular Fuels, Bobcat's new ECLSS system, etc. It would be a really handy resource for players. -
[WIP] THSS - Tri-Hexagonal Structural Strut
scottholio replied to Semni's topic in KSP1 Mod Development
I have made some THSS Module Manager Configs to update to 0.22 TechTree compatible. Also fixes the 2 probes and asas. You need Module Manager 1.5. Links: THSS HOSS CRSS I made them separate because I don't always install all of them. Also, have some RemoteTech 2 Lite and Deadly Re-entry cfgs. You use these in addition to the other ones, so if I had DR and RT2 and all of THSS installed, I would use all 5 of these MM configs. More Links: THSS RemoteTech 2 Probes THSS Deadly Re-Entry Heatshields All 5 cfgs in one zip -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
scottholio replied to Yogui87's topic in KSP1 Mod Releases
Sweet, been looking forward to this. Just noticed that you haven't put a Tech Required line in the part from Bobcat. Looking at his Soviet Pack it, he is using: TechRequired = specializedControl entryCost = 500 Nice work on all the awesome stuff you make. Cheers -
Modular Fuel System Continued v3.3 (OBSOLETE)
scottholio replied to NathanKell's topic in KSP1 Mod Releases
Hey Nathan, great work as usual. The download links for "Regular Modular Fuels" and "Modular Fuel Tanks with Real Fuels" are the same link. Unzipping RealFuels doesn't worry me, so this is just an FYI . -
This is great work Sarbian, I've replaced my old versions of MM and MMExt without a hitch. A question: I am updating an old probe that still has the old "rotPower = 3" and "Kp = 1" etc. I have no problem dropping the new SAS parameters in, but do I need to get rid of these old rotPower and Kp entries? And if so would it be just like this: @PART[myPart] { !rotPower = 3 !linPower = 3 ....etc } Thanks
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[0.22] Shock absorbing landing legs V1.2 (21-11-2013)
scottholio replied to zitronen's topic in KSP1 Mod Releases
These seem to work just fine in 0.22, just add your own Tech Tree integration. I still use them all the time, being able to manually level out your craft that has landed on a slope is awesome. Thanks zitronen -
Don't be amazed. You guys created something special here, and I have used them in every install since you guys released them.
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Nice idea, I've ripped off many parachutes thanks to poorly timed warps. I'm going to give it a go immediately. Suggestion for a feature: Make the altitude variable adjustable in a cfg file. Only because some parachutes fully deploy above 650m.
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[0.25] PartCatalog 3.0 RC8 (2014-10-08)
scottholio replied to BlackNecro's topic in KSP1 Mod Releases
I can't see any difference. Take the RollKage mod for example. All parts show up both in the SandBox and Career modes, but with the filter on only the roll cages show up, none of the wheels. I can't see any difference in the cfg files that that would cause this. -
[0.25] PartCatalog 3.0 RC8 (2014-10-08)
scottholio replied to BlackNecro's topic in KSP1 Mod Releases
I have the same problem with both the Soviet pack and American pack. EDIT: Also found that there are parts missing from the Random Parts Mod and the RollKage Mod. That is, some parts are not showing up in the catalogue when unlocked or in SandBox mode. -
Love these rockets, great work. And my condolences for what your family is going through
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If you named each version of module manager to include the version number e.g. ModuleManager_141.dll and kept it in the GameData folder, then the dll would never be overwritten by an older version. Then just run a check when it is run, and delete older versions if the dll. In any case, I really enjoy the work you have done and are doing on this. So thanks.
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[0.22] Shock absorbing landing legs V1.2 (21-11-2013)
scottholio replied to zitronen's topic in KSP1 Mod Releases
That looks awesome, can't wait to see those in action -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
scottholio replied to Tiberion's topic in KSP1 Mod Releases
Thanks frizzank, these are very useful to me