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Everything posted by Stone Blue
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@JTheDocPretty sure the issue is that only a very few of the OPT cockpits have IVAs made. IIRC, none of the crew or other parts (which would be attached to any cocpits that have iVAs,... actually *have* IVAs. The OPT parts that DO have IVAs, are kind of a hot mess, anyway.
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Notepad++ configs for Module Manager files
Stone Blue replied to dreadicon's topic in KSP1 Tools and Applications
@Stratickus If not the original OP's, & not Jade's, mebbe it was mine? vOv https://github.com/StoneBlue/KSPLanguageforNotePad-- -
Kerbal Maps is back! (sort of)
Stone Blue replied to CraigCottingham's topic in KSP1 Tools and Applications
Awww... man... seems this last working version of Kerbal Maps is no longer working -
[WIP] [1.12.5, 1.8.1] ASET Consolidated- Part Packs
Stone Blue replied to Stone Blue's topic in KSP1 Mod Development
Yeahhh... Its a bit complicated optimizing the ALCOR pod model, and I was running into issues with FreeIVA support, so I've been waiting for JonnyOThan to get to a moar complete state on FreeIVA, as well as his changes to ASET Props, and possibly other stuff. With Summer here, my KSP time is also severly limited, so there's that too... -
[1.8.x-1.12.x] - RasterPropMonitor (adopted)
Stone Blue replied to JonnyOThan's topic in KSP1 Mod Releases
RPM has two external camera parts included, so you dont *need* other mods specifically for camera parts. Theyre located here, and they re-use a stock RCS model & Ant/Spider engine, respectively (so you now what they look lie in the Editor): GameData\JSI\RasterPropMonitor\Library\Parts\ExternalCameraPart\ -
[WIP] Stock Aircraft Expansion SAE
Stone Blue replied to Kartoffelkuchen's topic in KSP1 Mod Development
Yeah... Even if not finished, if theres at least enough thats playable, it would be nice to get a release, and not let this just fade away to nothing Thoughts, @Kartoffelkuchen? -
[1.12.x] UltraJohn's Modlets - Slim Navball Cursors and Markers
Stone Blue replied to UltraJohn's topic in KSP1 Mod Releases
why *three* seperate mods/downloads, tho?? -
maybe? vOv
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@John Adler Here you go (no guarantees it still works. Tho it *should*, as its just a simple .cfg file. Depends on if anything got changed with the TAC dll itself): TAC Life Support- Mining v1
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NippyFlippers' Flying Boats and Open Cockpits
Stone Blue replied to NippyFlippers's topic in KSP1 Mod Development
Kewl.. you do need to allow me sharing access tho- 24 replies
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- external seat
- open cockpit
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NippyFlippers' Flying Boats and Open Cockpits
Stone Blue replied to NippyFlippers's topic in KSP1 Mod Development
@NippyFlippers could you post a link to your blend & cfg files? PM me if you dont want to make them public- 24 replies
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- external seat
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NippyFlippers' Flying Boats and Open Cockpits
Stone Blue replied to NippyFlippers's topic in KSP1 Mod Development
oh!.. not related, but you cant have the stock seat meshes included *in* your model... its against licensing to redistribute them. It is possible to add a second MODEL{} to your cfg, referencing the URL for the stock seat model, and defining a Loc/Rot/Scale placement, or offset, which would let you place them where you want, in relation to your cockpit model.- 24 replies
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NippyFlippers' Flying Boats and Open Cockpits
Stone Blue replied to NippyFlippers's topic in KSP1 Mod Development
Yeah.. on second look, I see NESD's cockpit, is *not* treated as an IVA... they just made their own seat mesh as part of the Part model... Well your *orientation* is correct on the kerbal, so it prolly isnt a Blender-to-KSP issue (Blender has a differnt base orientation than Unity/KSP, (Google left-handed vs Right-handed). But yeah, it *does* look lie your origin in Blender is the cause... I mean, that seems to be where Kerbal is spawning. Are *both* Kerbals spawning righ there, on top of each other? if so, you most likely need to chec the origins on the seats & spawn transforms Also, (i dont think its currently your main issue), but you mentioned the kerbal transform is at their butt... IIRC, its actually down below their feet? I think..- 24 replies
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NippyFlippers' Flying Boats and Open Cockpits
Stone Blue replied to NippyFlippers's topic in KSP1 Mod Development
Ahh.. I think its because you are trying to use the external seat parts, in essentially, what would be an IVA. Parts and IVAs have *very* differnt MODULE{}s available to them, which dont crossover, as well as completely different base rotation/orientations. In your case, I think you would be better off looking at @NESD's Mk1 Open Cockpit mod/models, and see how they did the whole "open cockpit" thing You should be able to either make your own seat models, or, since I believe the whole thing is an IVA, use existing seat props, from another mod, like ASET Consolidated Props Pack, or another props pack. You could also poke around other IVA mods, and see if they have their own unique seat props, which you could contact the devs of, and if license permits, ask if you can re-use/include *their* seats in your mod- 24 replies
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Thanx for the post & suggestion... yeah, it does seem a little odd Kerbnet isnt already supported, but that would be an RPM/MAS thing. And IIRC, RPM was in a long hiatus period, while MOARdV was switching over to developing MAS, and that may have been during the time stoc Kerbnet got added, so maybe support just never got considered vOv I *have* asked JonnyOThan (current RPM dev), about it... I'll post back with his thoughts on whether its something he wants to look into adding or not.
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idk... sketchy that a .dll was uploaded, but their changed source code is not available vOv
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
Stone Blue replied to blowfish's topic in KSP1 Mod Releases
I know pretty late, but thats a Tundra Exploration problem. best bet is to post on their thread. @larkvi & @Invader_guy that looks like a BDB problem (at least the 1st one is. Again, should go post on BDB thread. -
Ahhh... that might be why I'm still getting the option in the Reviva IVA switch list
- 186 replies
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- bluedog design bureau
- airplane plus
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[WIP] [1.12.5, 1.8.1] ASET Consolidated- Part Packs
Stone Blue replied to Stone Blue's topic in KSP1 Mod Development
SO, just an update... I'm coming close to haveing the ALCOR pod model optimized. Hopefully should have a new update released soon. I've been considering merging the ALCOR IVA stuff, into the same release with the Pod itself. Currently, you have to install the Pod and the IVA as two *seperate* mods. The IVA stuff is pretty insignificant size-wise, so it wouldnt dramatically affect the size of your /GameData folder. I *do*, however, have to look at the performance cost of having the IVA installed, versus just having the Pod without the IVA. Wondering if there is a significant user-base, who uses the Pod *without* the IVA. (I cant imagine doing that, as the IVA is IMHO the *best* part of the ALCOR. ) If there is a significant performance cost to having the IVA installed vs NOT, I may hold off on merging the two, until after I optimize the IVA. I know JonnyOThan recently did a nice performance optimization on RPM in a recent update, so that should help a lot. I wish i could say the same for MAS, as I was hoping to eventually mae a MAS-only version of the ALCOR IVA, but it looks like MOARdV has announced to put MAS on hiatus, so performance optimization for it is not likely to come Soon If I decide not to merge both mods *now*, with only the Pod update, I will definately be looking to do it after I optimize the IVA. So I *am* leaning toward merging the two into one mod.. just a matter of if i should do it NOW, or later. Looking for input from users on the decision, and to see if there's reasons *NOT* to merge them, which i havent thought of or considered. I've added a poll at the top of the topic. Looking forward to user input -
So, sort of related... I'm still getting the option/choice of Max-KSP iva in the list... *even tho I dont even have that mod INSTALLED* I added an issue a bit ago on the repo
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- bluedog design bureau
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Not a fix, but moar a "workaround", for in the meantime: Try removing the /FlightSystems folder from /MOARdV... its basically a "sub-mod", that is just MAS-only IVAs... or if you *do* use some of the other ivas in that folder, just remove the Mk1-3 cfg, or renmame the file extension so it doesnt load.
- 186 replies
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- bluedog design bureau
- airplane plus
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Yeah, they are loaded from the stock assetbundles in the /KSP_x64_Data in the main KSP folder. Unfortunately, they arent as easy to access as textures in /GameData. You have to find a way open them, and if you were to use them on your models, you would have to unpck them, so you could UV unwrap your models to them. Just know that in the end, it it is against the KSP license to include the actual textures or any part of them, in any form, *publicly*.
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Then it sounds like you have a bad MM patch somewhere. See if you have a /Logs/ModuleManager/MMPatch.log or ModuleManager.log in your main KSP folder, and post one of them, if they are present.
- 186 replies
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- bluedog design bureau
- airplane plus
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Maintenance: Planned Downtime Starting 2023-04-07 14:00 UTC, SpaceDock will be down for planned maintenance, probably for around 1hr. See GitHub for details on what we're changing: https://github.com/KSP-SpaceDock/SpaceDock/pull/482
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- totm july 2019
- spacedock
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