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Everything posted by Stone Blue
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Part tools screwed my Unity up
Stone Blue replied to Fengist's topic in KSP1 C# Plugin Development Help and Support
Sorry to hear youre having trouble, Fengist... Probably a dumb question, but you're using the newset PartTools, which is basically ust a single, dbl-click Unity package...And its installed... I recently re-installed Unity and started from scratch, and this time was actually the easiest, most painless Unity/PartTools install I've ever done... (not that I'm an expert...lol) Altho, yeah, installing the TextMesh from the store was kinda if-fy... -
Any way to switch MODULEs in-game?
Stone Blue replied to Stone Blue's topic in KSP1 Mods Discussions
Hmmm... Not sure it will do ME much good tho... I'll have to look back and see why I might not be able to use it for the mesh-switching... -
No, i see the comment posted about you rage-quitting KSP was exaggerated... But others have quit everything based on less grief over their mod... Just wanted to state how you go over and above ust providing content, and it would be a sad day for KSP if you did quit
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@Angel-125 All I can say is, yeah, try to ignore posts on your threads from "those people", and let your loyal followers run interference for you... Unfortunately, I dont do that anymore, since I seem to be a bovine waste contributor and troublemaker on the forums, I no longer actively participate in most forum discussions...As a matter of fact, I've been posting too much already the past couple days... But I had to comment here, cuz yer too awesome to lose in the community... NOT ust because of the content you provide to players, but for the invaluable help and examples you provide for wanna-be modders... Along with certain other devs ... You're all in a League of Extraordinary Modders...
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
Stone Blue replied to blowfish's topic in KSP1 Mod Releases
@blowfish Nope... no errors... I switch thru the 5 lens types, and it indicates it switches thru each one... But all the lens meshes are visible and are z-fighting... (this is with only the DisableTransform node removed) Nothing in the KSP.log... (I dont exactly know how to read everything in the output_log, but I dont "think" theres anything in there either...??) And again, this is the EXACT same behaviour I was seeing using FS & IFS switching... I can provide logs, a copy of the whole mod (its small and simple), or even source files for the model if you need... We can also take this to PM, so not to clutter your thread, if you wish... -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
Stone Blue replied to blowfish's topic in KSP1 Mod Releases
I'll test right now... Back in a few... -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
Stone Blue replied to blowfish's topic in KSP1 Mod Releases
Weird... I agree... at least thats what I would have "thought"... but without the disable module, ALL of the meshes are visible at once, whether called by a subtype node or not... I spent many hours over the past week trying to figure out how to only show one mesh at a time, and only those I WANTED shown... Then I stumbled across the ModuleB9DisableTransform in one of Nertea's patches, nd played with it till it now worxs... (granted, the suggestion you posted above didnt work for me, so I got something a bit different currently working) Its an issue with Firespitter and IFS as well...(at least that "I" am having...) Eleusis La Arwall helped point me in the right direction on how IFS handles this, and I was able to figure it out for IFS... Cant find anything in the FS documentation that helps, and the way IFS does it may be one of the "improvements" specific to IFS that FS has no way of handling, itself... vOv -
Nice to see more choices available... :thumbs_up: May I suggest adding the word "kerbal" to your title?... A "kerbal" search on userstyles shows all but yours... and a "KSP" search shows like 3 pages of other junk...
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WHAT?!?!... Say it aint so?... Not only does he have one of the best, complete SUITE of mods out there, he is a TOTALLY nice guy...Very approachable and extremely helpful and patient with wanna-be modders' questions and comments... (Along with the MANY other actual modders who take the time to help up-and-comers)...
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Did you take a look at n.b.z.'s other two themes?... I based mine off his Dark Blue, and changing colors is not too hard...He also has a "Kontrast" one, with mostly white space w/blue, tho I dont know if it fully worx with the new forum update... vOv https://userstyles.org/styles/browse?search_terms=kerbal Nope... I would also like that Ok... constructive details would be nice... Be aware Squad IS slowly tweaking it to improove it
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
Stone Blue replied to blowfish's topic in KSP1 Mod Releases
Thanx.. I did waffle about which thread to post on... I decided here, mostly because I thought if there was anything else wrong specific to the B9 content, someone experienced with B9 might pick it out... Thanx... I'll give this a try... I guess I like to keep things short and concise as possible... Holdovers from computer programming in the early-80's, when you had to write a program to fit on as few punch-cards as possible... I guess Unity uses all of a models meshes... The way THIS is set up, I have 18 switchable meshes for one model, across 7 parts...each part only uses 5 meshes...So I found I have to specifically "disable" the un-used ones for each part... While experimenting with B9, I found that even though a transform is declared disabled, the definition in the SUBTYPE over-rides it and keeps it active... I could have probably done it the long-way round and just applied the lens switcher patch individually by part, but figured I'd try applying globally, then apply a small patch by part, deleting/removing/disabling what wasnt needed for that part. I had started with the DisableTransform applied by seperate part patches, thinking THAT might be enough to "disable" the un-needed SUBTYPES... But thats when I discovered the "over-ride", and moved it to the global patch, then started going after actually deleting each unwanted SUBTYPE... I finally figured out how to do it with IFS, and hopefully with your suggestion, B9... Now gotta figure out if Firespitter can do it.. -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
Stone Blue replied to blowfish's topic in KSP1 Mod Releases
Hoping someone can help me with a mesh switching patch I'm writing. I'm applying the below wildcard patch to 7 parts... Then applying individual part patches to edit the first patch on a part by part basis. For some reason tho, this individual part patch isnt properly deleting all the listed SUBTYPES. It only correctly deletes the following indexed SUBTYPES: 1, 3, 4, 6; but leaves the rest active... ???... Help?... vOv -
Hehe...When you're 50, and you yourself can tell your brain capacity/learning abilities have diminished so much, compared to what you KNOW they USED to be, EVERYTHING seems to have an extra-steep learning curve... But, good news, just had another breakthrough, and it looks like not only will Interstellar Fuel Switching be supported, but I think I ust figured out the last piece for B9 PartSwitching, thanx to @Nertea Now I just have to figure out the last piece for Firespitter...(if there IS one... )... Then once I hear back from someone on best way to package things up, I'll have a "beta" release available for people to try...
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Good suggestion... But I already have... Also looked at a few other light/color-changing related nodes from other mods and stock... I can get certain aspects of those other modules to work, but in doing so, it negates other aspects of the native AL plugin... I posted a seperate thread asking about dynamic module switching, and Shadowmage gave me a pretty concise answer... Basically, in this situation, i just need to now try to learn some coding... Which may be a bit, since I'm still working my way up the curves for the modelling/texturing and MM patching aspects...
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Looks like some changes, and more colors have been coming along steadily... Glad to see someone is working on it... Who is the poor nameless soul doing the work? They should get some Thanx and words of encouragement...(and maybe a $$ raise from Squad)
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Heh... I have been in contact with him for awhile now... Already have quite a few lengthy PMs of me bothering him with many questions and thoughts... Better skins?...I guess we'll see Reduced parts count?... Unfortunately on hold till I can figure out something to handle in-game color switching Welcomed by all?... Again, I guess we'll see...
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Any way to switch MODULEs in-game?
Stone Blue replied to Stone Blue's topic in KSP1 Mods Discussions
Thats what I was hoping/thinking... Thanx for confirming it tho Heh... That paragraph is complete Greek to me... No prob... Not really looking for someone to DO this for me... Was just thinking if there WAS already a way to do what I need, no use waiting on learning to do it for myself, only to then end up reinventing the wheel, so to say... Been using this mini-mod as a learning tool, and I do eventually hope to dabble with some code, and this one does seem pretty small and lite... IF (a big if), I get to the point where I understand the whole plugin, I might ask MOARdV if I could take it off his hands... I'll leave the color-changing on the back burner for now I guess... Then I ust have one issue to figure out with B9 and Firespitter mesh switching, then I can release an update, then maybe poke around the code for the NEXT release... Anyway, as always, Thanx a bunch for the responses... -
Any way to switch MODULEs in-game?
Stone Blue replied to Stone Blue's topic in KSP1 Mods Discussions
@Shadowmage Well, the plugin I'm dealing with is AviationLights... The color setting is defined in a cfg node... So I'm guessing I wouldnt need to mess with shaders, Unity & all that... Unfortunately though, the MODULE is custom... I just need a way to select/switch color change in the editor, like stock and SurfaceLights, and a few other mods with light parts do...rather than thru MM patching... I'm trying to make it so I'm only having to define three parts, rather than being stuck with having to have seven actual, identical parts just because of different color... I dont want to hit up MOARdV with it, since I know he's busy with other stuff, and he has said he's only maintaing the mod, and doesnt want to put the time in on adding features... And I completley dont blame him... But Thanx for the offer of checking out your code...I certainly will do that.. -
[1.3+] Stockalike Station Parts Expansion [retired]
Stone Blue replied to Nertea's topic in KSP1 Mod Releases
Noice!... I'm glad to see you're still givin love to this pack, @Nertea... Thanx! -
Any way to switch MODULEs in-game?
Stone Blue replied to Stone Blue's topic in KSP1 Mods Discussions
Hmmm... Thanx for the explanation, @Shadowmage Well, guess I'll have to set that aside for now, then, and maybe later on start playing with the mod's code, to see if I can copy/add some code from another mod to handle in-editor color changing... -
Yip... Since the forum switch to IPS, I've had my Firefox zoom level set (just for THIS forum), at 120%... This is on my 17.3" laptop... But then I guess I'm old, too (50)...
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I miss basic HTML support... IPS (the current forum software) is highly customizable as far as themes... Heck, theres even many "ready-made" themes that are much better than the blaring white default theme, that are cheap...like $20-$30... But for whatever reason, Squad obviously doesnt want to spend the man-hours to have someone in-house make a custom theme, or to "buy" a ready-made theme. As to functionality, there is some customization/settings that can be tweaked by Squad, but much of what we are seeing is just default IPS settings themes... So not much use in getting really heated and repetitively complaining about things... All that can really be done is to try to convince Squad to put in the $$ for customization...If they wont, they wont... And they have had IPS for a couple years now, so if they havent yet, its not likely things will change. Especially with everyone rehashing, complaining and picking everything apart...
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Any way to switch MODULEs in-game?
Stone Blue replied to Stone Blue's topic in KSP1 Mods Discussions
Thanx ...but i should have added that I cant code (having enough trouble learning modeling/texturing, and advanced cfg/MM patching)...So I'm hoping for a ready-made solution ... -
So, still working on an update... Hit some stumbling blocks, due to things I want to implement are limited by things being hardcoded into the .dll, having issues figuring out some things using the mesh switchers and MM... As it stands, i was hoping to be able to cut down the parts shown in the editor, from 7 to 3... There are 7 unique parts, based on color AND function. I was hoping to cut that down to 3, based solely on function, instead of color (ie beacon, nav, strobe)... However there is no way to switch colors in-game, since light color is assigned by a custom MODULE, rather than the stock light modules... Hence no "switchers" available for the rt-click menu... So until an option for that becomes available, that means adding DeadSkins to your game, will add 7 more parts to the editor, ON TOP of the original 7 AvitionLights parts... (So you would now have 14 aviation light parts)... And this leads me asking people who actually use these DeadSkins, do you also still use the originals? I ask because I could delete the 7 originals, and replace them... ??? ... vOv
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