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Stone Blue

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Everything posted by Stone Blue

  1. I dont suppose there is any way to switch MODULEs in-game, like you can meshes/textures/etc? And yes, I know you can use MM to change/edit them at load time... I'm looking for a way to assign different MODULEs in the editor... Hopefully just using sliders in the rt-clk menu, but a seperate GUI would be OK...
  2. Sorry if you already know better, and this doesnt need saying for you, but I'ma say it anyway : Please dont "hardcode" the TweakScale modules right into the actual part cfgs... Please make a seperate MM patch... Too many people add the nodes right into the cfgs, which causes log spam and possible issues, for people NOT using TweakScale...
  3. odd... Heh... for you alone, 3 of your posts on this page each have different sized sig dead space... Maybe its a browser thing? I'm on FF 55.0.3
  4. Seems to leave deadspace for some people, and none for others... this is using hide ALL sigs... vOv EDIT: also, now that I tried individually hiding yours and qzgy's sigs, resetting view sigs in Profile settings, does not seem to reset individually hidden sigs...
  5. First, sorry, I dont have a mobile phone, so i have no idea Second, I came up with the black theme, from trial & error swapping values in n.b.z.'s Dark Blue theme... Maybe give that a try, trying for a "grey" theme?... Or maybe someone else will build off either mine or n.b.z.'s themes for even more choices...???... Anyone?...Anyone??...Beuler???... vOv On mine, i know I eliminated that awful floating, white toolbar-thingy at the top of the page, as well as the clutter of those "tags" on the thread list, as well as a few other little tweaks I forget... I dont think n.b.z did that with his...I think he just did colors? (paging @n.b.z.)
  6. @swjr-swis My black theme seems to still pretty much work...So n.b.z.'s Dark Blue probably does too See my other shameless plug here:
  7. I prefer DARK, gray or black themes for everything... Most of the sites I frequently visit, i got dark themes from userstyles.org. Luckily, and as a temporary solution if there's new themes coming with future upgrades, there's my dark black theme, which still seems to pretty much work... And if mine works, then @n.b.z.'s dark blue theme probably still mostly works, since mine is based off his... https://imgur.com/a/eLpXv You can use the Stylish addon, or (at least for Firefox), Custom Style Script Mine: https://userstyles.org/styles/128030/darkblack-kerbal-space-program-ksp-forum n.b.z.'s Dark Blue: https://userstyles.org/styles/121820/darkblue-ksp-forum
  8. At least the "dark" theme I made from @n.b.z. 's theme still seems to (mostly) work... whew https://imgur.com/a/eLpXv https://userstyles.org/styles/128030/darkblack-kerbal-space-program-ksp-forum Right off, I have to say I dont like the "hide signatures" function... It hides the "content", but still shows dead space the SAME size as the signature took up...So whats the point of hiding it, then? Not to mention then you have to dig in your profile settings to change it back...
  9. Any chance to get it hosted on SpaceDock.info, for those of us who do manual installs instead of CKAN? Not sure how it works, but i beleive SpaceDock has CKAN integration, so if opted in during initial publication, I think CKAN gets automagically updated when an update is also posted on SD... vOv
  10. yeah... I hope he's OK... IIRC, there might have been health issues
  11. Thank You!...Youre a Gentleman and a Scholar... I kinda figured it might be something where if you didnt "use" all objects in the model, that would be whats causing it... Also, I'm not using it with fuel tanks, hence why I didnt bother to pay too close attention to the "fuel" modules in the documentation, or I might have realised what exactly the fuelTankSetups does... :oops: Especially after i discovered the same behaviour from B9 Part Switcher... Now to figure out how to fix THAT... EDIT2: Hmmm... Doesnt seem to be completely working for me... The selectedObjects node works, but the tank setups doesnt...I still get ALL the textures switchable...None "hidden"... I must be missing something simple-stoopid...
  12. Hoping someone can help me with the IFS mesh switcher... i have an MM patch I wrote, to apply two mesh switching modules to 7 parts. For testing, I wrote a "master" patch, that included all available objects, and applied to all 7 parts using a wildcard in the PART node. Everything works perfectly. The issue is when I apply only certain objects, to certain parts, using seperate PART nodes, assigned by actual part name, rather than wildcard. The issue is that several (not all) meshes, are visible at once, and Z-fighting... Here's my configs. first is the "master", applied to all parts, with ALL objects... 2nd & 3rd are exapmles of the specific part-named patches, using only SOME of the objects... EDIT: this is happening with version 2.6.3 AND 2.7.1
  13. So, thats basically an additional button, that opens a sort of "drop-down menu", consisting of buttons for each available switch.... So you dont have to toggle thru everything to, say, get to the last choice in a long list, using the current "toggle" switching? If so, YES, PLEASE...
  14. @NermNermNerm IIRC, yes, this mod used to also turn off the hangar wall lights, but IIRC, something changed in Unity so that, since, they stay on...
  15. The models for the science instruments ARE identical...EXCEPT for one little detail: each has a small difference in the UV map, covering the "identification "decal"" in the texture which visually identifies each instrument... The models "could" be trimmed down to just one, by using a texture switching mod as a dependency... As there are probably more models & textures that could use a little optimization...But then you're introducing mod dependencies that many people may argue against, as well as possibly breaking craft- (& possibly game-) saves...One benefit might be shrinking the size of the mod down from ~235MB... But no way to determine how much of a gain that might be (and if its even worth it), until AFTER the work is all done... Maybe it might be worth considering making a "lo-res" version for those of us on potato computers, by shrinking the texture sizes??... Most seem to be 1024x1024... 512x512 might not be too much of a hit on graphics quality, if it can be balanced by a big enough performance gain... vOv
  16. I like to build high part count stations, but I'm on a mid-level laptop, so anything that cuts down part counts is awesome sauce. Plus, if you did this, I think it would be a huge plus for aesthetics...especially since youre going over the top with the textures, not having to "jerry-rig" in stock or mismatching parts that will make things look wonky... but then i KNOW how much effort and work is involved... I know if you DO it, it will definately be appreciated by many...
  17. No biggy for a lot of people, anyway, as with only 6GB of RAM, I still cant run EVE or Scatterer on a STOCK game, much less moderately modded...
  18. Possible to get more details on how to use this? Or quick example of a written MODULE?
  19. Yes, this is possible... Here's the switcher file I'm building for a mod. It switches two seperate aspects of a part: the "housing" texture and a "lens" texture. Theres two housing choices, and currently only three lens choices. i wanted the mod to be able to use Firespitter, OR IFS, OR B9 switching, depending on which someone may have installed. The way it is written, if FS is the ONLY one installed, it will use FS. if FS and IFS (or IFS only) is installed, it will use IFS. if FS and/or IFS, AND B9 (or B9 only) is installed, it will use B9. You DO need to know the exact objectnames (objects = ) from the model(s) you are working with, tho. @PART[DSAL.*]:NEEDS[Firespitter|InterstellarFuelSwitch]:AFTER[DeadSkins] { MODULE { name:NEEDS[!InterstellarFuelSwitch] = FSmeshSwitch name:NEEDS[InterstellarFuelSwitch] = InterstellarMeshSwitch //name= FSmeshSwitch moduleID = 0 buttonName = Next Housing switcherDescription = Housing objectDisplayNames = Graphite;Steel showPreviousButton = false objects = housing_Graphite; housing_Steel updateSymmetry = true showInfo = true } MODULE { name:NEEDS[!InterstellarFuelSwitch] = FSmeshSwitch name:NEEDS[InterstellarFuelSwitch] = InterstellarMeshSwitch //name= FSmeshSwitch moduleID = 1 buttonName = Next Lens switcherDescription = Lens objectDisplayNames = Clear;Glass;Glass-Amber showPreviousButton = false objects = lens_Clear;lens_Glass;lens_Glass_amber updateSymmetry = true showInfo = true } } @PART[DSAL.*]:NEEDS[B9PartSwitch&!Firespitter&!InterstellarFuelSwitch]:AFTER[DeadSkins] { MODULE { name = ModuleB9PartSwitch description = :NEEDS[B9PartSwitch] moduleID = housing switcherDescription = Housing switcherDescriptionPlural = Housing colors: affectDragCubes = false affectFARVoxels = false SUBTYPE { name = dark title = Graphite transform = housing_Graphite } SUBTYPE { name = light title = Steel transform = housing_Steel } } MODULE { name = ModuleB9PartSwitch description = :NEEDS[B9PartSwitch] moduleID = lens switcherDescription = Lens switcherDescriptionPlural = Lens Types: affectDragCubes = false affectFARVoxels = false SUBTYPE { name = clear title = Clear transform = lens_Clear } SUBTYPE { name = glass title = Glass transform = lens_Glass } SUBTYPE { name = glassAmber title = Glass-Amber transform = lens_Glass_amber } } }
  20. Heres another hacked-edit I did, of @Lokaltog's texture: And in case people didnt know, you can use these textures to replace the monitor navball in RPM... Its been awhile since I made this one, so i dont remember exactly how to do it, tho... )
  21. ... Thanx...Sorry, my bad... CRAFT-breaking ... lol I dont ever play career, and all my save games are disposable, so i forget the distinction...
  22. Fair warning, next update, (coming in the next couple days), will be craft-breaking.... I'll probably package both the old (legacy) version and the new together, for at least this one, new version, to give people a chance to switch over... So if you dont have this installed YET, I'd wait a couple days... Sorry, but the new update will be better...
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