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Stone Blue

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Everything posted by Stone Blue

  1. @snkiz, this is back up on SpaceDock now, if yer interested...Just make sure you have the required mod dependencies installed... DeadSkins for Aviationlights Re-Lit And if theres anyone else who likes these, I'm still looking for feedback and input for an update on the mod, in this post:
  2. Other than some text and minor elements, I got it mostly where I want it: ZERO percent white, except a few buttons and text... :thumbs_up:
  3. LOL... yeah...I've been playing around trying to make a dark theme for SD... Cant get some elements to change the way I want...
  4. Sorry if this has already been answered somewhere in the thread, but, does anyone know what the optimal image size is to fit the image header on top of your mod page? @VITAS ?? EDIT: Ok, after over an hour of messing around, I think i got a good ratio.... ~3.75:1 (WxH)... I got a 1500x400 image to "fit"... ???... vOv
  5. Well, for the one person that still uses this, and the one ( @snkiz) that may be interested, I'll throw the old version back up on SpaceDock later this evening.... lol
  6. You can grab some of the mods that support RPM from the main post, under " Projects using RasterPropMonitor: ", but sadly, that list is a drop in the bucket...Theres probably several dozen or more mods that use RPM...
  7. Are you using custom IVAs that HAVE RPM support?... RPM by itself does not add anything to an IVA that is not specifically made to integrate it.. In other words, it wont do anything for stock IVAs...
  8. Heh... Yeah.. as a matter of fact I've been bugging the heck out of MOARdV about how AviationLights (the plugin) worx... We got into territory where he pretty much said the same thing..Basically if he tweaks it or adds any more functionality, he'd pretty much be just duplicating the Surface Mounted Lights... At the very least I KNOW, if I do this, even with ALL 35 different "lights", I can still get the mod size down from ~8.75MB, to 500KB~1MB... It would be 3 different .mu files and only 3 or 4 small texture files. I would be shrinking texture size from 512 to either 256 or 128... I could probably even go to 64... just dont zoom in too close to them...lol I am also considering modelling some two-color marine (boat) navigation lights to go with this...Along with maybe a couple other interesting bits...
  9. Just wondering if anyone even still uses these...??? Thinking about a serious update, revamp & release, but if not much interest... idk.. vOv Also, wondering on input from anyone who still might be using these, AS WELL AS ANYONE USING AVIATIONLIGHTS WITHOUT the DeadSkins mod... There are 35 different, visual housing/lens variations... Does anyone use all of them? If not, which DO you use?... Also, theres the beacon, strobe, and nav lights... Only difference is really the timing on the flash intervals... Is anyone using all three, or some over the others? Just wondering if its worth redoing and including all the different lenses, as well as the beacon and strobe...(obviously I would keep the nav lights ) Also considering cutting down on the amount of parts shown in the editor, by using mesh switching... I could make one, single part, where you switch thru all 35 different color/lens/function (beacon/strobe/nav) combinations in the rght-click menu in-editor (I'm thinking that would be too crazy)... Or I can make 3 parts, one each for beacon, strobe and nav, and you would switch thru the colors/lenses for each... Or, I could do it by color, or by lens graphic... ????.... vOv Thanx for any input...
  10. Nice to see an update on this, @MacTee . I STILL very much use KSP ModAdmin... Hope all is going well for you
  11. So I'm finally getting into experimenting with model/mesh switching... I've read the wiki and the entire thread... Now just wondering if anyone can help name mods (besides B9 and Near Future), as examples that make use of the B9 mesh switching, that I can pick apart and dig into. Thanx!
  12. I can verify its working for 1.3, with manually installed current versions of the dependencies... EXCEPT the electric prop is not loading for me... (I didnt take much time to investigate it, as this is in a dev install, where I only installed KAX to check compatability with another mod... So I just removed the electric prop folder... )
  13. @problemecium any chance of getting this re-hosted?
  14. Thanx for doing this... However, wouldnt it be better to make these MM patches, rather than edited, replacement cfgs?... Just thinking, that way, they could go in a seperate folder, so they could be installed/removed without messing up the actual QuizTech install... And also, if someone goes to uninstall the BD mod(s), and forgets to replace these with the originals, these will clutter the logs with "module not found" errors... vOv
  15. Its obviously RoverDude's choice, but why lock it?... You just cant help yourself and just ignore posts from people who cant read? If the thread gets locked, what if someone in the future has a LEGIT question about this?... They wont be able to post, just because "SOME" people cant read which irritates others, who cant help themselves from replying.... ??? I just dont understand this constant push to lock threads, when people can just IGNORE future posts on them... Granted, if the OP feels there is harrassment, or useless posting is onerous to them, then i guess its their choice to have a thread locked... And I stand behind an OP's choice...
  16. like, separate surface attach light "parts", or built-in lights as part of a command or fuselage part, or "window" lights, or IVA lights... ????
  17. You Da Man, uh, Person!... @theSpeare, Thank you for the mod in the first place, and another Thank you for coming back to post that youre allowing someone else to take it over...
  18. Any chance you or someone else could host this somewhere else... For the life of me, onedrive will never let me download anything... Gawd i hate MS...
  19. Some people will tell you to start with Blender, which is fine, but I'd say start with Wings3D and the awesome tutorial by Beale for your first few parts... Once you master this, then I'd say maybe switch to Blender... By the way, IIRC, @Beale has, and continues, to use Wings3D to create all of his great mods (ie Tantares )... So dont let anyone tell you Wings3D is too "basic" or "simple", to create awesome mods with... The tutorial:
  20. heh... I used to grab TONS of "patches" & stuff from peoples posts... But then after awhile it was quite confusing as to what came from whom, and what "versions" they were for, and finding out there was info or details needed that I didnt grab... So then, now I always copy/paste the person's WHOLE post into the top of the .cfg (and edit as needed, before saving)...(I use NotePad++ to create/edit cfgs... a little "cleaner" than Notepad or Wordpad...) I start with a clear, understandable "title" for the file (which I also will use as the file name), then who posted it, date of post, then I copy the post url from the "share this post" link on top right of the post.... Then I'll also leave any relevant content from the post itself... Then of course the "meat" of the patch... Example: // NavUtilities Patch for ASET & RPM IVAs, by theonegalen, Posted 17-07-02, //http://forum.kerbalspaceprogram.com/index.php?/topic/77062-11-navutilities-ft-hsi-instrument-landing-system/&do=findComment&comment=3109344 // Copy this to a addNavUtilsToASET.cfg file anywhere in GameData, and NavUtilities will show up in the ASET props. // It will be accessible through the leftmost button on the top. @PROP[ALCORMFD40x20]:NEEDS[ASETPropsIdentifier&RasterPropMonitor]:AFTER[RasterPropMonitor] { @MODULE[RasterPropMonitor] { PAGE <snipped>
  21. Would be REALLY nice to not have to rely on Firespitter, IFS, b9PartSwitch, or any of the other great texture/mesh switching mods out there, as dependencies for simple parts mods...
  22. Pretty sure the part cost/resource thing itself wont crash KSP... There are a LOT of well known mods out there, that have been working for ages, while throwing the part cost/resource error in the logs... Like you said in your edit on that thread, its got to be something else causing the crash...
  23. yes. yes. Thanx But he only added an MM patch, to the original package... so more like a "community fix" than a full update... There are duplicate textures, which also could stand to be converted to DDS, and I beleive he has also requested someone to make new models...?? AND, I also just wanted to know in general how precedence is determined for mismatches, and really only used that mod as an example...
  24. So, just wondering when a license stated in a thread OP does NOT match the license file in the mod package... Which one takes precedence? I found the license stated on this thread OP, ( CC-BY-ND 4.0 ), does not match the license stated in (the single) released mod package found on Curse (CC BY-NC-SA 3.0)...
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