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Stone Blue

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Everything posted by Stone Blue

  1. Still working on the blade antenna... Optimized the antenna mesh quite a bit, tho its still amateurish... In the midst of texturing, which is actually harder than the modelling...
  2. Ok.. well, news... Unfortunately, not good... I havent heard from @BetaguyGZT, who is Lead on the duo... He handles the coding and decisions on where he wanted the mod to go... So, unless he shows up and wants to continue, then I guess BioMASS is ded in the water, at least in THIS iteration... I hope to continue improving the models for the parts in the mod which use ZZZ's models, as I was going to release them in my own pack... However, I've been hanging out too much on the forums, and the current temperament, over-moderation, and tension on the forums, as well as the hubrous of some mod developers here, means I will barely be contributing to the forums for the forseable future... At this point, I think I'm going to scale back any plans I had to publicly release any modding that I have part in, and just tweak things for my own use... So even if Betaguy wants to continue development on the mod, I think my involvement will be just quick & dirty model tweaks, to get them working, and not worry about improved meshes/textures/animations... If Betaguy decides NOT to continue, hopefully someone else will pick up the torch, and give the mod a try...
  3. Perhaps you should not paraphrase from memory, since that is exactly what did NOT happen.
  4. To those Mod Devs who release, or at least post accessible links ON A PUBLIC FORUM, of pre-release versions of their mods: I understand that you dont want to deal with all the "people" who pester you with comments/requests/complaints about issues with your mod, who should know full well that EVERYTHING, (mods as well as KSP itself) is in limbo and may NOT work during the pre-release period, and possibly even for the next two or three updates of KSP... HOWEVER, DO NOT GET YOUR UNDIES IN A BUNCH, AND BE SURPRISED WHEN PEOPLE DOWNLOAD YOUR, BUGGY, POSSIBLY NOT WORKING MOD, OR EVEN IF YOUR MOD IS WORKING PERFECTLY IN YOUR EYES, BUT SHOULDNT BE USED BECAUSE KSP OR SOMEONE ELSES MOD IS NOT READY FOR RELEASE, VIA A LINK WHICH YOU PROVIDED, IN A PUBLICLY ANNOUNCED FORUM POST, HAILING YOUR ALMIGHTY MOD AS NOW PRE-RELEASE COMPATABLE, AND THEY START POSTING EVEN SANE, HELPFUL COMMENTS AND DISCUSSION ON YOUR THREADS. DO NOT BE SURPRISED WHEN YOUR THREADS GET CLUTTERED BECAUSE YOU DECIDED TO RELEASE SOMETHING DURING PRE-RELEASE, KNOWING FULL WELL POEPLE ARE GOING TO JUMP ALL OVER IT. THEN AT THE SAME TIME, OUT OF THE OTHER SIDE OF YOUR MOUTH, COMPLAIN THAT MODS (INCLUDING YOUR OWN), SHOULD NOT BE USED AT ALL WITH PRE-RELEASE VERSIONS OF KSP. IF YOU DONT EVEN WANT HELPUL DISCUSSION, SUGGESTIONS, OR YES, "BUG REPORTS", BY PEOPLE WHO DO KNOW AT LEAST A LITTLE ABOUT WHAT THEY ARE DOING, THEN I SUGGEST YOU TAKE THE RESPONSIBILITY FOR YOURSELF, AND MAKE THE DECISION TO EITHER, A) GO AHEAD AND PRE-RELEASE IT KNOWING FULL WELL YOUR GONNA HAVE LOTS OF DISCUSSION, GOOD AND BAD or B) HOW ABOUT YOU NOT PUBLICLY RELEASE IT, THEN *ITC* WHEN THE DRAMA STARTS AND IF YOU DECIDE on B), MAYBE IT WOULD BE A GOOD IDEA FOR YOU TO TEMPORARILY LOCK DOWN YOUR RELEASE THREADS SO THE PEASANTS CANT BUG YOU UNTIL YOU'RE READY TO BE BUGGED?? If the reason you publicly post pre-release versions of your mods, is so OTHER mod devs who depend or interact with YOUR mod, can begin their own work as soon as possible, may I suggest sharing those pre-release versions amongst other mod devs PRIVATELY, over PMs, or some other PRIVATE means?? Now, I know I have probably ticked off, upset, or at least entertained a lot of respected mod devs with this rant... But I felt it needed to be said during this feverish, high-tension period during pre-release... I'll also say that, the way this, and the last pre-release went, I would rather see Squad go back to NO "pre-release" at ALL, or have something where people have to specifically sign up, or justify their ability to help with serious bug tracking... OR, I would like to see all you mod devs who have popular mods, just keep everything to yourselves until AFTER a FULL release hits Thank You... Let the flaming begin
  5. yeah, dislikes would be nice... But too many people would get their undies in knots, and it would lead to even MOAR drama...
  6. Ummm... you also need to make sure the texture program you are using, can open the file type you are trying to open... you havent said exactly what textures youre trying to open... If .dds textures, you're going to be more limited on texture programs... and MS Paint WONT do .dds...
  7. Hopefully someone will FINALLY get a multi-monitor mod working for KSP Soon™, since Unity now supports multi-monitor... Then maybe use Hullcam?
  8. Its also All Rights Reserved licensing, so unless Odyssey comes back, this is pretty much D-E-D
  9. Not to mention, but who wants to spend, like, -forever- , skinning half the exterior of a craft with 100's of tiny, repetitive parts... ??
  10. Its the KSP Soon™ countdown clock Displays time to when every mod will ever be updated, and KSP itself... When someone aske "When is the next update/release?"... Just reference them to that lil bad boy... Basically the THIS for KSP
  11. So I have fixed models, but I cant find any .cfg modules that require or even USE the part... Even going back to the original version of the mod...??
  12. Ummm... those are still up on SpaceDock... just not updated... not that they needed it for 1.1.3???
  13. Hmmm... using the latest version, the Protractor window seems to be ALWAYS open, with no way to close it... No stock toolbar button, & does NOT show up in Blizzy's, either... ?? Doing further testing... By the way, I installed it today, to see whats up with the models... First off, the collider seems to be 90° off from the mesh... I'll see what I can do..
  14. Hmmm... check KSP Interstellar Extended?... Most of ZZZ's parts are in there... I'm sure there are others, but cant think of them off hand...
  15. Most of the parts in the zip in this thread, are bare bones... Meaning they have very basic configs, just enough to get them loaded in-game. I would say, this zip is more like a source material for mod makers to grab and use... If you want the parts as a player, to use in-game, you'ld probably be better off finding a mod that has the parts you want, included in it, and grab them from there...
  16. @Fwiffo Just wondering why you are using Toolbar v1.7.11?... There's a 1.7.12, released for KSP 1.1.2, which also seems to work fine in 1.1.3...
  17. @DBowman AWESOME tutorial... Also, I have to say, I have barely used kOS, as it did seem a bit intimidating... And I know people have put together other scripts, but MechVal, and your very well done tutorial, make me want to install and give kOS another try... THANX! PS- Auto-astrogator... I like that... Great way to explain/differentiate from the auto-pilot claims PSS- So, will MechVal handle maneuver nodes you create with MJ's Maneuver Planner? (I should probably read the OP again to see if I ust missed that...lol)
  18. I dont know about other 3d programs, but Blender tends to cause beginners issues with scaling when importing into Unity... I havent had any issues with rotations, tho, so THAT shouldnt be a problem in Blender, OTHER than Blender axis are oriented differently than KSP... Again, Unity axis are the same as KSP, so might be easier to figure out at first... But yes, generally, I also think fixing things at the source is best... Yup... I forgot to mention that part... If you scale anything under the parent GameObject, things can get tricky... Same with the X/Y/Z orientations
  19. You can do it in Blender, OR you can do it in Unity, OR you can rescale it in a .cfg, using a rescaleFactor = definition.... I would do it all in Unity, tho, personally... I think you need to make sure you are making the changes Globally, and not Local, tho.. ??
  20. You can add it to the mod if you want, once I texture it... The .cfg is set for stock (1.1.3) & Telemachus... I tested it today... I just have to add RT for 1.1.3, then see what I need for stock in 1.2... I dont know how RT will work in 1.2 either...
  21. So heres a few shots of an atmospheric UHF comms/L-band telemetry blade antenna for Telemachus. I just have to UV unwrap and texture it: http://imgur.com/a/WiCTq
  22. Wait... this is a bunch of kOS scripts, and NOT a plugin itself?... If thats the case, then yes, PLEEZE make it more clear that kOS IS A REQUIRED DEPENDENCY!... If that is NOT the case, then please ignore my comment... Either way, THANK YOU for the work putting this together... Really??... The only thing that could possibly make anyone think this is MJ related, is the name, and the (possibly unfortunate) screenshot in the OP, where MJ windows are open... The full functionality of this is something that MJ does NOT do AT ALL... Also, even tho "auto-pilot" is mentioned, all I read are references to handling complicated node maneuvers... Even if this mod executes the burns automatically, I would NOT consider this even close to an auto-pilot...
  23. Looks like you did it correctly... Except when their name comes up in the dropbox, you MUST click it... Completely typing their whole name out does not seem to make it "linky".... Plus, even doing it correctly, seems to not work once in awhile... it seems very finicky to me...
  24. Actually, yes, I am currently working on new models, and expanding the selection of cards to support more mods.
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