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Everything posted by Stone Blue
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Title pretty much says its all... I know there were people still using Unity 4 for deving for 1.1.3, which supposedly, the PartTools were best with Unity 5.2.4... I see KSP 1.2 is using Unity 5.4.0... So, please discuss which version of Unity should be used for 1.2, and why/why not... Begin.... NOW:
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[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
Stone Blue replied to rbray89's topic in KSP1 Mod Releases
Then you are using very old mods, or mods from very new mod devs who dont know better....??? -
Direct load right to save file
Stone Blue replied to dtondo's topic in KSP1 Technical Support (PC, unmodded installs)
Ditto on QuickStart... Not only does it load into your save, you can choose what scene/building you wish to enter the game in, as well... -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
Stone Blue replied to rbray89's topic in KSP1 Mod Releases
So I thought DTL was no longer working due to a Unity 5 bug?... Are you guys saying its still useable with KSP 1.1.3? -
Just thought I would mention, for texture sharing testing purposes, Probes Plus might be a good one to try... @akron is a master at optimizing and sharing textures.. That whole mod only uses, like 5 or 6, main textures... Plus, he has texture switching included, with 4 or 5 different textures... So yeah, maybe a good one to test, to make sure the Closet handles texture sharing correctly...??
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If this is trully the case, has anyone bothered to bring this up with @JPLRepo?... I dont see anyting on the AmpYear thread about this...?? He might like to know if there IS an issue, especially since he lists Kerbalism as a supported mod in his OP.
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Hmmm... actually, its kind of funny the OP likened the current server slowdown to the KerbalStuff shutdown... Wasnt the KS shutdown pretty much a result of exactly what I quoted above?... Meaning, that my point is, think, before posting, or you can actually help contribute to causing the exact disaster that everyone is worried about...
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@Drew Kerman , and others, yes, alexustas has an update, and he even has a small group of beta testers testing it now... So, an "official" update should be coming Soon™??
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Same here... New York Its weird, becuase when the main site loads, certain mods will load and reload fine, repeatedly... Other specific mods, will not load AT ALL...
- 2,176 replies
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- totm july 2019
- spacedock
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Ok... I usually scrub the site once or twice a day for new/updated mods... Currently, the site seems now completely down for me... Very spotty, with mostly 503, & occasional 502 errors... Lemme clear my cache and restrt Firefox EDIT: yeah... about half the time the main page will load... 2.5 ~ 15 secs... howver, using the US, Eu, Asia links, NONE of them EVER load for me EDIT 2: Same exact behaviour in fresh, clean Chrome install If I have any more issues later on (in the next couple days), I'll shoot you a PM, so not to clutter the thread
- 2,176 replies
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- totm july 2019
- spacedock
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@VITAS I'm having trouble with the site loading... I used the perviously posted testing links, and the main SD link takes minimum, at best 2.5 secs to load... Sometimes going as high as 15 secs, or not loading at all, giving 503 error... Currently, the US link times out and wont load at all for me... LMK if I can provide any other specific info
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- totm july 2019
- spacedock
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Stone Blue replied to Angelo Kerman's topic in KSP1 Mod Releases
Hmmm... Have you tried Persistent Rotation ? ... Works with warping... Just got a couple recent updates, too- 3,523 replies
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@allista Wow... I've been shopping around for resource/texture switchers, as I'm currently working on some container parts to include in BioMASS, and my own separate parts pack... I'm taking a look at @Angel-125's WildBlueTools this weekend... I want something more user friendly than FS/IFS right-click menu provides for toggling thru switches... I hope to provide support for dozens of different resources, using only 3 parts... I checked out your Git, allista... I think I'll take a look at this as well... THANK YOU for the choice in licensing The final decision may not be up to me, as I have a partner in crime that is in charge of the coding/.cfg part of the mod, so we'll see...
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Yeah, its a shame no one wants to pick this up.... This mod is pretty unique... There's a whole, empty niche out there for this type of mod, and no one seems to want to fill it... About the closest thing is Telemachus... And THAT mod was struggling for quite awhile... ( though there were several attempts at similar mods, that pretty much died on the vine...)
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I recently installed several mods, and a "ConfigurableContainers" folder appeared in my GameData... @allista Do you have a link for this mod? (ConfigurableContainers).... I'm not coming up with anything in Google...
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As always, THANK YOU, Akron... It wasnt just a basic Maya tutorial; you showed me many basic (and some intermediate) modelling techiniques, that I'm pretty sure are NOT just platform specific, and will help me no matter which platform I end up with (Blender/Maya)... And Thanx for pretty much finishing one model, that is shared by, and will actually finish off FOUR seperate parts, for the BioMASS mod...
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Stone Blue replied to Angelo Kerman's topic in KSP1 Mod Releases
...And here I've been thinking thats just me... lol- 3,523 replies
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
Stone Blue replied to BigNose's topic in KSP1 Mod Releases
@Drew Kerman Maybe double check that you downloaded/installed the actual release, and not the source.zip? the links are very close together on Github, and its very easy to grab the wrong .zip... IIRC, the source zip does not have the Plugin folder with the .dll in it... Just for gigles, I installed the source.zip into my test install, and I just get no right click or activity at all on the parts...(to be expected since the .dll is not there)... I then extracted the release package over it, and it now seems to work correctly... so I dont know...??- 799 replies
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I can verify that @xEvilReeperx 's making high contrast navball thing that @Cetera posted the thread to, worx perfectly in 1.1.3 Its one of my Top10 Must Have Mods... If you skim thru the thread, you can pick out and download any textured navballs you want, that people have posted... Also, you can apply your changed navball texture to any RPM screens you may have, in any IVAs that use RPM... At least you could in 1.0.5... I havent tested for 1.1.x yet.. Here's my post on it, with instructions:
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Any chance of another means of hosting, other than Curse?... Possibly Github or SpaceDock?.... DEFINATELY DO NOT use kspmods.n e t, which is EXTREMELY questionable legitimacy/legality right now
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no no no... I didnt mean YOUR mod specifically, DMagic... lol I meant, for exmple, if I had a mod that had science parts, and "I" wanted MY mod to use/interface/support Experiment Tracker, if it is setup so I could make MY parts work with it, just by cfg or MM patches, "I" could include the patches in MY mod, or I could offer them up to Derrey to include in Exp.Tracker.... Just sayin that NOT hard-coding the ability to have someone else's parts work with your (as in general mod, NOT any specific one), opens up being able to have someone else do the legwork to get two mods to "interface" or support each other... And the files could be included in EITHER mod... Ok... I didnt know specifics on how DM-SA works... I just knew there are a few mods that bundle it... Yeah, if interaction between mods need to be done with plugins, then yeah, thats quite a bit more involved as far as getting some kind of support/interaction going between them... I guess I was trying to make the uneducated point that if you can interface with another mod's parts, I would imagine if you can accomplish it with .cfg/MM patches instead of coding, then you open up collaboration or workload to a wider range of people, rather than just those who can code plugins... Plus, if requests come in to Derrey for ET support for many other mods, and every part/experiment that ET can work with is hardcoded in, then yeah, I would imagine its ALL pretty much up to Derrey to do the work... Especially if ET is under a restrictive license... Whereas .cfg/MM patches could be distributed seperately, without license restrictions... And Derrey would be happier, since he wouldnt have to provide support, (or do the work in the first place), and the users of ET would be happy becuase THEIR favorite mod could work with ET...
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I use NavHud , which has unique indicators for use with docking... Basically the same as DPAI, but more intuitive (for me at least), and overlaid on the whole flight screen, rather than using a GUI window. And if the grid lines put you off, they are completely editable, as to color changes, making more or less of them, or even turning them off completely, so you are only left with the manuever and attitude indicators by themselves.