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KSP2 Release Notes
Everything posted by Stone Blue
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@sciencepanda So when can we expect full Saturn V-style towers?... I'm sure BDB's latest Apollo project would complement them nicely
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not at all... Just someone who has way too much time on their hands, and spends it trolling the forums...
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@foofie99 HA!... Another thing NOT to feel stoopid about... The post/quote box for this forum has MAJOR usability issues... TONS of people still have problems with posting and quoting... ME for one... The quoting is just one aspect of posting that still drives me insane...
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Yeah, but like I said, "I've" been playing 4 yrs now, and "I" STILL make dumb mistakes like that... Then I come and embarass myself by asking for help about it on the forums... lol
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No problem... Do NOT feel stoopid: we were ALL new to KSP at some point... And I STILL miss simple things, even after 4 yrs of playing...lol
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@foofie99 From the download link: Version 1.3.1 for Kerbal Space Program 1.0.5 Released on 2016-05-03 Fixed "C" hotkey to actually switch to first-person Removed duplicate right click action menus when HullcamVDS was installed [All fixes by DORIAN KERMAN] {Please note this is for 1.0.5, everything but the first-person camera works in 1.1} If you are having issues with the mod, please post details, so it gives something for people to go on, to attempt to help you, instead of making a blanket statement that it doesnt work...
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KSP Unloadable on Linux
Stone Blue replied to Tortoise's topic in KSP1 Technical Support (PC, unmodded installs)
Sorry, but I disagree.... There is always a log generated, IF you get passed a certain point during loading... When I try to start KSP, it crashes JUST as the loading screen starts (black screen, no Kerbal graphic), and there are NO logs generated... -
1.7.12 works well enough for 1.1.3 to call it compatable...So dont be too concerned that the mod is "outdated"... And yes, deleting the MiniAVC.dll is the best bet for getting rid of the version checking... IIRC, the reason editing the .version files sometimes doesnt work, is because MiniAVC compares the .version in your install, with the one stored on the MiniAVC online database... If they dont match, you get the nag screen... So editing your local file, sometimes doesnt seem to work, because even though YOUR version may technically be correct, if it doesnt match the one online, which may not have been updated yet, then you still get the "outdated" mod error... By deleteing MiniAVC.dll itself, then the version check wont be performed AT ALL...At least I THINK thats the way its supposed to work... You may also need to scrub your whole GameData folder for multiple instances of MiniAVC, to get rid of them all, since a good number of mods install it... And someone seems to be currently attempting to recompile this for a "compatible' 1.1.3 version, so be patient?
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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
@doxlulzem This thread explains where the logs are:- 799 replies
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help with adding ladders
Stone Blue replied to Kvorshk's topic in KSP1 Modelling and Texturing Discussion
how about this: "Note on ladders: It seems that "Part Triggers" name must be given to the layer #21 (as shown in the picture). Otherwise ladders don't work." Which is from here: http://wiki.kerbalspaceprogram.com/wiki/Adding_Airlocks_and_Ladders_to_Parts -
Ahh.. OK.. Yes, absolutely... Ok.. see?... my CRS... I dont recall a lab chip, but then I always played sandbox when I used the mod, so I never really bothered with science at ALL, so I'm pretty sure I would never have used the lab chip... Hmmm... Maybe the lab chip could be made to only work while the module was manned... Maybe only require minimum of an Engineer, if no Scientist is on-board... Think of it as the lab chip running the science all by itself, yet just needing an Engineer to baby-sit the hardware and software part of it, and NOT the sciency-computating part of it?... That would still allow you to NOT have to include an actual MPL in the ship design, and also mean you could do with one less crewmember (Scientist), as then the Engineer could just double up on duties to cover getting science done...?? Wouldnt need mesh switching, I dont think...Texture switching, yes... Module switching, if it needs to be coded, I guess I would have to recruit an interested collaborator... I might already have someone in mind, just depends on if his current project gets done, and if he has time to pick up another mod... yeah, functionally, I dont think a core is required... but then again, what would you do, just surface attach a bare card to a fuselage or something?...Wheres the fun in that?... Plus, if you can afford the computer resources to run 13 cards or more, 1 more core part just for aesthetics shouldnt be a problem... But yeah, i see your point, and I would take a look at how to easily make a core a requirement As to Universal Storage, etc, I'd rather just model all the required parts "in-house" so to say... Rather than have more mod dependencies... Another consideration is want to have all the parts as small and compact as possible (but of course still useable with KIS/KAS), and I think that control would best be handled directly by who ever devs THIS mod... rather than trying to make the parts for this mod, fit around someone elses part design...
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I'd rather model the radiators right into the cores, if possible... Maybe make folding radiator panels for the Lab... Yes, B9/FS info chips would be good... I havent even looked at the mod in a while, and I have CRS bad, but a chip with those functions may already be done Thermometer chip... already done No, I'm thinking having the Lab manned... not a requirement to ALWAYS be manned, tho... ??... Yeah, i would probably remove any stock lab functionality... I basically just want the model, to make more of a CNCC (Computer/Nav/Comm Center) or SS (Ship's Systems) module, NOT a lab.. The only thing I think it would have in common with a regular science lab would be, is that there is a hard-drive card to store science in no idea what the SCANsat "eyeball" is I have a couple ideas for the form factor for the radial core... It will stay a surface attached part tho... I would probably add a seperate .625m in-line core Yes... proper :NEEDS would definately be a requirement I've already created a few "cards" for several mods that arent listed in either OP... Since I'm so new, and I might be pipe-dreaming, but I would like to maybe see about a "functionality" switch for the cards... ie, instead of having a seperate card part for each supported mod clutter up the editors, just a show ONE card, and have the user not only be able to switch the card color/text, but also define the card function... ie select which mod the card would function for... Make sense? But then again, I'm new to MM & .cfgs, so I'd have to find out if that is even possible... I just know having ONE part in the editor, vs 53 or more, would probably make this mod more appealing for people to use...
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@Pawelk198604 Not sure what youre needing G force data for, and whether it needs to be live, or logged, but have you seen this mod? I have no idea if it actually displays more useful G-force data, than the existing indicator on the navball, but might be worth checking out... No idea if it still worx in 1.1.3, but it looks like the OP was on the forums just a few days ago, so might be worth posting there and asking if the mod is still being developed, or will be updated... If the license is open, maybe someone else will see your post, and be interested enough in picking up the mod for re-release?
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Oh yeah, I know... ... i thought I'd just like to tweak them, so they fit THIS mod, and also to spice up the SL model abit, rather than re-using the SAME EXACT model that already exists in several other mods... What?... theres lots of pics in the OP... It has the large 1.25m core (13 card slots), the radial mount core, with 6 or was it 8 slots? Then theres the cards, with, IIRC, 4 different shield colors, and several "category" stencils on the shields also... EDIT: DOh!... Looks like the recent imgur debacle has broken the pics/links... I think the only difference partwise or even look wise, from the original mod is the addition of the radial core... Picture a loaf of bread, with six slots in the top, and painted a plain battleship grey color....
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I havent pulled any of the models from KSP-I... I got the original... I knew with a list of at least 53 mods I'd like to support, already, i would need at least 4x the card slots of the current part... So other ideas came along with having so many cards in one part, and then seeing the equipment bay on the SL, which I wanted to do something with anyway, things just clicked, and a plan came together...
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I'm having the same issue... I can load one model into Unity, and there is a list of 102 animation clips... for only whats supposed to be 2 or 3 animations... ??
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Kewl... Wow... I find the relation between the numbers for Windows 7 & Windows 8.1 surprising... And I can almost guarantee a good 1000~2000 of the 1600x900 visits are me ALONE...
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Hmmm... you mean hardware-wise?... or 1GB left over after Windows7, 8, 10 sux down 1GB-1.5GB by itself?
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Well, NodeHelper is just 3 small files, and only 32Kb total... So that alone shouldnt really affect your performance at all... ??
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The Grand "Imgur albums/links are broken" thread.
Stone Blue replied to Bloojay's topic in Kerbal Network
Ahhhh... Thank You... I'm so use to just copying the URL from the address bar, which of course does not have the file extension... -
Hmmm... I guess I better get crackin' on those models, then... Still been concentrating on other things instead... lol
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