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Stone Blue

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Everything posted by Stone Blue

  1. awesome... i have some props (switches) that seem to be doing nothing, too... i dont know why... moar detailed logging would only be a blessing, no matter how detailed/indepth... I'll be looking for an update These are all props/cfgs of existing work... I'm mainly renaming/repathing stuff... so good chance its just some references I'm missing... I'm gonna install/poke the originals again, to see if there was anything i missed in the originala, not working
  2. @MOARdV nope... still doing it with the comments removed. Let me try replacing the spaces with underscores. I'll post results in about 12 hrs
  3. Yeah... I got that it seems to be a reference in the 'Standby' page... i thought it was saying it was a problem with *another* page, referenced in the Standby page vOv Yeah, i changed the sub page name, but its some how pickking up the original name somewhere... thats where I thought I had scrubbed all 45 pagefiles, and found nothing. WAIT!... theres supposed to be NO whitespace, and NO spaces in the page names?!? I have this as a *root* node, in the main MFD prop cfg, with a *whole* bunch of TEXT nodes.... PROP { <stuff> } MAS_SUB_PAGE { name = APEx_40x20 Top Menu //ALCOR40x20 Top Menu V2 <stuff>...as in a whole bunch of TEXT{}s... } ...and this as child nodes in all the page cfgs... MAS_PAGE { <stuff>.... SUB_PAGE { name = APEx40x20 Top Menu //ALCOR40x20 Top Menu V2 } SUB_PAGE { name = APEx40x20 Bottom Menu //ALCOR40x20 Bottom Menu V2 position = 0, 608 } } is that how to "define" those sub pages (as a MAS_SUB_PAGE root node, somewhere), then just reference them as child SUB_PAGE nodes in all the MAS_PAGE nodes? Also, @MOARdV where/what is this "config node database" you speak of? you mean just the regular KSP database, or one specific to MAS?
  4. @MOARdV I'm trying to setup some MFD props, but I get an err that for the life of me I cant nail down. I have scrubbed all the sub pages, and cant find a missing reference for the 'APEx40x20 Top Menu' sub page, in any of the other pages. Is there any way to nail down *exactly*, WHICH sub page listed in the `Standby` sub page the problem is in? There are 45 of them :O
  5. i wonder how these parts would look with the new Shabby shaders?
  6. Well, it seems I originally misunderstood the issue, and I must not have read far enuff back to see this: I thought it was just the seat was the issue. Yeah.. in this case the internal should be moved down. If the kerbal head is still an issue, you could try offsetting the InternalSeat position, as well, a little bit... Unfortunately, you'll end up with the feet in the correct spot, but the head not, or the head in a better spot, but the feet will be visually mixed into the pedals... Pick your visual poison. *IF* the seat were a seperate prop, you could just move the seat down.
  7. Sorry if i sounded harsh... I was posting that for others to read, too... not just you. Its been a sore spot for me...
  8. PLEASE, dont just randomly post, & declare a mod dead. Moar helpful would be to maybe check the license in the OP, and if its been "continiued/adopted", check the *original* thread as well, & if it allows redistribution, as this mod does (https://creativecommons.org/licenses/by-nc-sa/3.0/ , as stated in the *original* thread OP ), then maybe asking if anyone has a copy they could re-host, might get you somewhere. I'm sorry I havent seen previous posts since the dowloads were deleted. I have a copy of MeCripp's last updated version (v1.42), which I've hosted on my GoogleDrive, here: https://drive.google.com/file/d/1mWHz3sCu9SAAg4VP631OuJxmqBbxuXUq/view?usp=sharing The mod *may* need some updating or tweaking to wor with later/current version of KSP, but since its a part mod, and i dont believe it requires any unique plugins, should be pretty easy for someone to update if needed. @Mecripp, tagging you, just because this is a copy of *your* last update, & if there was a specific reason *you* didnt want your copy redistributed, PM me if you want me to take this down, and i will. And THANX, for all the mods, like this one, that you updated & kept alive.
  9. yeah.. this is why I think its a good idea, to try to set the root origin on the model, as 0,0,0, but in a way, so that that point is actually where the surface attach node, or at least a main stac node, are gonna be... if the root origin is in the *center* of the geometry for the model, as in this case, any scaling has to do sclaing along both the positive/negative side of *every* axis... you can eliminate quite a lot of scaling along both sides of every axis, and keep at least one (main) attach node always @ 0,0,0 so it *never* moves
  10. wot mod are you hoping to match these up with, then? just curious
  11. Your point? Doing Alt-F12 Cheat Options, and setting your funds to whatever insane amount you need, seems like way less effort??.. vOv
  12. Almost sounds like when the scaling is being done, its being done on either `rescaleFactor` or `scale`.... (but `scale` *outside* the MODEL node... Pretty sure changing rescaleFactor, scales not only the model, but all the attachment/stack nodes, too... dont remember if changing `scale` *outside* the MODEL node does it or not, too Using/changing a `scale =` *inside* the MODEL node, scales the model but *NOT* any attachment/stac nodes with it. In your example, changing the X value to zero, just means its now sclaing the node against zero, which results in a 0.0 result no matter what the scaling is doing... so, yeah, a workaround EDIT: Ahh.. so i just poked that wheel model... i see why the attachment node X value is set that amount, as I figured... The root origin for the part, is not on the backkside of the attachment collider, but at the lower, outer pivot point of the suspension. So any scaling is being done from there, which is scaling that distance between the two... Another option to fixing this in code, would be to fix the model, and set the origin point to where the bac of the attachment collider is... then the scaling would always be applied from there, which would be your new 0,0,0 point, and scaling wouldnt change that point
  13. Dont want to beat a dead horse, but when you set up your fresh install, was this a completely *new* copy of a KSP you installed to, or did you just delete mods, then install these minimum mods in that? if you did the second, did you also delete the bottom 4 ModuleManager files, as well as your /saves folder??
  14. ohhh... derp... i see why i couldnt find the new release... i have "Recently Updated" on SpaceDock bookmarked... Recently Updated, does not show *New* mods... So then I used the SD link in the OP, but it still points to the old version... I can understand why you wouldnt have updated the link in the OP tho... This will be interesting to test with KSPCF, since, IIRC, *that* mod also makes navball (& maybe the altimeter), draggable
  15. Hmm.. where did you push it *to*?... I see you updated the source on "exp" branch, but I cant find any *release package*, after Jul 4, to grab? vOv
  16. @KSPMoose what doesnt work with Aviation lights?
  17. nice!... I would hate to see this thread closed.. as I for one, will NOT be using the "new" version of the mod, as long as the "older" one still pretty much works in 1.12.3... for "reasons" Granted, i also realise I would not expect any kind of support from you, specifically, on it
  18. Anything by Benjee10, or maybe Beale & Well should fit pretty well with NF, too
  19. oof... i forgot about this.... So far, it *seems* to work with KSPCF installed, too. i mean, its working with the buttons/fields *I* want to turn off... i havent tested the global settings, tho... I just came to note, that there doesnt seem to be a way to *RESET* things to default, other than to go thru the whole slew of toggles one by one again... once youve screwed up your PAW, by playing with tons of the toggles (which unfortunately arent all labeled ).... there doesnt seem to be an easy way to reset them all... So, I guess I'm asking, severedsolo, if you ever pop back in, or to who-ever may/may not adopt this one, would it be possible to add some kkind of "Reset" button?
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