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Everything posted by Stone Blue
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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
NOICE!!! Now you wanna do IVAs for a couple of MY parts?...lol- 3,523 replies
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- geoscience
- colonization
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Are you talking about the collider, or an engine fairing... There's a difference... I'm assuming you are generating the colliders in Unity? If you're generating them in your 3d modelling program, you have to select your collider object, then right-click the Mesh Renderer, and Remove Component... Then you have to click "Add Component"-->Physics-->Mesh Collider... Then make sure for "Mesh", the name of your collider object is showing. Whether you generate the colliders in your modelling program, or have Unity generate them, you have to check the "Convex" box in the Mesh Collider component... I havent had Unity generate my colliders, so I'm not exactly sure how its done... I know you have to have a Mesh Collider component added to the object you are generating a collider for, tho...
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[1.2?] Alchemy Technologies products... v1.2 beta
Stone Blue replied to kyklop's topic in KSP1 Mod Releases
Thanx @SpannerMonkey(smce) Yeah, theres still quite a few parts that I think could be useful... namely odd sized, or things with unique functions, or mix of functions...even I know almost everything can be said to have stock, or even another mod equivalent... Thinga that ARE useful, but have 5 different sizes, can probably be trimmed to just one part... If I can work the textures/models, to maybe better than stock, then make everything Tweakscale supported, THEN you could use just the one part, to make rescaled parts if you need... Hopefully slightly better textures might make them more attractive when TweakScaled to 3 or 4 times larger...??.. Also TS means you dont need a .cfg for each size, which means you're not bloating up the editor, either... IIRC, the combined mod now has just over 200 parts... I figure I could get that down to easily under half (100), maybe even a third (70?), JUST using TS, IFS, and B9 PS... And thats before even trimming unnecessary parts... And then, splitting them back into "category" packs, would mean maybe ~8 - 12 parts per pack?... Maybe even less if I cut deep and trim "standard" parts that are basically EXACTLY like stock or other mod parts?... Like I said, I REALLY liked the Structural, Adpaters, and solar panels... Those would probably be the first packs "I" would work on... Some of the larger fuel tanks I would probably keep, just because of the extra length... That way you get ONE part, rather than having to stack 2 or 3 regular length stock tanks to get the same capacity...The Nukes & Service modules I would probably trim all together... UNLESS I get feedback saying otherwise...lol And what made me think of taking this over, was the recent request posted for someone to make more 3.75m Adapters...WHICH, this mod already has several of... -
[1.2?] Alchemy Technologies products... v1.2 beta
Stone Blue replied to kyklop's topic in KSP1 Mod Releases
So, might there be any interest in this mod, if it were "revived"? Even though it seems to be open-licensed, I'm considering trying to contact the OP, to ask if they still have plans for this, or if it would be OK to take it over. I might not bother if there is no interest...So I'm looking for input not only if people still have interest in the parts, but also looking for input/opinions/thoughts on how to go about it. I used to delete almost ALL the stock parts, and use the Structural, Fuel tanks, Seperators/Decouplers, Solar panels, and Adapters from this mod instead... That was also when the "categories" were separated, into packs... Unfotunately, one of the reasons I quit using this mod, was when it all got combined, and parts creep set in... So one thing I would do if I "were" to take this over would be to go back to separate packs probably... I'd probably do some serious part pruning, as there have since popped up many more mods that have filled niches well (ie nuclear reactors, batteries, service modules, and most of the fuel tanks)...Also, with Tweakscale working rather well, and with InternalFuelSwitch and B9 Part Switch both able to do mesh/texture switching, I think even more parts can be trimmed. Also, I'm just beginning to learn modeling and texturing, but I'd like to "modernize" the look of the models and textures to be more inline with "modern" KSP (ie version 1.13)... So even if you dont like the "looks" of the parts, give me feedback of the size or "functionality" of parts worth keeping and updating... So please post what parts you would/would NOT be interested in seeing updated and continued... Other than that, PLEASE give feedback, and I'll see what can be done as far as "continuing" or "reviving" the mod... -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Stone Blue replied to K.Yeon's topic in KSP1 Mod Releases
IIRC, I think @stali79 already has a development thread going for HIS work on this... I think... ?? -
Hmmm... Wonder how difficult it would be for someone to make a plugin for this, similar to what NodeHelper does for attachment nodes... ???
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1.1.3 Crashing for no reason.
Stone Blue replied to kiwi1960's topic in KSP1 Technical Support (PC, modded installs)
Umm.. yeah, thats the problem: there IS no output_log... -
[1.1.3] Idiot Lights - Because Kerbals are Stoopid r0.0.1
Stone Blue replied to Fengist's topic in KSP1 Mod Releases
So we can expect an updated part with user selectable resources, and a big enough display to show up to and including, ALL of the resources in the Comm. Res. Pack all at once... Say, what, by end of next week? lol -
1.1.3 Crashing for no reason.
Stone Blue replied to kiwi1960's topic in KSP1 Technical Support (PC, modded installs)
No, happens to me too quite often... granted this is on a test install, with about a dozen simple plug-in mods that are pretty stable for 1.1.3 (from feedback on the forums), and a "dev" version of a mod I am helping to update... But I also get no logs, and it seems to randomly happen, and I couldnt even hint at what it might be... What I get is game freezes, and Windows pops up the default "KSP.exe has stopped responding" window... Oh, and I was using the same mods & updating the same mod I'm working on, in 1.1.2... It wasnt till i switched to using 1.1.3 that this started happening for me -
@Fengist No... I couldnt get nli2's method to work... Instead, I click on the model icon in the Assets window, and in the Inspector window, I click "Rig", then click the drop down for "Animation Type", and select "Legacy"... No idea if it actually does anything, since I'm having all kinds of trouble with animations now...It DOES get rid of the "animation not set to Legacy" error in the Console, when writing the model... And I still have not been able to get heat emissives working... I can get light emissives to work, but not heat ones... I'm thinking I may just give up the idea of modding KSP, or at least take a long hiatus... Its not the concepts, or ideas I'm having trouble with... Its Blender and Unity just making no sense at times with how to actually DO the things I KNOW can be done... I guess learning curve is just too high for me... Add in that there is a lack of documentation from Squad, and 90% of the Blender/Unity tutorials specific to KSP are all outdated, using earlier versions of Part Tools, KSP itself, Blender & Unity... So trying to follow most of the tutorials is very difficult...
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[1.1.3] Idiot Lights - Because Kerbals are Stoopid r0.0.1
Stone Blue replied to Fengist's topic in KSP1 Mod Releases
Ah.... Good ole eye-dee-ten-tee indicators.... When I was in the service, we used to send all the noobs to Supply, to pick up our monthly restock of these... The guys in Supply used to love taking it to the next stage, and playing along... -
No, actually, MOARdV released an updated version for 1.1.x... Look in the last couple of pages of the AviationLights thread...
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Yes...those... It was the same behaviour for every one of them... I think there was an issue with info display on one of the RPM orbital display screens as well... They were very minor issues... Thats why I didnt really pursue it... AND I havent actually PLAYED, KSP since 1.0.5... Just been mod testing & dev'ing since 1.1.0 dropped...
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The problem I had with them seemed more like a .dll or .cfg issue, NOT the models/textures... The problem was, IIRC, they were displaying "NaN" or was it "--:--:--".... The INFO they were/were not displaying, NOT the visuals of the props... Hmmm... I've been using TWO of the three... I've even had DebugStuff installed for awhile, just havent gotten around to trying it yet...lol
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[0.25] 6S Service Compartment Tubes - "Design smooth!"
Stone Blue replied to nothke's topic in KSP1 Mod Releases
Doesnt matter... the files are the same... CKAN just does an automatic install vs a user manually dropping the folders/files where they belong -
@Deimos Rast Well, the only issue "I" had with the ALCOR for 1.1.0, was a couple props in IVA werent functioning...namely the little digital displays units "velcroed" in several places... the one-line display units, for the clock... Not sure if that was an RPM or ALCOR specific issue, and not sure if "I" was the only one seeing it... I posted about it, back around the time 1.1 dropped, if you want to check back a couple pages... Yuppp... I just this AM PMd someone about possibly picking up a couple more, small parts mods... Now if I could just make some good progress on BioMASS, and provide some ACTUAL help on OPT, I could get to work on all the OTHER mods "I" want to release...
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[0.25] 6S Service Compartment Tubes - "Design smooth!"
Stone Blue replied to nothke's topic in KSP1 Mod Releases
Its a simple part mod, so it should still work... ONE caveat tho: If you downloaded a pre-1.0.x version, and I'm guessing thats what you did, based on the issue you describe, the node_stack lines need minor editing in the .cfg files. Open each .cfg file in a simple text editor, and swap the "-" sign on the 5th number (should 1.0 and -1.0)...then save the file... You should be good to go with that -
Yup... Fusebox... There's also AmpYear, which is updated for 1.1.3... (though I dint know if AmpYear has the darkness calculation or not) Also, as a clunky work-around, you could use this RT tool to get needed power generation during darkness... Just enter the orbit, AND power consumption of your craft, and the window on bottom left will show the duration of darkness, and needed power generation/reserve to make it thru...
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ASET Props Pack. v1.5 (for the modders who create IVA)
Stone Blue replied to alexustas's topic in KSP1 Mod Development
Just 5 posts above yours: -
Fisrt one I get 1.75s to 2.80s with about a dozen reloads... Most re between 1.91 & 2.25 though... The nyc link: Also with about a dozen reloads, 1.70 to 1.93... most are between 1.75 to 1.83... I am physically located ~250 miles from NYC... so netwrok distance could be between 250 to 10,000 miles, depending on routing... lol EDIT: Incidentally, I came here to post a feature request, and forgot about it, when I saw the post for server checks...lol @VITAS , I know a Github PR would be best, but I have trouble accessing Github... Any chance to possibly come up with a nice graphic for a SpaceDock download button, that authors could use to put their SD download links in their release threads? Maybe only offer it for download (or in HTML form, or link form), ONLY, directly from the mod EDIT or PUBLISH page? I see some authors have nice big, generic download "buttons", and some devs have VERY hard to see, simple text links, that arent even sized larger than regular post body text, that are hard to find when scrolling thru a HUGE wall of text in the OP... Maybe SD could make things easier for everyone, (and improve their branding ), by offering three or four sized "SpaceDock Download" graphic buttons devs could grab, and easily use in their release threads to link their SD links to... ???
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- totm july 2019
- spacedock
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I agree... I would like to see some 3.75m capsules... And a 3.75m on the bottom, to a 2.5m on the docking end...
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Ahhh... I wonder if THATS why its throwing TONS of exceptions for me in 1.1.3... Looking forward to the update, as I'm wanting to "open the hood" and dig around the .cfgs, models & textures to get ideas for BioMASS, and to possibly integrate IFILS support for BioMASS in the future...
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- life support
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How do you install mods without steam?
Stone Blue replied to Alpha 360's topic in KSP1 Mods Discussions
DELETED...nevermind.. not worth starting another argument over... -
Yeah, SIMPLE Gui with just basic buttons would plenty for ME... No frills needed LOL... yeah... But then, maybe user-selectable filetypes?... Like I said, i currently manually scrub the whole GameData... any files I'm not sure of, I'll actually read, or investigate before deleteing... Just a method of showing me a LIST of all possibles (better than Windows Search... :P), then leaving manual deletion up to me, would be function enough... Well, most of the time that I've seen, when a mod/.zip throws a parent folder CONTAINING a GameData folder into the main KSP install folder, its pretty obvious which folder it is (Usually a mod name and version number) ... And of all the folders in the main KSP folder, only about half are really necessary... Half are old, empty, legacy folders (like your appendix), just taking up space and annoying people with OCD... I agree, just LISTING is helpful enough at this point... I'd say keep automatic deletions and fixes to a minimum, at least fo rnow... Fixing nested GameData folders would be nice, AS LONG as it can be done nearly perfectly every time... Not sure about deleting old (multiple versions) of ModuleManager tho... While I ALWAYS do it, some mod devs seem to think its not good practice, since some mods that package these older versions, have been SPECIFICALLY written and tested to work with the older version, and that having multiple versions doesnt hurt anything, since Sarbian IIRC, coded a version self-check, and disabling of older versions, right into MM... WHICH incidentally, I would think right there negates mod devs concerns that the older versions are still needed SPECIFICALLY for their mods...??? This might be worth looking into... Possibly ask sarbian himself?... If he says its OK, then yeah, auto deletion of old, multiple versions would be a bonus Other than what I already mentioned, I cant think of anything else that could possibly be automated...??? But I'm constantly installing/removing mods manually, so if I think of anything that could be done automatically the next few times I'm doing that, I'll try to remember to come back and suggest them.. Short term, PERSONALLY, I'd like to see just full listing features (maybe user-selectable), and even a basic GUI, instead of added features... (hint, hint, wink, wink)...lol