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Stone Blue

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Everything posted by Stone Blue

  1. YES!! Thank You... I ve been waiting for this...
  2. Ask and Ye Shall Receive: An excellent mod, that seems to be exactly what you are looking for: Ion RCS by JPLRepo
  3. I realise you assign the emitted colors with sliders, but what about textures just for a few base colors?... They wont match the emitted light exactly, but a red for reddish, blue for blueish, green for greenish, yellow for yellowish, and white for whiteish.... So maybe 5 or 6 textures?
  4. Although an update for 1.1 is still forthcoming, AND being worked on, will this do? Craft History
  5. Pardon my ignorance, as I'm no coder or modeller, but cant you just make separate textures for the lens part of the light, each a different color to match the light emitted color choices, and just use the Firespitter or B9 texture switch in a .cfg to automatically switch the lens texture to the light emitted color? This seems to be pretty much what the AviationLights/Deadskins textures do...
  6. Sweet! So with the newly added API Methods, and Unity 5, is there any possibility of having target tracking antennas again, like the original RemoteTech had? I've been playing with the old antennas, and they all work, except for the MacroSr dish just doesnt physically target track anymore...
  7. @MisterFister How is it unclear? The only difference between the top half of that post, lists the dependency versions you have to have for these to work in 1.1.1... Then the 2nd half (EDIT:), lists the dependency versions you need for them to work in 1.1.2... The files in the actual DeadSkins .zip package itself, will actually work for ALL KSP versions from 1.0 to 1.0.5, as well as 1.1.0, 1.1.1, and 1.1.2... You just have to make sure all the dependency versions match whatever KSP version you are installing to...
  8. Wow... I cant believe this mod hasnt gotten more love... @agises all of your mods are so simple, yet SOOOO awesome... I hope you're still planning on continuing development for this one, as well?
  9. So @AlphaAsh ninja'd me on the link for the NavUtilities .cfg... Here's a RemoteTech .cfg by @Eskandare thats kind of old, so I dont know if it needs updating or not: EDIT: Well, i HAD the MechJeb .cfg... But when I just opened it, it seems the file is corrupted... So if someone can find THAT link, I would be most interested... @drhay53, since the forum switch over, and the broken links issue, now anytime I save .cfgs that people post in threads, I always add a comment line at the top of the file, with short description, author, date posted, and now I paste in the post link from the "Share this post" button at the top right of the post... Easy, peasy, and helps organise and make sense of the tons of custom .cfgs I hoard, uh collect.... Also allows me to share the links and give attribution, since the original links are lost... Here's an example: //RemoteTech Ground Stations .cfg for KerbinSide, by Eskandare, 14/11/27, http://forum.kerbalspaceprogram.com/index.php?/topic/74776-112-kerbin-side-v109-supplements/&do=findComment&comment=1550986 GroundStations { STATION
  10. I think the latest NavUtilities .cfg was posted by @Keniamin on 16/03/05....
  11. Oh!... One thing you might want to add to the OP @Nils277 , is for people who use CKAN to maybe install mods MANUALLY, just for debugging purposes... That way it will remove any confusion/inconsistancies that CKAN itself may be introducing into issues with a mod... ???
  12. I have a separate, clean, stock install just for this reason. I can grab a mod I want to test (and any needed dependencies), quickly drop them into the install, and test... When I'm done, I remove everything, back to a stock install... Since its just for testing, I will also delete the saves folder, and sometimes the Ships folder....
  13. I dont know... From this post of @Crzyrndm 's, it doesnt sound too hopeful, unless things got easier to work with in Unity 5...
  14. Came to add that I also am not getting a settings.cfg OR any output_log.txts created, and also saw your post... Nope... I already had checked all that, thinking the same... Also, my KSP installs are on a separate partition from my C:\ anyway... I even redownloaded the install package from the KSP website yesterday, just to make sure I had gotten the correct one in the 1st place... \o/ I guess what I really need to know is if I am the only one this is happening to...
  15. You need to dbl click the .zip file... When the window opens, highlight the GameData folder, click "Extract To..", browse to the KSP_Win folder and drop it there, where there will already be a GameData folder... If you get warning to merge the GameData folders, click yes... Done, and profit
  16. Well, I have tried all kinds of fixes posted in the last few pages of this thread, read a few other threads on the issue, and Googled, and spent several hours on this, and I STILL cant get KSP to start... No changes I've tried seem to have ANY visible effects... I even updated from Lubuntu 15.10 to 16.04 this morning... I also was using Nvidia 361.42 drivers, and I tried reverting to 340.96 in case it was an issue with the latest drivers (I have an older GT630M, and I know some of the older drivers work fine with it) Here's the latest version of my script (which is copied from different sources above, since I dont know how to write my own): #!/bin/bash cd "/home/meelub/.config/unity3d/Squad/Kerbal Space Program/" if [ -e "prefs" ]; then echo "File prefs exist. Deleting." rm prefs fi cd "/media/meelub/Laptop Storage/KSP/Linux/KSP v1.1.2 Linux Stock/KSP_linux" ./KSP.x86_64 -screen-fullscreen 0 -screen-width 1280 -screen-height 720 -force-glcore -force-gfx-direct cd /home/meelub/ Here's my Prefs file: <unity_prefs version_major="1" version_minor="1"> <pref name="Screenmanager Is Fullscreen mode" type="int"></pref> </unity_prefs> And here's my Player.log: https://drive.google.com/file/d/0B0D_PFGuuyqoNlVsWVEyeGplT0U/view?usp=sharing Previously, @sal_vager said Xfce wasnt affected by all this? If thats the case, then I might try switching from Lubuntu to Xubuntu... Thanx for any help anyone can provide... If I cant figure this out soon, I guess I'll just have to be stuck with 1.0.5 until Squad can get this fixed... Hopefully before KSP 2.0 releases...
  17. So I have not played much 1.1+, but I notice there's no more KSP.log being created? And what are the .pdb files?... I havent seen .pdbs since my Palm device days...
  18. Wow.... NICE... @SpannerMonkey(smce) have you guys seen/pulled apart the KerBalloons code?
  19. It may not be exactly what you want it to do, and it would require adding the Firespitter or B9 plugin .dlls as a dependency, but both those mods have texture switchers... I know the Firespitter one works in-game, allowing texture switches in the editor, simply, using the right-click menu... There is an excellent document explaining the .cfg modules for Firespitter somewhere on the Git repo... Here's an example of using the FSTextureSwitch2 in the DeadSkins textures for AviationLights (sorry for the long folder names...lol): @PART[lightbeacon_amber] { MODULE { name = FStextureSwitch2 textureNames = AviationLights/Parts/lights/model000beacon_amber;DeadSkins/model000beacon_amber-clear;DeadSkins/model000beacon_amber-fisheye;DeadSkins/model000beacon_amber-glass;DeadSkins/model000beacon_amber-pyramid;DeadSkins/model000beacon_amber-square objectNames = light textureDisplayNames = Original;Clear;Fisheye;Glass;Pyramid;Square statusText = Current Texture showPreviousButton = false } }
  20. Literally the post right above yours explains that the mod has been taken over by another developer, and has a new thread for it
  21. @taniwha THANK you again, for continuing to carry this over into another major KSP update...
  22. @linuxgurugamer So, MakeItSmall is now stock, but yeah, Enhanced Navball still has features not covered in MakeItSmall or stock... So do you think its worth keeping this mod going? What about adding texture replacement for the navball, to it? xEvilReeperx doesnt seem interested in updating this, which seems pretty popular:
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