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Everything posted by Stone Blue
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Testing again in 1.12.3... Seems to work... at least no exceptions or game-stoppers happening This is without any recompiling... I would bet this works on any KSP version from 1.12.3 all the way back to 1.0.0, if not further.
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I guess I'ld say best starting point would be here.. vOv https://www.nasa.gov/mission_pages/juno/main/index.html
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I just installed PAWS (already had KSP CF.... I'll be testing it
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no, go ahead and try it, if you want. I was just wondering, because, IIRC, KSP CF does stuff with the PAW also. It would be one of the first mods I can think of to see if there might be a conflict with PAWS.
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@ZaeRoe you wouldnt happen to have KSP Community Fixes also installed, would you?
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What exactly *doesnt* work with it? I'm getting no issues loading the game, nor any messages RE: PAWS, in *any* of the several logs that get created each game start, for me
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WHY, do so many mods release an update... just *hours*, after I finally get around to grabbing the *last* update? ... LOL Thanx for keeping this alive, flart Oh! BTW... just dropping this here
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What's your favorite Science parts mod?
Stone Blue replied to Stone Blue's topic in KSP1 Gameplay Questions and Tutorials
-Added Science Lab Info as another choice - Added links to the listed mods -
Can we create parts without using Unity?
Stone Blue replied to Nazalassa's topic in KSP1 Mods Discussions
Yes, @Nazalassa... You can use Blender, or what I use, BforArtists (see link in my sig), a fork of Blender with an an icon/menu based UI, which I find MUCH easier to learn and use, than Blender's own, complicated keymap and confusing icon/menu UI. Then you can install Taniwha's Blender Import/Export Tool (Dont let the version in the thread title scare you away, the Tool has been recently updated, and works in Blender/BFA versiosn 2.83, up to current 3.1) This will allow you to bypass having to run the model thru Unity and PartTools altogether. The only thing the Import/Export Tool is still limited on, is creating IVAs. Those, I still need to run thru Unity & PartTools. -
@capybara actually, its *three* mods... Please read the first posts in each, *carefully*, for instructions OPT Spaceplane Continued OPT Legacy & OPT Reconfig
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'Mk1 Lander Can' IVA Replacement by ASET[1.1]
Stone Blue replied to alexustas's topic in KSP1 Mod Development
Yes... Copy/pasta the snippet below, into the "internal.cfg" file: (you can change the value anywhere from 1 - 359) MODULE { name = JSISetInternalCameraFOV fov = 50 } License allows anyone to adopt it. Tho I hope no one *does* adopt it, unless they are going to actually make changes/improvements/fixes... -
I've listed a few I can think of off the top of my head, if you have others you'ld like to suggest, post a reply & I'll try to add them as choices. I'm doing research into which might be a top science part mod that most peeps are using, to base suggesting support for, MOARdV's MAS Avionics Systems, for *possible* future inclusion of moar science related/oriented MFD/Display pages, or other things. I ask that you *don't* get the idea to go directly to the MAS Avionics thread, and start suggesting things *there*. So far, and rightly so, its just a *possible* idea MOARdV *might* think about doing someday. Figured I might do some leg work/research to see if it's viable, and give him possible choices, he could maybe pick one from.
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As to specific mods to consider, off the top of my head, I would put DMagic's Orbital Science, MOAR Station Science, USI science stuff, & BDB at the top of the list. But I guess you dont need to try to do *all* the science mods out there... vOv I guess as long as support for stock, or maybe just *one* of the moar comprehensive science mods out there, would be good... Just get a base configuration setup/working, so maybe *others* can fill in/expand on it, for support for other, moar specific science mods... ?? vOv
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Congrats, Everybody!
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Yeah... I would like to see a moar science oriented panel.... to control experiments/transmit data/etc... Would be even awesomer if many of the science mods were supported.
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Yes. Are you using the most current Blender Mu Importer? Taniwha just did a few updates a couple weeks ago.. not sure if the updates are related to importing animations, tho. If the animation is not there, its a very easy animation to do in Blender. Basically, you have your Object Properties widow open, go to the Anim tab. Set the power at "0", and click the little dot next to the selection box, insert a keyframe @ 1, with all the objects you want to animate selected. Then go to, say frame 60, set the power to max power you want, clic the little dot again, insert keyframes. Thats pretty much it, IIRC.
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As to maps, not sure this would be helpful, but dropping it here.... https://forum.kerbalspaceprogram.com/index.php?/topic/181688-kerbal-maps-is-back-sort-of/
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just an FYI for peeps following/interested in this mod: i just submitted it for nomination for the forum's May Thread of The Month. If you wanna support 610yesnolovely & let him know how much you appreciate the mod, & to let the forum mods know you support the mod, please let them know by following the Nomination Instructions at the botoom of the April thread.
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Heya!
So, i just "reported" a nomination for May TOTM. .... Hint, hint, nudge, nudge... lol -
Can only get one emissive to work.
Stone Blue replied to Fengist's topic in KSP1 Modelling and Texturing Discussion
Yeah... and it *looks* like they *might* have tried to make ModuleColorChanger work with specific &/or multiple materials/meshes, which would help the issue of multiple emissives... // includedRenderer = NavLight_W // excludedRenderer = TailLights // useMaterialsList = true // materialsNames = ERS_EmissMat ..BUT... of *course* this part of the module is *very* broken & does not work... :face_palm: -
@MOARdV hey... since you're kinda back to poking MAS a bit, I wanna ask... I came across a dual-HUD prop, and a "Drive Monitor Screen" prop, in the ASET ERS mod, that are NOT in any of the other ASET mods. The HUD is both toggle-able with switch props, and they seem to work fine with RPM. I am also working on splitting out the ASET Power Seat prop, found *only* embedded in the ALCOR pod model, as a seperate prop. Would you be interested in adding these as props, right into the MAS release? The dual-HUD... Upper & lower are actually two seperate displays, togglable by the two toggles on the top right control panel (Compass & Orientation), right below. I dont have a pic of the Drive Monitor Screen right now. And heres a vid of the Power Seat, that I'm sure you've seen:
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ASET Avionics Pack v 2.1 (for the modders who create IVA)
Stone Blue replied to alexustas's topic in KSP1 Mod Development
Unfortunately, i dont believe so I have searched high & low many times to grab what I could of all of the ASET stuff... but have come up pretty empty. Their Github is absolutley bare. @alexustas seems to be gone, and doesnt seem to be responding to PMs