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Stone Blue

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Everything posted by Stone Blue

  1. Wow... Cant believe I have never seen these before... Interesting how the files were uploaded to Dropbox just 7 weeks ago (@Nov 1st 15)... ???
  2. OK... I guess I thought it DID at least, do the electricity generation/drain, all on its own, and that it could be made to support other mods... So I just re-read the OP, (it was late, after my bedtime when i first read it...lol), and I dont know how I missed that it actually has to be, specifically coded into a a mod, to be used.... Thats kind of disappointing...lol
  3. Hmmm... If you got the .zip from that first link, it should have 2 folders & an .exe: DDS4KSP, Source, & dxwebsetup. All you need is the first folder. Go into DDS4KSP, and open the DDS4KSP.exe...Then you select Folder->Open, select ONLY the unzipped kommit_nucleonics folder... It should find 16 files to convert...Hit the Convert button, and it should be done...Then go into the nucleonics folder, and move all the .ddsified files somewhere outside the main KSP folder... That should be it...
  4. Well, Good Luck.... I've always found with Windows, its better just to back up data, and do a fresh install... Much simpler, easier, and less time consuming... Having to reinstall Windows once, twice, or even three times a year, I only keep system and program files on my C:... Any other data or files goes on a separate partition so its safe when I have to unexpectedly wipe Windows from the C: and do a fresh OS install... Soory I wasnt much help... I'm kind of surprised EasUS didnt work for you... I use their Partition Manager all the time, for the past dozen years or more... But then again, with Windows, IMHO, Fresh is Best... I've NEVER been able to get a OS clone to work properly, even after several tries and wasted time... Trying to repair a Windows install is an even bigger futile waste... But then again, with MS's latest hijinx with Win 8 & now Win 10, they dont want to make it easy to wipe a computer and do fresh installs...
  5. If it were me, i would keep it all as is... This is a good, integrated part pack.... I dont really know how you would categorize parts to split them up into separate packs... There are quite larger packs out there, and I would consider this a medium sized parts pack?... I think I would leave it as is now, but if you end up introducing more than several more, specialized parts, then maybe split it later? Especially since there seem to be bunches of small Mk1, Mk2, &Mk3 parts out there... Split yours up, and it may just all end up getting lost in the chaff with the rest of them...
  6. Can anyone confirm it worx in 1.0.5?...especially with the newest 1.0.5 fix of B9..??
  7. ^^ Excellent!... So I assume then it worx in every version 0.25? You should update the OP and thread title to reflect that...
  8. @m4v Why did you never continue this?.... It still has two big features that the other, similar mod does NOT have: The Parts List and Orbital parameters... I would certainly find those useful in the TC
  9. And does anyone know if the *_NRM.dds textures are still needed after .dds conversion?.... They are all Pink now... ???
  10. @Francois424 Sorry... I guess I should have looked for a link for you... i bet you found the Source folder only for DDS4KSP... Here's the link to the correct .zip: https://www.dropbox.com/s/x83lxm6srwht5dr/DDS4KSP_0_1_7.zip?dl=0 Heres the thread you need: http://forum.kerbalspaceprogram.com/index.php?/topic/88972-win-ksp-to-dds-texture-converter/ You do NOT need DDS Loader, or, IIRC, the DirectX components, as stated in a paragraph near the bottom... Those were needed before KSP switched to natively using .dds... Not that it matters, but folder size on disk in the GameData folder, after converting to .dds went from 13MB to 8.7MB...
  11. Ok... All good reasons, I guess... I guess, one step further, for "kewlness", and maybe for completing any high-inclination contracts with an SSTO, and for an easier, larger loop-around to the Island Runway, How about another SW-NE runway, intersecting the west end of the existing runway?
  12. So anyone know if this worx with the newly released update of B9?
  13. Is this dead in the water? I cant believe more people havent asked for this functionality... Unless its now stock in 1.0.5?
  14. Theres no weather, so why does East/West takeoffs matter?...Just wonderin' ...
  15. How about two .zip/.rar archives?... One for SPH, one for VAB?.... I know "I" just spent almost half an hour downloading them one-by-one, and "lost" my place several times... lol Maybe even include documentation (ie the awesome renders), and the flight instructions/actiongroup lists in the archives?
  16. Yeah...You're fine with 5 sats, & 5Mm omni at those orbits... Yup... Unless you specifically want anything around Mun/Minmus to "talk" directly to each other... If you havent seen this before, i find this web-tool invaluable for RT: Visual RemoteTech Planner for KSP And of course, there's the EXCELLENT User's Guide (which I think should have a LARGER presence in the OP) ): RemoteTech User's Manual
  17. galactictaco, I've always felt the same... I've been (manually) keeping a spreadsheet for over 500 mods since 0.23 or before... So I defiantely feel your pain... Especially since 1.0.5 hit.... I think Squad's fast turnover time between releases has finally cuaght up with a lot of the major, and long-toothed mod devs, as burn-out... Lots of great mods havent been updated since 1.0, or 1.0.2 (also eyeballlin' KW )... Again, for good reason, people are getting burnt out having to work on mods and updates, instead of probably even getting time to play the game... I'm sure it doesnt help when you have hundreds of people screaming for immediate updates and bug-fixes... With 1.0.5 bringing lots of changes, and it basically being a hold-over version till 1.1 which is gonna be one MAJOR update, probably like never before, I'm sure devs are just holding out till it drops and do major mod updates then, instead of wasting time for 1.0.5 fixes... Unfortunately, i think I see a LOT of mods being dropped, or changing hands, due to having to be basically re-written/modelled due to 1.1 coming... I can see where some community fixes, or even forks, may or may not get incorporated into mods after that, but I'm sure some devs have their own ideas and directions they want to go with future updates... Also, like Kerbas said, when a mod gets abandoned, there's no real way to tell right away that it HAS been actually abandoned... So yeah, you dont get co-operation there... Anyway, I guess my post is pointless, other than to just say I agree with you and completely understand... I guess my advice is just, when you come across these situations, the best thing to do is post on the mod thread, asking for clarification on the issue... I guarantee, you dont have to feel stoopid doing so, because I know there will someone else who is wondering the same... If you'll notice, I probably irritate mods quite a bit, since I'm always asking for clarification on fixes, updates, links, forwards/backwards compatability, or unclear items in the OP... I know its helped me when I come across these posts from other people....
  18. Well, you dont really need 5 sats for each SOI...3 or 4 would do... With THAT being said, for each SOI (Minmus, Mun, Kerbin), you need one dish on each sat to point to: 1) the sat on it's left, 2) the sat on it's right, 3) the planetary body you're trying to connect TO EDIT: Scratch that... I missed that you had 5K omnis on everything...lol... Just make sure aech sat is in omni range of at least one other sat (but preferably BOTH the sats on either side of it)... What's the orbit of each SOI's sats?
  19. Weird... Latest vers of FF... I DO have some plugins installed, tho... Whats weird is all the other craft links load fine for me...Just the Javelin one refuses to load, and COMPLETELY slows down my browser, almost locking it up.... ??? And WHY does Mediafire need to run Adobe Flash?!?!.....
  20. Aivoh, they are from very early on in the first thread you posted: http://forum.kerbalspaceprogram.com/threads/26286-15-11-2014-0-25-FTmN-Atomic-Rockets @Francois424 which version of Nucleonics do you have?... I have v2, v2.13, & v2.32... So I just tested v2.32 on 1.0.5....And it all seems to WORK!!... Unfortunately, Kommitz's choice of license prohibits redistribution of any of his stuff... But if you have copies, just go into each part's .cfg, and change the 5th variable in the "node_stack_bottom" line (seems to be always "1.0"), to "- 1.0" ... (no quotes of course)... Then you can use the DDS4KSP to convert the whole "kommit_nucleonics" folder to .dds... (Dont forget to check "Delete Textures after Conversion" box...) Beyond that, I'm not sure, but you may want to also rebalance the them, and maybe change the crash & heat tolerance variables... EDIT: God, I hate this new forum...
  21. Downloaad link for the Javelin doesnt seem to be working for me....???
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