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Everything posted by Stone Blue
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That would be kewl... Hmm.. I wonder if it might be an option to delete the base alpha-num flags, and just keep the "specialty" flags from this vOv So, this *currently* works with *current* CD?... hmm.. i couldnt get it work, granted I dont know a lot about how CD even works in-game, and I was getting tons of shader errs, which made it look lie the ones specified in IDF are no longer found in CD... ?? vOv
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- decals
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Ahh... OK... I thought it was some hidden *stock* method being used.... at least for the sizes I am/am not seing in-game, but am seeing listed in the IDF cfgs. Yeah, TweakScale has been a non-starter for soon after i started playing KSP. Especially becuase of the ugly way it presented resized textures, that shouldnt be resized, at least at the sizes that were included in mods. And especially add in its confusing *associated* mods, I wont touch TweakScale with a 100m pole, now. Figured I didnt need it any moar, since there are soooo many great parts mods out there that offer well-done parts/textures in many moar sizes/form factors. It also seemed to have conflicts for me with many mods that did their *own* rescaling, or with B9PartSwitching, which has been a "must-have" mod for me, for a long time, as MANY of the mods I use, can support it. Not to mention, it has replaced much of the need for Firespitter/IFS... So, since I usually have B9 installed anyway, and found it to pretty much be able to handle any outlier-cases for rescaling that I need... well... Working on the ERS rover mod, I've been considering adding support for ID Flags... JSIPartUtilities also has some nice switching modules, so between that & B9PS, I might be able to mae IDF support for ERS.
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Its a BUNCH of different stuff... not *just* A-Z, 0-9.... I was just poking it to see how to integrate it into ERS, to use these to replace the switchable "serial number" plates... Apparently, IDF&D adds three flag "parts", which act like normal parts you select & place, then each has variants (looks like maybe just the flag background, and size?) You select size & background type in the PAW... you select the actual "decal", in the stock flag selection UI i cant figure out how they get the various size variants, tho... I need a tiny or micro size... vOv
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So just to clarify my above post, ID Flags & Decals by itself, works *perfectly* fine in 1.12.3. Its just the integration with Conformal Decals that *might* cause some issues. The main thing I am gathering from logs, is that CD has changed/updated shaders, so the shaders used in @Beetlecat patches at least need updating to match CD.
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@zer0Kerbal you know.... *any* of the five options...lol Even just bundling both togther, as-is, in *one* release, maybe?... Whatever would be easiest/quickest for *all* parties involved
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Found the source of the map i have... @slaintemaith supplied it, with instructions, in this post:
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I use Stellarium.. Its nice software
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@610yesnolovely Kewl... I'll poke the code... In the meantime, I sent you a PM
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@610yesnolovely So, I sort of have two IVAs switching sucessfully. However, when I switch to one, textures for the IVA model are not being used. I ask, does RevIVA access/load/define/do *anything*, with the IVA model? The IVA I'm having an issue with, works perfectly without RevIVA installed.
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NIce. Now, any chance it *might* be within scope to combine this with this?: Was originally from the same author, so code style should be/was similar?.. I always use both together. ImageViewer is good for reading image-converted .pdfs inflight, as well as deltaV maps & other stuff... Plus, *maybe* LGG would agree to pass it on to you, & maybe be happy to get a mod off his unbelievably huge mod list?
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So, trying this out with Conformal Decals, and @Beetlecat's patch, and getting lots of exceptions in the log. Havent fully tested, learned how the whole thing is *supposed* to work yet. One little nit-pick: Getting log spam for the giant 'M' texture, not being the correct resolution. I changed it from 256x162, to 256x160, like all the other textures, and spam went away Oh, yeah, KSP v1.12.3 & latest, greatest, up-to-date versions of everything required. I'll try to post specifics later, if I figure stuff out.
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I cant believe this never got even *one* reply Hoping this mod might still be very relevant, especially since @Beetlecat came up with some support/integration with the Conformal Decals mod. For making custom "serialized/numbered" craft identity decals, this (with Conformal Decals integration), seems like the nicest option, over some of the other great custom decal mods out there.
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Were there any updates or further work done with this, Beetlecat? Just wondering if that link is the most recent/only source Looking into an alternative method for using "serial number" ID decals for the ASET ERS rover mod. the current method uses a mix of Firespitter texture-changing, and a nice feature of JSI Part Utilities... But it limits users into specific, pre-made decals.... Plus, its Firespitter ... which I like to replace wherever possible... lol
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[1.12.x] Exploration Rover System by A.S.E.T.
Stone Blue replied to linuxgurugamer's topic in KSP1 Mod Releases
I know this is LGG's mod, but I've been working on some updates & changes I thought the mod could use. Below is a rough roadmap of my updates/changes. ASET ERS 1) Document updates - done 2) Clean cfgs/pull patches - done a) added top node to Cabin b) removed PAW cargo door deploy limit c) down-sized top attach nodes on Cargo, Cargo-Airlock, Cargo-Crew modules d) tidied up cfgs for whitespace, comments, stuff for consistency e) seperated non-dependency mod patches from cfgs to seperate files; added patches folder 3) re-name some files for consistency/simplicity; re-structured/renamed IVA & props folder/files -done a) Created /Assets folder b) Removed all, unecessary duplicate textures c) Incorporated LGGs v0.4.0.4 JSI patches to part cfgs; seperated them from part cfgs to seperate file d) Patched ERS props for RPM 4) re-structure folders/filenames/update models; Add Assets folder w/subfolders -in-process, partially done a) fix flags showing thru surface attached docking port b) edit some parts' UV maps, for aesthetic changes, to better match the overall color scheme on an assembled vehicle -textures on dock port -adjust textures on cargo bay doors? c) add white navigation lights to the Service Module & Dockport, similar to whats on the Cabin. -blink on nav lights for cab? -switchable light emission on port, like Spotlight? d) any other model/texture tweaks I come across, can think of, or get suggested e) rename texture files; edit model files w/new names f) add bottom/end cargo bay nodes? g) investigate hatch status CLS compat on Dock Port h) look into RevIVA support (in-game IVA switching) I) adjust wheel spawn & dockport position? 5) add B9 support 6) might create/add a new fuel/resource tank/fuselage part (not sure on FS/IFS fuel switching, tho. Definately would be B9 based, tho) I thought I would throw this out there, to get some feedback on what users think, and to ask if anyone has any suggestions/ideas on anything they would like to see, or anything I havent covered, that I could maybe add while I'm doing this. I hope to be done with ERS in the next week, as I have some other things I would like to move onto. I'm thinking of removing the feature of being able to switch all the top stack nodes, as well as all the wheel nodes, on/off, to get rid of possibly un-necessary PAW clutter. I'll add as far as the B9 tank/resource support, I'm thinking of having a cargo-section variant, be a "tanker/carrier", strictly for resources... So you could say, build a full refueling tanker, resource-mover. I might also consider a science/lab variant, where you could fit an extensive science package, fully utilizing the Universal Storage II science instruments, to have a very powerful, independent exploration/science-gathering vehicle, which could process its own science reports. I expect, when I'm done, having been able to remove several duplicate, un-needed textures, the size on-disk of the mod, will be shrunk by about ~5MB. -
theres actually been an Earth map, circulated awhile back for that. IIRC, its just a matter of replacing the texture in the proper folder. I *just* came across the texture on my HDD yesterday, coincidentally. I'm not home right now... I'll see if i can dig it up... or at least a link from the person who "released" it
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[1.12.x] Exploration Rover System by A.S.E.T.
Stone Blue replied to linuxgurugamer's topic in KSP1 Mod Releases
Kewl...most likely some of the same ones i was looking to add -
[1.12.x] Exploration Rover System by A.S.E.T.
Stone Blue replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer Just started KSP, and KSP-AVC threw this up for the first time: Yet, when I check the repo and SpaceDock, as well as here, I see no mention of a new 0.4.0.4..?? vOv Working on some updates/fixes for this mod, so trying to keep on top of anything newly released for it EDIT: oh wait... I just checked the spacetux.net link in the .version file... I see *that* got updated.. vOv -
@610yesnolovely heh... Thanx for bringing that old post up... i had kinda forgotten about that I can definately mae use of that in the ERS IVA, as the seating is quite close to the front windows, and not much elbow room either, so heads are *definately* in the way
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I'll probably just include the patch in ERS itself, when I push a bunch of changes/updates to LGG for it. Blurb & links for RevIVA will probably be in the new README I'm putting together for ERS. It currently has a partial stock IVA, as well as partial ASET+RPM IVAs... wasnt quite clear, and it seems they werent completely working, due to the way they were setup in the cfgs/filenames. Just doing final testing on the IVAs now. I also have some unfinished work on a Lander Can IVA, I think Mcdouble was working on... Both 2-seat & 3-seat versions of stock IVA, basic RPM IVA, & advanced ASET IVAs. I'ld like to do more MAS IVA's, but dang... they are sooo tedious & time consuming
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I'm hoping to maebbe add support for ASET Exploration Rover System pretty Soon™
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Fairly Old PC help
Stone Blue replied to Fr4pp3r's topic in KSP1 Technical Support (PC, unmodded installs)
I turn off temperature gauges as well... I also look to the sky, when launching... Drawing terrain has *always* been a huge hit on fps In the editors, I also turn off the background ground crew/vehicles -
[1.12.x] JSI Advanced Transparent Pods (V0.1.24.0) 12th Sep 2021
Stone Blue replied to JPLRepo's topic in KSP1 Mod Releases
Does "distanceToCameraThreshold" seem to NOT be working for anyone else? ie without defining it and letting be defaulted to 50, zooming out, windows stay transparent (IVA drawn) & never turn "off"... I then defined it, at both 25 & 10, and same thing... ?? Or am i just completely missing how it works? I've been thru the wiki a couple times (tho I *did* just skim the real technical stuff) @JPLRepo ?? -
[1.12.x] Exploration Rover System by A.S.E.T.
Stone Blue replied to linuxgurugamer's topic in KSP1 Mod Releases
How are y'all attaching the US mounts to the cargo bays? I cant seem to get the stac nodes on the mounts to "snap" to the carbo nodes... The mounts just end up surface attaching..?? EDIT: Nvm..figured out the JSI Trans. Pods issue Also, is the JSI Transparent Pods patch not seeming to work for anyone else? I have JSI TP installed... I *did* remove the ASET IVA dependencies, do *NOT* have RPM installed... I *do* have JSI Part Utilities installed I just noticed the Cabin & Crew Modules are defaulted to the ASET internals, so I changed that to use the stock IVA, and STILL no transparent windows.. ?? @linuxgurugamer I'm looking at making some changes/improvements to this mod. It looks like the IVAs are defaulted to ASET internals, so you get TONS of log spam (just warnings). I see several parts use "Placeholder" as an internal..?? Looks like there *is* an existing internal using stock props for the Cabin. My question is, do you want the ASET IVA stuff & RPM Adopted to be *hard* dependencies with this, or should I go ahead and make an MM patch for the ASET IVAs, to make it a soft dependency/recommended mod? (the way its listed in the OP, it makes it sound like the ASET IVAs/RPM are *recommended*, not hard) -
I was able to reproduce a thrust transform, rotating 90° along one axis, *every* time I re-imported the .mu. As well as the transform display setting defaulting backk to Plain Axes. I'm not positive, but it might be, that when you export the .mu, the plugin "translates" Blender left-hand orientation, to Unity right-hand. (The X-axis being to left, vs right) It *might* do this same translation, upon *import*, changing Unity rotation back to Blender rotation... ?? Which might mean its cumulatively doing it every time you export/re-import the .mu... ?? I dont know. As far as the transform display setting, I'm sure thats not a field in the .mu file format, its a Blender display setting, so it doesnt get saved in the .mu file. There *might* be a default setting for it in the Blender Preferences, that you could change, for it to default to whenever you open a new .blend... ?? I dont know... But you *can* get around *both* of these issues, again, by *never* re-importing your exported .mu, and just keep working in the .blend file.
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@ColdJ Here are some quick notes I took when i was in contact with Taniwha. I had meant to get more details, and add them to the Wiki page on the plugin's repo, but didnt get around to it yet. A couple of these are relevant to your response above. Apply Scale & Clear Inverse, are why you are getting objects out of place/rotation/scale incorrectly.