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Everything posted by Stone Blue
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How so? They already follow active target. You mean you want to switch tracking to a target that is *not* the current target vessel? Looking at these, i wonder if it would be easy for someone to modify/use the code, for use with CommNet/RemoteTech antennas? Doesnt look like theres an awful lot of code..?? @TaxiService ?? EDIT: ALSO, it seems @linuxgurugamer has continued this mod.His new thread here:
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Ahh... i ended up on the "Overview" tab initially, so i didnt see it listed, and wasnt abbout to manually look thru pages of 525 repos Even using "SpaceDockReBoxed" as a search term, *both* under user and all-github... produced *nothing* :face_palm:
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Thanx... dont why it didnt come up in a search on github... Darn Microsoft, ever since they got their grubby hands on Github
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Where do we get this? I assume this is listed on CKAN only, since all the links in OP are outdated? Also, is there updated source available? I didnt see a repo for this on your Github..??
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[1.12.x] Portable Rover Components
Stone Blue replied to linuxgurugamer's topic in KSP1 Mod Releases
While reading a mods' thread, and you see nothing but huge gaps of time with no *user's* posts, in between the developer's update posts, the first instinct is to assume the mod is hardly used by people, or on life-support, or something... But if you think again, thats probablly a good thing... It must mean the mod is working *great*, with no issue(s)... As Always, @linuxgurugamer , THANX for all you do, even tho you dont get at least *positive* feedback on mods like this, to let you know they are still used, and *still* BIGGLY appreciated And thanx for adding MADLAD support... A lot of people who dont CKAN & install manually depend on that mod -
[1.12.x] Fill It Up - Adjust Fuel Levels in VAB/SPH
Stone Blue replied to linuxgurugamer's topic in KSP1 Mod Releases
@Krazy1 I appreciate youre trying to submit the best report you can, but that log you posted, shows a ****-ton of installed .dlls... Since you seem to be saying this could be a direct issue between FIU & CTB, I would suggest setting up a seperate stock test-install, with *only* those two mods, and any respective dependencies... If the problem goes away, then it's got to be some *other* mod causing a conflict, and the best way to help troubleshoot that, would be to install a small number of the mods you have in your troubled install, at a time, to narrow down which it could be. Your current install has wayyy too many mods to lay in the lap of LGG to try to figure out the issue.... *ESPECIALLY* if its not even one of *his* mods causing the issue Also, IIRC, @linuxgurugamer , as a coder, likes to have the Player.log rather than just the KSP.log. Theres instructions in this thread on how to find/post all the necessary logs, in case you havent seen it before: -
[1.12.x] Fill It Up - Adjust Fuel Levels in VAB/SPH
Stone Blue replied to linuxgurugamer's topic in KSP1 Mod Releases
Do you have *all* the FIU dependencies installed? From OP: Dependencies ToolbarController ClickThroughBlocker SpaceTuxLibrary -
[Released] Free IVA Alpha v0.2.1 [1.12.x] (2022-11-24)
Stone Blue replied to pizzaoverhead's topic in KSP1 Mod Development
Very good question, but i would have to guess because its a WIP, and not nearly complete. Also, from the OP: "Lots of bugs! Don't use this in a main playthrough, and don't report bugs to other modders while this mod is installed! " -
[1.12.x] The 0.35m SSR MicroSat and Airlaunch Vehicle
Stone Blue replied to linuxgurugamer's topic in KSP1 Mod Releases
@Zelda Yeah.. unfortunately, no I havent done anything with it... It was soon after I posted, that I put away KSP (KSP-related stuff is my *winter* hobby), for summer work & activities. I had hoped to be back to it already this winter... But IRL stuff has kept me from doing much so far -
[1.2-1.7] Blender (2.83+) .mu import/export addon
Stone Blue replied to taniwha's topic in KSP1 Tools and Applications
Yup.. thats y I use that chart yes... each texture name needs to be sperated by 4 x0s -
[1.2-1.7] Blender (2.83+) .mu import/export addon
Stone Blue replied to taniwha's topic in KSP1 Tools and Applications
@ColdJ Actually, you are *NOT* limited to the original number of characters in the filename... or the file extension, either If using a hexeditor to change the filename, count your character length (I cheat.. I copy paste the filename+extension, and use this website: https://charactercounttool.com/ )... Then take the character length, convert to hex (I cheat again & use this website: http://www.palmantics.com/html/hexadecimal/ ) Then take the hex for the length, and edit it to the character right in front of the filename, as highlited here: (thats a field that contains the expected character length for the immediately following texture file name) Do this for *each* texture file... Optionally, also, if you *add* or *remove* texture files, edit *this* value to = the total number of textures assigned to the .mu (its always the 5th value ahead of *only* the first texture : Heres one with *three* textures: That should do it for the hexeditor method. A BIG THANX to @cineboxandrew for teaching me that... I *think* I remembered that all correctly I still am workking on getting my BFA install setup, to explain how to do it in there. -
If you're complaining about kerbal space program forums..
Stone Blue replied to Staticalliam7's topic in Kerbal Network
Oh boy!!!... you did it now!!... Here we go again... lol :pop_corn_box: Also, user ips_adm was probably just the default admin user name that came with the IPS/Invision forum software -
AtomicTech Inc. Junkyards (v.1.4.0) (KSP Version 1.12.5)
Stone Blue replied to AtomicTech's topic in KSP1 Mod Releases
@HebaruSan Hmmm... I know that used to be the case... but I'm not so sure about that now... I think Blowfish might have added the ability to specify subfolders... IIRC, I think Angel might be using this with all his WBI mods... vOv- 83 replies
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AtomicTech Inc. Junkyards (v.1.4.0) (KSP Version 1.12.5)
Stone Blue replied to AtomicTech's topic in KSP1 Mod Releases
doh!... see the edit i just made above, just as you replied..lol- 83 replies
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AtomicTech Inc. Junkyards (v.1.4.0) (KSP Version 1.12.5)
Stone Blue replied to AtomicTech's topic in KSP1 Mod Releases
LMAO... I happened to have grabbed v1.2.1.3 *exactly* 5hrs ago, from posting this message... (your repo says you committed *SIX* hrs ago So that list *should* still apply... BTW, I think you may have forgotten to update the version file... still says 1.2.1.0 Been there, done that!- 83 replies
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AtomicTech Inc. Junkyards (v.1.4.0) (KSP Version 1.12.5)
Stone Blue replied to AtomicTech's topic in KSP1 Mod Releases
Ehh... not really. Heres a list for you.... Looks like a lot, but not really... Mostly easy fixes, too https://drive.google.com/file/d/1ywPbteLxOWd2rx_caaWe35ZSltEyidVn/view?usp=sharing To fix most of your Agebcies stuff, near the bottom), you should change the folder path, form this: [ERR 11:55:59.527] [Agent]: Cannot find logo at url 'Atomic-Technologies-Incorporated- v.0.6.0/Agencies/ColCo' to this: Atomic-Technologies-Incorporated-v.0.6.0/AtomicTech/Agencies/ColCo- 83 replies
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AtomicTech Inc. Junkyards (v.1.4.0) (KSP Version 1.12.5)
Stone Blue replied to AtomicTech's topic in KSP1 Mod Releases
Well, as far as the texture being DXT3... There are 3 or 4 types of DDS formats that KSP uses. It may have been the 1.10.x or 1.11.x update with the new version of Unity, where DXT3 format no longer works. So any DXT3 textures have to be converted (easy to do), to either DXT1 or DXT5. IIRC, DXT1 is for textures without an alpha channel, and DXT5 is ones *with* an alpha channel. This includes normal maps. I didnt go all the way thru the log, but i think there may have only been 1 texture with that issue. As to the model issues, you'ld have to go thru your KSP.log file and see what the errors are for each one. The .cfg errors seem to be just warnings, with things like resources being applied twice or more to parts, and things like part costs being incorrect.- 83 replies
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AtomicTech Inc. Junkyards (v.1.4.0) (KSP Version 1.12.5)
Stone Blue replied to AtomicTech's topic in KSP1 Mod Releases
Looks OK... tho i would put your license & readme files in the /AtomicTech/ folder.... I would also put the license, readme & version files in your Agencies mod, *inside* the /Agencies/ folder, and put *that* folder, inside a folder matching the name of your top-level Junkyards mod folder, so it would be /AtomicTech/Agencies.... So when its installed, it would just be added to the same /AtomicTech/ folder Junyards is in... Make sense? Also, I see at least one texture in Junyards that needs to be converted from DXT3 to DXT1 or DXT5... You also have quite a few model errors showing up, with a few non-game breaking .cfg errors, as well To find all that stuff, skim thru & search your KSP.log file for [WRN] & [ERR] (match case when using those as search terms)- 83 replies
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OPM Cloud configurations for SciFiVE
Stone Blue replied to ModerndayLink's topic in KSP1 Mod Releases
I've contacted @panzer1b to ask if its ok for me to rehost these older versions... -
kopernicus [WIP] Hioffpo Planetary System [Version 0.1]
Stone Blue replied to adsii1970's topic in KSP1 Mod Development
@adsii1970 Question on your Dropbox link for this... Are we supposed to download *everything* on the main page? ie the assignments/awards/flags/flagpacks/service packks, with the Hioffpo folder? Or *only* the Hioffpo folder by itself? Also, looks like you also have another Hioffpo folder under the adsii1970 folder... Are we supposed to grab *that* one?- 38 replies
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@Space Cowboy Unfortunately, when hoping to have old parts from mods updated/edited, to be shared, publicly, knowing & having verification of the original license is critical. The likelyhood of someone updating & re-releasing that part is slim to none, without the license (or even lack of), being known... Doesnt help, that so far, the mod name itself is not even known Not many people will put time/effort into fixing someone else's mod, only to find out it cant be shared becuase of a licensing issue. If proof of a license cant be produced, then its automatically assumed (at least here in the KSP community), that its ARR (All Rights Reserved). Which is absolutely restrictive, and no one but the original creator can update/change/share the work.
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OPM Cloud configurations for SciFiVE
Stone Blue replied to ModerndayLink's topic in KSP1 Mod Releases
*What*, is it you need? -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
Stone Blue replied to blowfish's topic in KSP1 Mod Releases
@AtomicTech This? https://github.com/blowfishpro/B9PartSwitch/wiki -
AtomicTech Inc. Junkyards (v.1.4.0) (KSP Version 1.12.5)
Stone Blue replied to AtomicTech's topic in KSP1 Mod Releases
Hehehe... Sorry, but *he* was here first... j/k On second thought, you may want to chec with someone who may know better, as its been about a year since I did anything KSP... I'm ashamed I cant remember if "GameData/" *does* need to be specified in .cfg URLs or not... ?? ... it might *not* be required, and if not, then you would NOT have to update your .cfg URLs, UNLESS you change its name ... I dont now, anymore- 83 replies
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AtomicTech Inc. Junkyards (v.1.4.0) (KSP Version 1.12.5)
Stone Blue replied to AtomicTech's topic in KSP1 Mod Releases
@AtomicTech So, it looks like your mod is a mashup of *some* parts, from *some* different mods... so technically, no, not a modpac I poked a few part cfgs, and it looks like you have, and as long as you rename all the internal part names in the cfgs different than the originals, *AND* you put everything under your own GameData/[your_mod_name]/, you should be good to go. So at the least, it just take adding the top-level "GameData/" folder, and putting your /AT-Junkyards-Main/ folder inside *that*... Then, of course, the dreaded task of just updating *all* your internal .cfg folder URLs to reflect the change. As a note, i would be aware that Allista uses the "AT_" prefix throughout *his* mods, in folder/filenames, as well as internal part names, and possibly part descriptions... so be careful how & where you use that yourself, to avoid conflicts with his mods.- 83 replies
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