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Stone Blue

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Everything posted by Stone Blue

  1. What @Raqnick said above... 1.17 is only available on the Github repo, master branch, here: (click the green "Code" button, top right) https://github.com/raveloda/Coatl-Aerospace/
  2. Yes... however, thats done seperately from anything really having to do with MAS... Although, there *are* electrically adjustable seat props in one of the ASET packs... You could theoretically just edit the appropriate IVA cfgto swap them in... But thats also not specific to MAS, I think vOv
  3. Yeah.. Balsa is still only in development/early access... I dont think its even released an alpha open to the general public yet.
  4. The mu plugin works with Blender 2.90+... You just have to grab it from the master (the main repo page)... I dont think theres been a recent actual release package done up for it in quite awhile. Also, on the main page, make sure you are NOT on the 2.79 branch... but the main page should be the branch you want. Back to your regularly scheduled topic
  5. technically, a "patch" is the individual "blocs".. but can also be used to refer to all blocks in a seperate "patch file", or "patch" for short Ahh.. I see... Technically, you may not need the :FOR as you have it, *if* the part(s) you are targeting *are in that folder*. Since then, obviously the folder would have to exist if the target is in that folder. But I'm not sure if thats what you have, or if thats the case. Also, I was thinking your NEEDS & AFTER, *were for the same mod* you were declaring the FOR, for... thats where the "implies" comes in.. but I may be wrong on that if *only* the AFTER was used... It looks like I may have mispoken, and only NEEDS implies FOR... (with a NEEDS, youre targeting a specific folder, so to satisfy that, the folder would HAVE to exist, to apply... hence no need to use a FOR *and* a NEEDS.) But what you have there should work
  6. I could be wrong, but I dont think you need both a FOR & AFTER, in the ame patch, targeting the same mod. I think AFTER implies FOR? Have you tried adding a BEFORE <FAR>, in the rescale patch, and an AFTER <rescale mod>, in your FAR patch? Also, these might help, if yo havent seen them yet..?? vOv https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Syntax https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook
  7. IIRC, they changed the KSP API, as well as splitting up some of the core Unity/KSP dlls when the last Unity update happened, which IIRC, happened to be 1.8.0... so theres, *that* also... Possibly NOT just a simple matter of removing/updating the references and recompiling against Net 4.5+ (tho hopefully that will work...) Just to future proof, say for the next Unity update, when Unity *remote possibility* of dropping 4.5 support and do something assinine like go to 4.6, or 4.7 or even 4.8+ only vOv IIRC, 4.8 will be the last version of true .Net. They've combined and rearranged a bunch of stuff to be released as some "new" thing called Net 5... vOv Current Unity supports Net 4.5 to 4.8... no difference, other than mebbe future proofing... vOv
  8. Uhh.. you delete whatever you did with that folder, then you grab the MechJeb & Engineer For All config that is floating around (stick it anywhere in your GameData folder), or if there is a patch for all craft included in MJ itself, you just have to enable it.
  9. Wait.. youre trying to use a Hohmann transfer for rendevous? You should be using rendezvous planner to rendezvous with a craft, *once you are in orbit around the same body as the other craft.*. Hohman is only for between planetary bodies. To rendezvous with a craft around a different body, you have to: 1) launch 2) either get in orbit around the body you are launching from, or launch direct to the planet (I never do that) (skip step 3 if you do this) 3) once in orbit, do a Hohman transfer to get in orbit around the body, that the craft you want to rendezvous with, is in orbit around 4) once you are in orbit around the same body the other craft is in orbit around, now you use the rendevous planner... that can get you to within 100m of the other craft, then you 5) use the automatic docking tool of MechJeb 6) Profit...you should now be docked with the other craft
  10. I dont know about manually flying takes moar *time*... it may take moar *attention* MJ Ascent Guidance is not all that great for using on newly designed rockets, unless you already really know what you are doing. It can not be expected to perform perfect, or even successful launches of a badly designed rocket. This is how MJ becomes a crutch and/or causes new players to just get frustrated and uninstall the mod, or even quit playing altogether. Theres no escaping learning basic manual launching and properly designing a rocket. That being said, the rocket doesnt have to be perfect, but if you can get it to orbit manually, if even sloppily, *then* you can try using MJ... It may take a few attempts with MJ, while you tweak the MJ settings to get the perfect, optimized launch you want. It sounds like you are expecting too much of MJ on a new rocket design, and that you are overthinking it, by worrying about exact parameters. And possibly not even the correct ones, or most important ones, at that. vOv Getting a rocket into orbit in KSP, is...actually, *NOT* rocket science. if it were, I dont really think this game would be as popular as it is...And the game Orbiter, *would be*
  11. Your issue is this: (I think this is what that first line should be) @PART[ProceduralglassMK2]:AFTER[Firespitter,ProceduralDynamics] Also, pretty sure you dont need the :NEEDS[]... the :AFTER[] *implies* :NEEDS Also note the comma... you need that as an "AND"
  12. This was happening with some OPT parts/craft, upon launch... I cant remember the specifics, and the workaround (I have CRS pretty bad), but getting caught up on this thread, and reading your previous posts, I was about to suggest installing World Stabilizer. Glad it seems to have fixed your problem (or at least one of the possible fixes)
  13. @kurgut I took a quick look, and couldnt spot anything obvious. Altho, and I know the GPP patch has it, but I am confused as to why the diffuse texture is being replaced, with what seems to be exactly the same texture, in the same location? Maybe try deleting that first texture line from your patch, and try it? vOv Also, are you getting any errors or warnings in your KSP.log related to this? first section is texture loading, then model loading, then cfg compiling, where it puts everything together... an error/warning for any of those three things for this prop, *could* keep it from working properly. Also, you might be able to find that prop listed in the MM cache file...what is in there for it, is what the game sees the prop as...you can confirm whether the patch is being applied or not. if not, look in the MM log (/KSP_<install>/Logs/), to see moar details on why the patch might not be applying. If everything above is good, but still doesnt work, then yeah, it must be something internal to MAS.
  14. Here's a basic IVA creating tutorial...its a bit old & dated, but covers the beginning basics, that should still hold true for the latest version of Unity & KSP PartTools:
  15. Well, are you *sure* you have met all the conditions & installed everything explained in this section from the Warbirds OP? And yes, with the @theonegalen's mods, they all should be a subdirectory of /GameData/Galen/... so you should be good there. What exactly is the error when game loading? I tagged you, theonegalen, as hopefully you might have some insight? vOv also, not sure this last bit shows in my above quote:
  16. @Vault_Buster most of the issues in your log are either Warbird Cockpits related, or FAR related... I would check that you have the latest version of Warbird Cocpits, and that it is installed correctly. *especially* if you are seeing issues with the MFDs in those cocpits...it seems to maybe do some custom stuff using the ASET MFD props? vOV As to FAR, it loos lie you are using B9 Procedural Wings also? I know there is pretty recent discussion of issues with B9PW/FAR on the B9PW thread... I would read up on that, also. (maybe not related to your IVA issue, but a huge portion of your unusually large log, is from FAR stuff, at the bottom half of the log
  17. @Vexmae can you post screenshots of your Unity window, of what you are seeing with a loaded IVA?
  18. @Vault_Buster Read this, then post a link to your KSP.log & a screenshot of your GameData folder
  19. Either: you uninstalled FAR incorrectly, and something got left behind, or there are ModuleManager patches somewhere, that are adding FAR modules into remaining parts, or some mod has FAR modules written directly into some part configs (this happens when a mod dev decides they want their mod to have FAR support, but decides to put the FAR modules into the part configs directly, instead of using seperate MM patch files to do it...which IMHO, is bad practice, as it can cause issues like you are seeing)
  20. I've always found KSP-AVC does wonders for that ... ...At least for the mods that are helpful to users by supporting it...
  21. So, it wont help stock purists, but I was just informed by severedsolo, after I submitted a feature request for this issue, that his mod *already* handles hiding of part inventories... :O (It also does other PAW awesome stuff, too. Normal: Hidden: Get it here:
  22. Uhhh... i suggest searching "ballast" on SpaceDock, as well as looking at the mods on SD by @Jatwaa ... You might find a few moar
  23. @HafCoJoe I know the last version was updated, requiring TRR, while the 1.2.2 version was for TR... is there any reason the latest wouldnt possibly work with the latest TR?.... it seems that TextureReplacer has replaced TextureReplacerReplaced, which replaced TextureReplacer in the first place...
  24. Feeding off of Caerfinon OceanSide DSM- Deep Sea Mining
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