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Stone Blue

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Everything posted by Stone Blue

  1. Stone Blue

    _

    WOW.... why has no one thought of this over the past *10 YEARS!!!??* Another great little QoL mod you never knew you needed...
  2. Heh... yeah, regarding ,NET 5, the future is already here... The Unity version KSP is currently on supports .Net 4.5 to 4.8...and thats pretty old already. Many mods have not taken advantage of compiling against 4.8, even for the most current releases.... I imagine KSP 2 will support, if not rely on .NET 5.... Besides that, as jrodriguez stated, almost *everything* Windows based depends on current/supported .NET.... which, seems to be starting for Net 5 already...so sooner or later, you'll have to somehow get it installed...usually automatic Windows Update does it So thin of this mod, as just being future-proofed, by using .NET 5 And if anyone is still unsure, here's a decent article on it: https://www.clariontech.com/blog/microsoft-announces-.net-5-a-brief-overview
  3. Oooff... you are correct... looks like I didnt do due dilligence... I just went to the repo and saw the Sep 2020 commit date, and *assumed* he packaged a release for it... seems that is not the case... only the repo was updated, no new release reflecting the updates... He may not be ready for a release due to other issues... Theres 5 files in the Sep 29 commit, and several in commits from the day before. You *could* try cherry picking between the two commits, and just replace the appropriate files in your gamedata with them, HOWEVER, a HUGE caveat, I wouldnt do it on an important save game... and if there are issues after doing it, i would be thoughtful/careful about coming back to seek support. This may be why others recently have asked for a new release... I didnt understand why till now. If your only issue is with the one MFD display, and your patch works, I wouldnt mess with changing anything, till Jonny officially releases a new pacage.
  4. Already have testing planned for this mod, with some (hopefully) good ideas with a PCR control room i have had half-finished on my back-burner, for far too long
  5. Ahh yes... thats was a known issue... Are you sure you are using the latest version of RPM Adopted? I believe JonnyOThan incorporated a fix for that recently Ahh... yeah: https://github.com/JonnyOThan/RasterPropMonitor/commit/618fc314be60b25f2278688fd2fbdad7e8738cd4
  6. Just curious *how* you are using this with Probe Control Room?
  7. Anyone using Coatl ProbesPlus... I just finished the B9PartSwitch support. Firespitter can now be dumped as a Coatl dependency, tho its still supported, and is used by default, until you actually remove Firespitter...then B9 will take over DONT USE THIS ON AN IMPORTANT SAVED GAME, YET!! ... Wait to see if anyone posts about any problems. If anyone tries it, with no problems other than what's noted in the commit comments, PLEASE reply with that feedbac also, so Akron knows its good to go for inclusion in the next release package. Get it here if anyone wants to try it: https://github.com/raveloda/Coatl-Aerospace Read the commit comments! theres a couple minor issues y'all should note Its not packaged as a release, so you have to download using the green "Code" button, and select "Download ZIP". Note that this isnt usually the way to download releases from Github. It also does NOT include the latest release of B9PartSwitch, which has to be downloaded/installed seperately. Note that B9 switching does not apply while Firespitter is installed. You have to remove its folder from GameData. NOTE that this will kill any other mods you have installed, that require/use Firespitter. Feedbacc/criticism welcome. K' Thanx...
  8. That is absolutely the case that is the structure alexustas uses for *all* his ASET mods, and possibly some of his others.. I cant remember for sure rn...
  9. Ditto on this.. I was gonna suggest this, too You could also take a look @ Krita...it has MacOS & Linux distros
  10. Hmm.. KSP's 10th anniversary is coming up in a couple weeks... mebbe this would be a good way to "celebrate", and get the community involved in it? vOv
  11. @ElioSaade idk if you'ld be in the same boat with control-only affected, with this mod...vOv
  12. Not sure... probably just have to remove the smoke effects stuff from the engine effects module. Engine effects are not my strong point...
  13. Ahh,, i forgot what you were doing with the inventory... Then you need to replace the expirement MODULE with this: MODULE { name = ModuleCargoPart stackableQuantity = 5 packedVolume = 1.0 } the stacableQuantity value can be changed to however many belts you want to hold in a single inventory slot, and I just threw a random packedVolume value of 1.0 in.... that is whatever the volume of the part model is, in litres. Hopefully someone with BG installed could get you the correct number... doesnt need to be correct for the part to wor... just needs to be smaller when multiplied by the stacableQuantity, than the total volume allowed in the inventory container part you are putting it into
  14. Oof... probably get quicker help if you post on one of those mods' threads directly.
  15. @ColdJ @Tsar_bomba unless you are using the weight belt for the Goo experiment too, you can even remove the MODULE{...stuff between the brackets...} ... no need for it, and the part will still wor the way you want.
  16. www.Imgur.com is what tons of people here use. Its free, no account needed... just go there, clic the green "New Post" in top left corner, drag/drop your image file on the left, from your Windows folder, then right click on the image after it shows, select "Copy image loacation" (IIRC), and paste that link in your forum post... your pic should immediately show in your post... easy-peasy
  17. I can verify i am getting the same behaviour. Also getting nullref's upon open/close of the UI
  18. I recently started testing this mod, for a mod of my own that i hope will replace/add a controller part. I had the dropping/exploding rover issue, and found (at least in a few tests on Kerbin in stock game), that a setting of 2m works
  19. I whole-heartedly agree with @swjr-swis's above post... I'll just add, that yeah, pre-built stock Subassemblies are seriously lacking, ie *non-existant*... one feature of the game that was added, and never utilized in the stoc game...(as far as having any *examples*, anyway) Also, another recent game addition, that also hasnt been utilized in stock pre-built craft, is the Truss Structure & Interstage nodes in fairings.... For years, people have had to turn to the community to learn/ask about how to build simple sat constellations... esp. when trying/building for deploying multiple sats in one launch.... Having a stock craft or subassembly with multiple little comsats pre-stacked, utilizing the truss and/or interstage nodes in a prebuilt fairing might help with that. I site the Comsat LX craft.... one with 3 or 4 stacked sats, and an appropriately lengthened/upgraded launcher would be a good start. Also, things like the Rover + Skycrane, Spacestation Core, Supre-Heavy Lander, etc should be moved to being a subbassembly, not a "complete" craft... That would help clear out the "all ready too long list of stock craft" in the craft manager, which some people have (rightly) sited...
  20. Yeah... i agree... dont have to be fancy... but functional... like, some of the aircraft just seem to refuse to keep stable flight.... I have them either go nose-up, or yaw pretty bad... With changes to physics & stuff thru the years... its moar critical where CoM/CoL/CoT etc are located, as well as where & how control surfaces are placed, since the existing craft were added to the game... Many of the existing designs arent "bad"... just... need tweaking? I doubt its a high priority on Squad's list, thats why I thin it might be good to do the community submission thing... Squad/KSP would get the benefits, without a lot of time/effort into it... vOv And if it happens, like I said, I would lie to see some more, basic, but purpose-built craft added... I know User @Raptor9 had an AWESOME collection of all-stock crafts.... Let the Community come up with, and submit some stuff like this... I know there are also some great KSP streamers out there, who build EXCELLENT stoc craft, like Rocketology & EJ_SA... If people want to learn how to build nice stock stuff, or to get ideas for submissions, I would highly suggest watching some of their build streams. That would be nice.... but again, if it hasnt been done so far, i doubt its high on Squad's priority list. And as for just about everything KSP: "There's at least one mod that will do that..." ... lol (sorry Purists)... I would just be happy with being able to load any craft I wanted, mebbe add just a few "mission-specific" parts, and go.... without having to spend so much time first tweaking the base crafts. vOv
  21. So, when I start with many of the pre-built stock crafts, I find I have to tweak them quite a bit. Some of the rockets and aircraft, dont seem to fly well, and require a lot of user input just to fly stable. Also, I seem to end up taking them apart, removing unecessary parts, and having to add others. Even just for simple things like first contracts, ie getting simple sats into Kerbin orbit, or doing short aircraft flights or rover science gathering around KSC. It would also be kinda nice to just see a little bit moar variety, and some purpose built craft added. I mean, craft files arent all that big, and dont seem to have much bearing on performance. Mebbe some fresh ideas and designs would be kewl, too. Most, if not all of them have been around since KSP was in alpha or beta.... The game has changed sooo much since then. vOv What about doing a Community Submission Contest, like what was done for the new loading screens? Just with using ONLY stock parts, of course... @UomoCapra what do you think? vOv Mebbe having a custom forum signature or profile icon for winners to add to their forum accounts would be a kewl prize? vOv
  22. yes... theres a way to just mark it as 1.11.x compatable in CKAN... you can do it for *any* mod... granted it doesnt mean the mod will actually *work* in 1.11.x... *This* mod, tho, will most likely work.
  23. Idk if you can test it out, as the ALCOR may not have a floor collider, but it already has a rear hatch that has a hndle you can click on, to open the hatch, and then "EVA" out that hatch
  24. ASET Avionics, RPM & MAS are kind of inapplicable... the only way they would come in, is that designing/modifying FreeIVA IVAs just need to tae their positioning into account.
  25. Also, anyone else seeing a HUGE drop in FPS as soon as you hit the "Enable Guidance" button? I'm assuming no, since I dont see any posts about it... I get 30-40 FPS, but as soon as I hit that button, my game falls bac to being a slide show, and my FPS literally becomes SPF :rofl
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