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Everything posted by Stone Blue
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I hope with all these different/convoluted forks of B9 PWs, if anyone decides to seriously pick up the mod and wants to give it a bunch of "freshness", that they completey start with totally new versioning... Like, just go to v1.x.x already... Actually, it would be even nicer, if each new fork, started with their *own* versioning off the bat?... ie each for start @ v2.x.x, another start @ v3.x.x, etc... vOv Currently, version numbers across all versions of this mod, past & present, are literally tripping all over each other, out of order and confusing... Yes, they may be *technically* correct with some form of versioning, but IMHO future versioning needs to leapfrog the current mess. vOv And I am NOT trying to point fingers... the mod has been passed around amongst so many hands, almost like no other, between official & unofficial updates/forks... EDIT: ugh... looks like Jebman already hit a 1.0.0 release, at one point... I'd say, Jebman, keep yours going with v1.x.x... everyone else, please leapfrog.. Someone PLEEZE start fresh with v2.x.x ....
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[1.6.1] Behemoth Aerospace Engineering Large Parts v1.6.1
Stone Blue replied to Comwarrior's topic in KSP1 Mod Releases
It *should* still work... Just mae sure to install either Firespitter or Intersteallar Fuel Switch that is compatable with your version of KSP -
You probably dont even need PT... you can probably just edit the cfg... replace the old with the replacement... might have to adjust the placement coords and/or the scaling, if its much of a different size than the one you are replacing
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[1.12.x] Vessel Notes & Logs - Full Release
Stone Blue replied to linuxgurugamer's topic in KSP1 Mod Releases
Really??... it seems stable for me, just mainly needs UI tweaking? vOv I have a lilghtly modded install (incidentally, mostly all LGG plugins) : and yes, I have MM installed... I put it in the /zDontDelete folder, with a couple other things... cuz, well, I grab & delete the 4 MM cache files before practically every restart... *and I have been nown to accidentally grab and delete the MM .dll along with them, on occasion...* which of course creates mayhem upon restart, and I'm left going "WTH??..." LOL Also, everything is up-to-date... only B9/ARP had to be overidden for 1.11... (B9 is 1.10.1, ARP is 1.9.1 compat) EDIT: just did a first actual launch/flight attempt trying the mod. Did an orbital launch, using an all stock craft, except for the Info Drive. Other than the UI piciness I've explained, it seemed to work flawlessly, with no kraken or issues vOv Found a couple moar things to note however... probably moar feature requests than issues: just noticed there are toolbar icons incl. in the mod folder, but i dont have it showing in the toolbar (I need to restart, and see if its because the mod is not selected to show up, in TC) vOv how the notes/logs are copied to the clipboard, could prolly use some reformatting/moar formatting vOv might be nice to expose a list of loggable events, for user selection/deselection Also, I see Crew Reports and EVA events dont seem to generate auto logs Also, where exactly are the logs getting saved to, if at all? And again, i DO realise this is in beta, as well as not officially being supported for 1.11 yet... so again, not trying to be picky... just feedback to consider for its as-is state... i now most of what I've brought up is feature requests, or polish that you mebbe just havent implemented yet -
[1.12.x] Vessel Notes & Logs - Full Release
Stone Blue replied to linuxgurugamer's topic in KSP1 Mod Releases
well, first off, i have to state, that my previous post, was using the mod in *1.11.0* . I just assumed since this was such a new mod, it was for 1.11.0, and I failed to see only 1.10.1 is supported :face_palm: .. So feel free to disregard all this, if you arent ready for/ or dealing with 1.11 support yet. Clic Through Blocking- I mean CTB is *not* seemingly woring on this mod. Basically everything, almost everywhere is hover-over activated, clickable, and activatable, thru the mods' UI. One of the places where hover-over wors, but clicing is actually bloced, is on the staging UI in bottom left corner in-flight scene. In editor *or* flight scene, if I clic the radial button next to a Note title, it "lights up", but does NOTHING...I would expect that it would at least select and switch to that Note? Once I do that, I can never get it to "turn off".. hovering over it, turns it blue, but clicking it over and over, does not turn it off/unselect the note. Clicing the button for a different Note, does not deselect the first one, either (see left of pic below, where *all* of the buttons next to the list of notes, are all lit up... I can never turn-off/deselect any of them, once clickked) I dont now what you meant about showing TWO notes windows, at the same time(??), not woring in editor, but does in-flight... I dont see anyway to try to open moar than one window...in either editor or flight...vOv Ok.. I see title is editable. The text box could maybe be longer, tho (see it in the pic) The vertical scrollbar in the text input box, wont scroll the full length of the text... you can scroll further up/down by using the up/dwn arrow keys ie, theres a set sized text box, *inside* another, with the scrollbars... so the scrollbars only go as far as the size of that "inner" box This is hard for me to describe, or show by pic. Its likke, you have a set window size in the main UI, on the right, for text entry. It has both a vertical and horizontal scroll bar. But when you use the scrollbars, you can see another box *inside*, scrolls slightly, that the text is actually in, that is only slightly bigger than the "top" window. You *can* however, use the up/dwn arrow keys to scroll long text, longer than the size of that *inner* box. you can just see the top left corner/edges of this "inner" box, in the pic. Using the scrollbars only moves that "box"... not the actual text itself, inside the box. I see theres an RPM MFD cfg?. I'm assuming maybe the text box size may be constrained to a size allowed by an RPM MFD? If so, I dont know if the MFD screens allow text scrolling or not vOv If NOT, you may want to limit the max number of lines able to be input... that may be what I am seeing... ie, i can enter at least 60 lines of text...but the only way to see moar than what is displayed at once (based on font size), is to use the up/dwn arrow keys, NOT the scrollbar... Mae sense? In this 2nd pic, you can see I have 71 lines of text... only way to scroll bac up the text, is arrow eys.. NOT the scrollbar Also, in the Logs Ui, I see there is no option to delete individual logs? is that by design, or..?? -
[1.12.x] Vessel Notes & Logs - Full Release
Stone Blue replied to linuxgurugamer's topic in KSP1 Mod Releases
Playing w/this mod a little now a few things I've noted: not necessarily bugs...and things you may already know about click thru blocker doesnt seem to be woring (yes, CTB, TC, SpaceTux installed, current) highlight on the Note buttons doesnt seem to turn off when another note is selected Note titles not editable? if not, unecessary scrollbar at bottom of that panel (KSP skin only) should Copy Notes, copy *all*, or only selected? Currently, seems to be all, may be related to #2, if its supposed to be selected only? What is radial button to left of "Vessel Notes" button, for? -
Yup.. i expect VERY MANY modded parts will be affected... First have to get it all figured out/working in pure stock, first, so devs know *exactly* what they have to fix/change/update.
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[1.12.x] Vessel Notes & Logs - Full Release
Stone Blue replied to linuxgurugamer's topic in KSP1 Mod Releases
Preferences? vOv -
[1.12.x] Vessel Notes & Logs - Full Release
Stone Blue replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer just a couple visual things on the part for the mod. First, in-game, the part has weird highlighting... almost the same as the part highlighting in-game, when hovering over the part... in this first shot, you can see my cursor clearly NOT hovering over the part: Then, 2nd, in this pic, you can see that the textre is applied upside down If you give me a day or two, i can see if i can fix both... vOv EDIT: nvm... fix is even easier... just fix the extension on the existing .dds texture, and remove the .png... looks lie the alpha channel got messed up in the .png creation... This fixes BOTH issues above -
[1.1.3/1.2*] MARS SCIENCE LABORATORY (MSL) PHASE 1
Stone Blue replied to lextacy's topic in KSP1 Mod Releases
It *should*.... vOv Parts-only mods are pretty resilient to KSP updates... and if not, lots of times cfg edits and/or MM patches can fix them... Granted, theres cases where complicated parts (ie animations/lights/complicated collider setups, etc) may completely break something, that requires deep fixing (ie actually model editing) -
I know I'll get flamed for saying "...There's a mod that does that..." , but for those who arent adverse to simple mods: Quote: "As Early Bird takes over the warp-to-morning button, using it is exactly the same as the stock feature...."
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[1.10.x] LoadingTipsPlus (V1.98) 17th Oct 2020
Stone Blue replied to JPLRepo's topic in KSP1 Mod Releases
Just joking here, but mebbe there should be one that says: "Do not freak out about the random appearance of Nyan cats..." :rofl: -
IVA Camera view is too high.
Stone Blue replied to D0m1nu2's topic in KSP1 Technical Support (PC, modded installs)
Thats odd... I would initially say, it looks lie a problem with the camera transform(s) assigned in a specific IVA model However, if its happening across the board , *and in stoc*, I would try to find out if there is aome MM patch messing with *all* IVAs? vOv -
@severedsolo sorry, didnt mean it to sound like an expectation... just moar of an FYI. Was mostly just wanting to suggest it for other people to look at too... I see i left out a critical word in my post I mean, you arent, nor should you be, the only person doing Contract Packs vOv
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[1.8x - 1.11x] Kerbal Weather Project (KWP) v1.0.0
Stone Blue replied to cmet24's topic in KSP1 Mod Releases
I agree... @cmet24 any chance of converting it to a downloadable .pdf? Holy cow.... thats worse than Scatterer for me...and I cant even *run* Scatterer on a *stcok* install on my potato... -
Kerballoon/KSP Weather: Contract Configurator Contract Pack, when?? Too bad @severedsolo has taken a hiatus. Hopefully one of the other Contract Pack devs will consider such a new Pack.
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Yes, but for some reason its not woring with the same name that I used in the KURS patch... vOv
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ok i'll play with it moar... i tried switching the name to the dockingnode transform name, but it doesnt seem to be using its position... :thinking: Also, I got KURS support working for these same ports... I see most of the HC cfg eys are the same as KURS'....
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Just wondering if anyone familiar with this mod, and its code, could answer a question for me. I searched for any ind of info in a readme or wikki, but no such luc. Just wondering how the mod determines default position? like, it doesnt use an empty transform, and just defaults to the part origin, by the look of it?
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Uhh.. my bad.. I *did* loo at it quicly once, but I musta missed it Would it be possible to get this to wor for KSP.log, as well, without a whole lot of work? If yes/mebbe, I can create a feature request on repo, as reminder for the future Pffftt... With literally several hundred mods to herd, I think we can cut you some slack, there... lol
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Ahhh... ok so, I did fresh install of KSP, and few other of your mods, TC being one... same issue... Then I installed SpaceTux Library, and it *seems* to work. I install mods manually, and idk if this mod is on CKAN or not, but you might want to add SpaceTux as a dependency in the OP. I assume CTB & TC are also dependencies? I have those installed by default in ANY modded KSP install, so I just made that assumption However, now that it seems to be woring for me, when I look at the KSP.log, I dont see the created note anywhere? vOv
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
Stone Blue replied to JadeOfMaar's topic in KSP1 Mod Releases
Try it and let us know -
Yup.. already on that. Looed at the model first thing. One reason I didnt want to say there were bugs with KURS, is specifically because I'm messing with these modded ports. They have multiple ModuleDocingNodes per part, and to top that off, the posrt extend/are animated, and the docingnode transforms animate with them Currently, yeah... I've added the KURS patch for them, right into the part cfg, for testing... And THANX for the headsup on those three transform manipulation keys... I'll try those, as that seems to be my main issue: the camera itself seesm to be woring, but its view/orientation seems to be all wrong, even tho my added camera transform is just a duplicate of the docingnode transform.. i now the docing transforms are placed/oriented correctly, so I'm just trying to figure out why the view for my added camera-specific transform is oriented differently. I just have to test/experiment moar But all your added info has been a boon.