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Everything posted by Stone Blue
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:thumbs_up: Yes... another rover's port, ~15m away vOv But I'm trying to fix a supposed problem these ports have with KURS. Actually, after I posted here, I *did* test with those OPT ports swapped for stock ports... and the camera orientation *works* for those stock ports, I'm happy to report... lol
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So, I am not sure if I am just missing something on how the UI wors, or not, but I dont seem to be able to get the zoom slider, or the other buttons to show in the UI. Also, my Grayscale and CRT shaders are apparently transparent. I also see there are dupe /PluginData folders. If I remove the one *next* to the /Plugins folder, KURS breaks... If I remove the one *inside* the /Plugins folder, it works... (mostly vOv) Also, I have another craft/port right next to active craft... the info window is not showing the cam on the other craft? vOv Oh, also, if you shrink the cam UI down to the smallest size, then accidentally click the " - " again... then grab the window to drag it, as soon as you shift it, the window jumps to the LARGEST size. EDIT: huh... it also resizes, if you click the " - " one too many times... but then move your cursor *outside* the KSP window, or even just click elsewhere in the KSP window... :O I'm thining that might be a thing, with ToolbarController? vOv (mouse/click focus?) This is v1.3.8 on 1.11.0, lightly modded install. Figured I'd get confirmation these are actually issues, or if only operator err, before posting logs... Also wondering what could be up with this craft (2 craft docked together). Granted, its got two modded ports in the middle. Completely stock craft, except the two center OPT ports. Has ClampOTrons on the ends. Thought maybe it could be a control from here/node issue, but switch control to any part on the craft doesnt seem to affect it, so far. I also assume, the camera ignores all meshes on same vessel, and thats why the two in the middle, "see" thru the craft?
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@linuxgurugamer question... I am investigating an issue on some docking ports, where the KURS camera seems to be obscured by a port mesh. Just wondering if the existing docing node transform needs to maybe be manipulated, or if I can just add a new "camera" transform for KURS to use. I guess my question is, is KURS able to use custom transform names defined by cfg, or is it hard-coded to only use the dockingnode transform itself? Also, what if the part has moar than one docing node? does URS loo for an axact match on which node name to use, or maybe would it default to using the one in the first listed ModuleDockingNode?
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Mod folders cannot be deleted
Stone Blue replied to omineptune's topic in KSP1 Technical Support (PC, modded installs)
yeah... thats why its best not to install KSP on your C: drive -
So I recently came across someone who had an issue with the BHI LANTIRN Pod. It seemed to be triggering the 1km spawn bug, when placed on a craft. I couldnt reporoduce that issue, but they mentioned the camera was not working on it, either. I fixed that by adding a new camera transform, just infront of the lens mesh. i also made a few fixes to the .cfg. You can grab the new .mu & .cfg in this .zip. Just extract to your GameData lie normal, and when prompted overwrite the two existing files. (or delete the exisiting ones first) https://drive.google.com/file/d/1t-63sAmPiw5Zub7CUzEFniTyg3niNedx/view?usp=sharing
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@Jiraiyah heres some links I've collected over the years for orbit/resonant orbit calculations that I've used just for the purpose of setting up constellations. i used to also do 24 sat GPS constellations for Kerbin, with this mod. https://ryohpops.github.io/kspRemoteTechPlanner/ https://ksp.olex.biz/ http://www.skyrender.net/ksp_sync_calculator.html http://www.ksp.interrutt.com/?OrbitalBody=4&Orbit=1068&Ratio=4%2F6 https://meyerweb.com/eric/ksp/resonant-orbits/ I had several moar, but they seem to have been deleted/removed from their hosts... @linuxgurugamer feel free to add these to the OP, if they arent already there, and you thin they might be useful, since this issue does seem to come up for discussion quite a bit, especially for this mod.
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KSP Stuck on loading screen
Stone Blue replied to ArticArmA's topic in KSP1 Technical Support (PC, modded installs)
I'm not quite sure. I'm not familiar with the "mod". It seems to be an executable, that runs external to KSP. It depends on whether youre on Windows, and if it installs by registering itself with the Windows registry vOv one way to chec would be go to Control Panel->Programs and Features, and see if it shows in the list... if so, select it, and use the "Uninstall" button at the top. If it doesnt show there, you might need to find out if/where it installs itself, and delete any relevent folders. It may not even install itself, and may just run when you click it. In that case, you can just delete the .exe, and any relevant folders. It loos like it *might* be creating its own folder also, in your GameData? vOv If so, delete that. This is one reason why I dont like using KSP "addons", that are executables, and run outside KSP itself. Especially wen the install/usage instructions are as thin as what seems to be listed in the mod's OP. I also dont use CKAN, either, as I prefer having total control over my KSP installs. Sorry I'm not much moar help. Mebbe posting on LinuxGuruGamer's updated thread for it that I linked above, might be able to get you moar specific help vOv -
Unfortuneatly, I dont believe so... FreeIVA was a *very* unique/niche mod. It also relies heavily on modifying existing IVAs, and requiring moar involved wor be done while creating *new* IVAs... Creating IVAs seems to be a very unpopular task for most mod authors... requiring even MOAR wor for them to do, doesnt seem lie there has been a lot of open-arms support for FreeIVA Also, the FreeIVA dev, pizzaoverhead, has not been very active in KSP for quite sometime, along with the ARR license they chose, means that liely the mod *is* pretty much dead, and no one else can pic up the reigns. Someone would have to completely re-do it from the ground up, unless they get permission from pizzaoverhead.
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[Released] Free IVA Alpha v0.2.1 [1.12.x] (2022-11-24)
Stone Blue replied to pizzaoverhead's topic in KSP1 Mod Development
@pizzaoverhead if you ever come back to this, I was just wondering what all is involved with this: "This would be easiest done using a 3D modelling program, but it could also be done by editing the config files with values obtained from the collider part of the GUI." Taniwha's Blender plugin does some kewl collider stuff, as well as being able to calculate and do "stuff" with mesh volumes. There is also some cfg parsing/creation ability, too. Just wondering what all is involved with getting/manipulating the needed info the GUI does. Wondering if it would be doable, and how difficult to mebbe modify Taniwha's plugin to do some/all of this? vOv -
KSP Stuck on loading screen
Stone Blue replied to ArticArmA's topic in KSP1 Technical Support (PC, modded installs)
@ArticArmA a shot in the dar, but based on the version number and date in the problem file URL, it might be that you are using the very old, original version of the tech tree editor. i would suggest removing it, and trying the version from here: -
@linuxgurugamer Thanx for this mod. I use KSPDev Log Console in every install... I quickly end up with literally dozens of logs very quickly, when troubleshooting. I was hoping to use Notes2Log in addition to it. However, upon first installing N2L, game loads to the Main Screen... and then clicking on ANY of the Main Menu Items... *does nothing* I mean, the text highlights on click... but nothing else happens. I didnt have a lot of mods installed, so i removed most. I first thought this might be a conflict with KSPDev Log Console, since they both interact with the logs. But I tested the same install, both with/without each mod. Its definately N2L...either itself, or interacting with one of the very few mods i do have left in the install Link to my zipped up logs below. https://drive.google.com/file/d/15ufMMPsnZEr0b-OFTSNekRnAhY_DEiCo/view?usp=sharing
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I know this thread is WAAAYYYYYY old... but just wondering if by chance someone has a copy of any of the .pdfs floating around, I would be VERY interested in getting ahold of them.
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[KSP 1.10] [WIP] (Space) Dust Bunnies 0.2 [Nov 19, 2020]
Stone Blue replied to JadeOfMaar's topic in KSP1 Mod Development
Well, they *are* seperate mods.. SpaceDust and Dust Bunnies I havent tried either yet, but I *think* SpaceDust offers the framework and some parts for harvesting resources... Dust Bunnies *places* those resources (plus additional modded resources, not specifically covered in SpaceDust), around the system.... So i thin @Starhelperdude's question is, do the parts in SpaceDust have patches, to include any resources in Dust Bunnies. If patches *are* needed, i imagine they should be supported by @JadeOfMaar, in either Dust Bunnies, or Rational Resources?... vOv -
[KSP 1.10] [WIP] (Space) Dust Bunnies 0.2 [Nov 19, 2020]
Stone Blue replied to JadeOfMaar's topic in KSP1 Mod Development
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[1.3.1] Docking camera (KURS) (14.feb.18)
Stone Blue replied to DennyTX's topic in KSP1 Mod Releases
@Dhruv yes, it should... however, you're in the wrong thread -
I also have a couple copies of the .pdf... I have one dated Feb 9, 2017, and one Nov 25, 2017. LMK if you need the newest one... vOv
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Please fix ADDON BINDER: Cannot resolve assembly
Stone Blue replied to Krazy1's topic in KSP1 Mods Discussions
This has been bugging me for a long time, too, but with KSP-AVC... I run that in *every* one of my installs... -
Tae a look at BforArtists... it has a Blender keymap, so 99% of tutes & plugins/addons for Blender apply to BFA. Link in my signature Taniwha's KSP Blender Tool confirmed working in BFA, too
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Stone Blue replied to cybutek's topic in KSP1 Mod Releases
I know 1.11 made a change in the dV calcs, so the variable uses a double now vs float). Hopefully would be an easy fix for KER vOv