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Stone Blue

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Everything posted by Stone Blue

  1. Yeah... concave colliders do not work in KSP. You have to either make mesh colliders (which can be performance hogs, or use many, seprate primitive colliders. Making models for statics, seems to be pretty much the same process as for making part models... So just about ANY tutorial for making parts should also apply.
  2. So, I was *finally* able to finish this up, get a release out for it: https://github.com/StoneBlue/KSC-Floodlights/releases I *DID* remove the copy of KerbalKonstructs from the package, tho, so you'll have to grab/install that seperately. Good to go for KSP 1.9.1/1.8.0+ .... *Should* also be backward compatable to at least 1.4.0? vOv If anyone can confirm it does work, or that it doesnt, back *anywhere* past 1.8.0, please LMK, and I will note that in the README. Also, dangit, i forgot to mention in the README, that the click-to-turn on/off, is a bit whacky with the automatic sunrise/sunset activated. It all still works, but you may have to click-wait a few seconds, or even try a quick dbl-click. Thanx! And THANK YOU again, @Divico, for giving me your blessing for it. Also, if you want to upload this to the SpaceDock listing, thats fine with me, or if you want to add me as a contributor on the listing, and I'll do it, thats easy to setup. Also, @shoe7ess, didnt mean to step on your toes. I have a bunch of other projects on my plate that now have higher priority, so I probably wouldnt be adding any additional lights to this mod (hence, why I didnt do a seperate release thread.) I *was* going to add in the other light towers from Divico's Kosmodrome mod, but I see Someone Else™ recently updated *that* mod... So, @shoe7ess, if you want to pick this up, and try modellling some moar towers/lights/stuff for it, *I* wouldnt have a problem with you taking what I released and running with it, if Divico is ok with it.
  3. Oh geez... Squad stole @Angel-125's trademark.... :face_palm:
  4. *Looks* like it makes the mod partless, by internally enabling *every* command part to act as "antenna"?... vOv
  5. No... no part duplicates. Jade created and has been maintaining Legacy and Reconfig for so long now, other than mebbe occasional hiccups (usually caused by other mod conflicts or incorrect installs), all three of these mods should work seamlessly together. Yes, Main has completely different parts than Legacy.
  6. I'm not happy with the shape of a single cone... *...so I'm going with TWO lights on these...* I should be able to release this tomorrow or the day after.
  7. Well, looks like I got everything in working order, *except* the light lens emissive animation. I got the intensity bumped up from 1 (barely on par with the stock water tower light on the left), to 5.... this should be bright enuff vOv Now to build a tallll rockit, to test that the cone angle/radius is sufficient. EDIT: Above is 35° cone angle, 82° down-angle... Below is 47.5° cone angle, 86° down-angle... (those are 7.5m parts ) I'd call it good?... vOv
  8. I cant answer that...yet... I *will* say, IIRC, I had it working in 1.7.3 or 1.8.1 a few months ago.. I cant remember which 1.8.0 update broke a TON of plugin mods, so hard to say till someone tries it... i was *just* thinking about going dual-monitor again real soon for some testing I want to do... theres this mod and one other I want to see if they still work in 1.8.1/1.9.1... but wont be for a few days yet, at least. Also, cant *believe* the last post above yours, is from *OVER TWO YEARS AGO*!! :O
  9. So... I have everything seemingly working in-game, *except* the AnimateOnClick module, which lets you activate the light manually by, you guessed it, clicking on it... I *do* have it turning on/off properly with the AnimateOnSunRise module, tho... so, as it sounds, it automatically comes on when sun goes down, off when sun comes up... (the module is deactivated for testing, in those below pics) I also can adjust the cone angle and brightness in the model... unfortunately, that means its a hard-setting I was having trouble determining if it was even working with the incremental changes I was making (having the stock light tower throwing light, didnt help ); so I kinda went overboard (for testing purposes only, of course) I think I'll narrow the cone quite a bit... I already narrowed it to 60°, think I'll try 45°... mebbe 30° vOv
  10. @Nightside Beautiful.... So, just wondering what the performance hit may be with this installed, and running all those buildings? Have you done any testing lately?
  11. 4.7.2??... thats not old.... *That's ANCIENT...* What version of PartTools are you trying to use with it?
  12. So, i just got contacted by @Divico, (THANX, Divico )and got the blessing to go ahead and adopt the mod, if I can get it working. Also got the all important original model source file I just spent the morning going thru the model, and poking the config. Did make some progress, but seem to have a little issue with the triggered collider, that I am in contact with Taniwha about, since he is the Blender/Mu master
  13. Yes, I know. I know how emissives and actual light sources work in Unity/KSP. And when I mean they dont switch on/off, its NOT just the emissive... I do mean the actual *light* hitting the ground and around the edge of the pad. Yes, the intensity setting for the light source should be in the .mu... There are ways to actively change it, via code or plugin. In *this* instance, since this is a KK static, something *might* be able to be tweaked in the .cfg to adjust the intensity. But I dont know... I tried once to update an old original KerbinSide static to KK/KSM 1.8.1... it went badly
  14. HUh... I also just installed this, and clicking the lights does not switch them... Too bad, cuz i might be able to up the intensity in the models... Would be nice if this whole mod got an update... ie add in a UI, so the intensity would be adjustable... or at least add a slider for it to the PAW... but thats *coding*, and that voodoo-magic is out of my wheel house, for sure... lol
  15. I had one a few years ago... But after not being able to get into it any moar even tho i put in my correct id/password, and Squad seemingly ignoring most of the items I was most concerned with, I gave up on it
  16. idk... yeah, its not the size of the part/collider... IIRC, one of the OPT docking or drop bays has bottom doors that would barely intersect the ground collider if deployed on the ground, on stock landing gear... but it still puts you at 1km vOv
  17. hmmm... that very well could be. For some reason, KSP looks at the bounds or something, of animated parts, and takes into consideration the extended/deployed bounds, and if they would intersect below the ground collider, if deployed, when spawning the vessel, it kicks it up to 1km. So even tho the parts are retracted/not extended, IF they *would* intersect the ground when deployed, the spawn bug is triggered. And yeah, try autostrutting everything that makes up the custom launchpads, AND autostrut to the vessel... that should eliminate the wobbling long enuff to have a good, safe launch vOv
  18. ya.. i noticed I needed to have the rokit autostrutted to the pads/towers i was using, or it wobbled right off the pad, and the Kraken appeared. As to the 1km spawn bug, thats definately a seperate bug, in stock KSP, and while I think there *may* be moar than one cause, animated colliders spawning below ground is a DEFININATE, confirmed cause. OPT has this issue with several parts. World Stabilizer "fixes" it, tho its a band-aid fix.
  19. Thanx @Angel-125 for another great mod. Wondering tho, if sizes are customizable, or we locked in to the default ones?
  20. I can confirm 2.9.3.0 seemed to have worked fine for me in 1.7.3. Probably 1.5.1 and 1.6.1, too, as ARP is one of my Must Have Mods, so I most likely used it with them, and I dont remember having any reason it *didnt* work for me during those versions... I was also using it in 1.8.1 and 1.9.1, and it seemed fine vOv
  21. KSP 1.9.1 <--- This *is* your problem. I dont think VesselViewer has been fixed for 1.9.1, since 1.9.1 broke all the camera mods (at least on Windows DirectX), due to Squad changing the camera method from multi- to single-camera. Check the VesselViewer OP. Same with HullcamVDS.
  22. No... its *completely* seperate from OPT... This mod is made/owned by the same person who created OPT, and what you are seeing as far as the OPT folder in *this* mod, is *only* a simple joystick prop that was created for OPT, used in the cockpit IVA of *this* mod... So, the /OPT folder in here, is *exactly* the same as that included in OPT mods, but its only a simple prop for IVA, and that is where any connection to OPT mods ends...
  23. no... *ALL* ASET mods should be in subfolders of /GameData/ASET/... ie /GameData/ASET/<mod_name>/ So, *exactly* how they are in the .zips
  24. 127.0.0.1 is an internal port *to the device you are running BOTH KSP and the browser on*. ie use, 127.0.0.1 in a browser thats running *ON* the same device as KSP. You need to find the internal IP (the IP your router uses to connect to/identify the device you're running KSP on, then use *that* IP in the address bar of the browser on your *seperate* device. You may still have to tweak/configure your firewall(s)/router properly to allow your ports to *talk* For example, the pics in the OP, show IP as 192.168.1.64, as the IP of the machine running KSP, which you enter into the browser address, *on the device you are trying to run the Telemachus browser session on* EDIT: also, the Telemachus User Guide is a little outdated. Its refers to port :8080 ... Telemachus is currently set to use port :8085, now, by default Altho it can be user configured/changed, by editing the config.xml file in /PluginData/Telemachus/
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