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KSP2 Release Notes
Everything posted by Stone Blue
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Before anyone posts that either KSP-AVC or CKAN is reporting a wrong KSP Logger version, or that an update is available, yes, the .version file in the v6.0.0.1 release did not get updated for some reason, and incorectly reports v6.0.0.1 as being v6.0.0.0. I've already posted an Issue on the Github repo about it.
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@loannes_Dallasinos You might have better luck posting your request on the RO and/or RSS threads. To balance this mod for specific mods, other than what the dev is willing to/can do, could pretty much be done by MM patching. Perhaps an RO/RSS user(s) might be willing to put together a patch, that then could be submitted to be included with either the RO, RSS, or ShadowWorks mod devs, to be included in one of the three mods.
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No it wouldnt. Thats not what i was suggesting. .tga and .png are much easier to edit/create in most 3rd party editing software. Also, .mbm is more resource/performance intensive. And, now, looking at your pic again, are you sure you assigned a Material and texture(s) to the gameobject(s)? You should have the "Show materials" checkbox showing. If you dont assign a material, using the texture(s), Unity wont know to export the textures matching/assigned to the .mu. If you click it, then click "Compile Materials", you'll get a list of materials/textures similar to this:
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Hmmm... idk... Probably not related, but you should probably really be exporting textures to .png or .tga format while working on your mod. Then for a release, convert the textures to .dds. Also, you shouldnt have ANY components on your top level GameObject, except PartTools. So, basically, you want that Mesh Collider component further down the hierarchy. Also, for a part like that, you would probably be better off using a Box (cylinder) collider, rather than a Mesh collider.
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[1.11] Connected Living Spaces (Adopted) 2.0.0.6 (2020-12-29)
Stone Blue replied to micha's topic in KSP1 Mod Releases
This might help you get started? vOv Also, i could have sworn there was a really recent thread started, basically a "How To..."... to do localization. But I cant find it. -
[1.8.x-1.12.x] - RasterPropMonitor (adopted)
Stone Blue replied to JonnyOThan's topic in KSP1 Mod Releases
Please read this. Especially the part about how to post your logs, and then add an explanation of exactly what is not working, and steps on how to produce/reproduce the issue. Installed mods list might help too -
Nope... Check the OP again. Booots updated a few hours after you posted this
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[WIP] [1.8.1] KAE SYSTEMS Welded Parts
Stone Blue replied to adm-frb's topic in KSP1 Mod Development
Well, it looks like you are positioning the models between 14m and 11m, *above*, their origin points in the cfg.... the widget, IIRC, defaults to the model's origin point... ie 0,0,0 -
Its a difficult thing to do in KSP, and with very little pay-off... the relative number of players who actually *use* IVA seems to be quite the minority... vOv The only thing I have ever seen that comes close to what you want, is this Its older, and WIP ... so dont expect it to fully work without *possible* issues.
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[WIP] [1.8.1] KAE SYSTEMS Welded Parts
Stone Blue replied to adm-frb's topic in KSP1 Mod Development
You have *two* nodes named 'node_stack_top = ' in the same PART { }... they need to be uniquely named. You can actually name nodes just about anything you want after the 'node_stack_' / 'node_attach_' part... its just "top/bottom" nodes are included in 99% of all parts, so peeps just use those the most. Also, I suggest NodeHelper (LGG version) for sorting nodes. Just note that it wont accurately give you coords, for things that are 'rescaleFactored' to anything other than 1 or 1.25. Again, 'scale = ' INSIDE the MODEL { } node wont be an issue with this, cuz that only scales the *model*, and doesnt affect the nodes. 'rescaleFactor = ' sclaes the model, *AND* the nodes with it. -
Hmm... not really... I just spend 99% of my time screwing around in sandbox, rather than career... and I change my installed mods moar than I change... ...my socks... Its usually antennas, and small science-y type parts... vOv But now that I know this mod exists (and I expect to add it to my installs going forward), I'll try to compile a list as I go along... vOv
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[WIP] [1.8.1] KAE SYSTEMS Welded Parts
Stone Blue replied to adm-frb's topic in KSP1 Mod Development
@adm-frb First off, in your first MODEL node, you do NOT want to nest anything else in there You also dont want to use rescaleFactor *INSIDE* the MODEL node... that goes OUTSide the brackets, and should just be nested under the main PART { } module. If you want to scale ONLY the model, and not the attach nodes, you use 'scale =' INSIDE the MODEL node... If you want to rescale the whole model AND the attachnodes with it, then you would use the 'rescaleFactor = ' OUTSIDE the MODEL node. -
No problem. I enjoy trying to help improve mods, in what little way I can. Actually, I forked LGGs fork, and already did the re-arrangement of the folder structure. Unfortunately, I'm not a coder either. I can, sort of, do basic recompiles, and thats about it. I looked at the code, and I think theres just a couple lines that define the output paths. I'm not sure how to change that to move the .csv files to the /PluginData folder. I think its a good idea to leave the .png outputs writing to the /Screenshots folder, I guess.. Unless someone presents a better case against it..??.. vOv However, a BIG thing I noticed, is that the Part folder, specifically the textures, are HUGE, compared to what they could be. This causes the mod to weigh in @ over 15 MB! That is HUGE for just a (relatively) simple plugin and a single, tiny part. I downsized and converted the textures to .dds, and got the whole mod down to just 256 KB. I'm checking to make sure the changes I made work. If everything is ok, i thought I would try a recompile against .NET 4.5 or 4.7.2 (I cant get 4.8 installed ), just to future-proof the mod. Either way, I will submit a PR with any *successful* changes I make, for you to look at. EDIT: Also, I havent used the mod in so long, I dont recall if it was supposed to have a toolbar button to actiavte the UI, or just the button in the part's PAW? :thinking: If it currently doesnt have a toolbar button, i think i would like to see one added. As the case is, on my test-bed craft, I currently have the part mounted on a payload inside a fairing, which makes it difficult to activate the part's PAW. i could see similar issue if someone wanted to have it mounted inside a cargo bay, etc. No offense to Olex, but i would like to see a new part model made... Something moar streamlined, for exterior useage. Maybe I will try and throw something together... :thinking:
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@Ezriilc Thanx, As Always, for keeping this going. With the BETA-1 recompiled .DLL being released *solely* as just the .dll, basically as a "patch" release, I see, while installing it, that the repo and release folder/file structure is a little confusing, and unnecessarily overly complicated. If/whenever you get the chance to do a recompile, mebbe you could also re-arrange the repo/release package structure to the following, as recently posted/provided by @zer0Kerbal , elsewhere: (I added/hilited in green, a suggestion on where to save the exported CSVs) Also, there doesnt seem to be a license file included *anywhere* in the repo? Might be a good idea to add that? vOv Again, THANX.
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[WIP] [1.8.1] KAE SYSTEMS Welded Parts
Stone Blue replied to adm-frb's topic in KSP1 Mod Development
I am, too *NOT* dumb... Only dumb question, is the one not asked... Not exactly sure of the best way (most likely just add some sort of basic text file to the repo), as I see some people doing just a simple Notepad file, some are moar elaborate Word Docs, some use an .md file extension, dont know what creates that, and some just have a file named CHANGELOG, with *no* extension...?? vOv i guess it comes down to whats simplest, and works best for you... basically would just need to add it into the repo *somewhere* -
[WIP] [1.8.1] KAE SYSTEMS Welded Parts
Stone Blue replied to adm-frb's topic in KSP1 Mod Development
yes... *IF* you approve *all* the changes Dont forget to add to/edit the changelog, if you want to give zer0 credit... -
RemoteEverything: http remote access for KSP mods
Stone Blue replied to xytovl's topic in KSP1 Mod Development
heya xytovl Actually, that should be the case anyway, since I believe the forums rules require that, now. *ANY* plugin or external executable needs to provide public access to the source code, no matter the license. Personlly, even if the license doesnt *require* it, *I* for one, would *always* include attribution... *INCLUDING, even if it was only for concept inspiration*... i would hope that if someone does pick this up, they would at least honor you with credit... -
ASET Props Pack. v1.5 (for the modders who create IVA)
Stone Blue replied to alexustas's topic in KSP1 Mod Development
@HDSpanky not exactly what your problem is, but I know that specifically, the ALCOR and MK1-2_IVA_Replacement_by_ASET IVAs are supposed to be subfolders of /ASET/ ... If those are the speciifc IVAs youre having issues with? vOv EDIT: ahh yeah... actually *looked* at your images, and see they are both ALCOR-specific... Yeah, try moving both the above folders into the /ASET/ folder, and try that -
RemoteEverything: http remote access for KSP mods
Stone Blue replied to xytovl's topic in KSP1 Mod Development
Yiss... I've been making due with Telemachus, to free up some flight-scene real-estate, that would otherwise require some HUDs or small UI info panels... I know there have been a couple attempts in the past for KSP multi-monitor support mods by a couple people, who have come close, and *partially* succeeded... The last one being Sarbian himself... But I guess even *he* came up against some walls that prevented him doing moar dev on it. Altho, that was a ways back, i think just after KSP updated to Unity 2017, which (Unity itself), had *just* introduced initial, or improved, support for multi-monitor. Supposedly multi-monitor support is much improved and less buggy in Unity 2019. It would be nice, tho unlikely, iI guess, for someone to poke at that, to see if its finally workable in KSP 1.8.+... vOv Idk... *either* true multi-monitor support, OR something like what RemoteEverything does, would be a huge imrpovement at this point. At least with a RemoteEverything-alike mod, i could also use the several tablets and smartphones that I have, for additional screens and added *realism* And for anyone bothering to even read this, heres the two previous, semi-workable attempts at KSP multi-monitor support: -
RemoteEverything: http remote access for KSP mods
Stone Blue replied to xytovl's topic in KSP1 Mod Development
Too bad there's seemingly been no interest in this mod, or even its concept, as the only closest thing i can think of that comes close, is Telemachus. The concept seems like it would be a good way to get around the lack of multi-monitor support in KSP, as well as being useful for multi-player sessions... vOv Even with large monitors, who couldnt benefit from moving all those mod UI boxes/elements, to a second screen, to free up screen real-estate, especially in the flight scene? Even tho theres no license stated in the OP, theres one (GNU GPL version 3) included/listed in the repo. Unless I'm misunderstanding GNU GPLv3, that allows someone else to pick this up and run with it if they wanted to, doesnt it? vOv