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Everything posted by Stone Blue
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Yup... i usually turn off all the lines, except for the 4 cardinals (Azimuth=4), and the 0°, 30°, 60° (Altitude=5). I also turn off the HUD text, as I use VOID for all that.
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I would use the official now. I would also probably go ahead and try v1.8.7 (1.9.x) version, as, based on the release notes, it seems to be only a version update, with no other changes available. vOv
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@severedsolo yeah... I'm getting the same warning from KSP-AVC, for manually installing Looking at the .version file, it looks like just a simple matter of *someone* forgetting to update the KSP VERSIONs ...sounds like something *I* would do ... lol
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[1.12.x] MemGraph Updated with Stutter Reduction
Stone Blue replied to linuxgurugamer's topic in KSP1 Mod Releases
ok.. thats probably *not* just filter extensions then... Carry on... -
[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
Stone Blue replied to Dunbaratu's topic in KSP1 Mod Releases
hmm.. that is weird? ... does this *only* happen with PCR *open*?...- 1,364 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
Stone Blue replied to Dunbaratu's topic in KSP1 Mod Releases
idk... "c" works ok for me... Just make sure you click on the terminal first, and make sure the terminal outline/border is lit up green?- 1,364 replies
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As well as un-optimal viewing angles, even if you can squeeze stuff in... especially MFDs and anything displaying ever-changing text displays. @dsonbill this seat thing can open whole new IVA possibilities, and be a boon, both to IVA makers ingeneral, and for moar acceptance/usage of MAS. Also, i know this is still in the experimental/dev stage, but can the seat/transform thing be completely added to existing IVAs, and the transforms all dealt with, with existing transforms in the models (handled/added with code), or might it require transforms/ adjustements made to the IVA models themselves? And this leads to what my next question would have been: What, if any, affect on performance would there be? Also, how badly does the number of active seats in an IVA affect performance? Or is it mainly the added active props & MFDs for additional crew stations, that would most affect performance?
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[1.8.0——1.9.1]【Made by Wanhu】Long March-5(CZ-5)
Stone Blue replied to Karrot's topic in KSP1 Mod Releases
Wow... really nice However, you seem to be bundling a WanhuTools.dll in this... Forums rules require not only a stated license, but require source code for any plugin/executable to be either hosted publicly, or actually included in the releas package. Also, i see you are using .mbm textures. Unzipped, this mod weighs in at a hefty 143MB... I converted your textures to .DDS (preferred KSP native texture format now), and the mod shrunk to 101MB... Then, also, I see you have HUGE resolution textures for the Flags... :O Those are 50MB by themselves. if you optimized those smaller, you could shrink the mod almost in half, to around 50MB ... Substantially better than the 143MB it is now. But anyway, I want to say this is a VERY nice looking mod. GOOD JOB!- 11 replies
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[1.12.x] MemGraph Updated with Stutter Reduction
Stone Blue replied to linuxgurugamer's topic in KSP1 Mod Releases
How long does it freeze for? If just a few seconds, right when the main menu animates up, it could be Filter Extensions.... It throws a couple dozen errors for me at that time... vOv -
Most likely this: vOv
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In the meantime, you could try *this* mod... its pretty low on resource usage. it does this: Just an FYI on the above for you @PiezPiedPy , in case you would ever want to incorporate the change, (you could poke at the code in it), or mebbe just list as a "Recommended Mod" in the OP... vOv
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[1.8.x] DE_IVAExtension - For All the Stock Pod IVAs!
Stone Blue replied to DemonEin's topic in KSP1 Mod Releases
I dont think that one matters, even tho it is *unusual* ... vOv ya.. the Extras probably shouldnt be there... that __LOCAL is from TweakScale :roll_eyes: But yea, there are *several* mods installed incorrectly... Namely, the relevant one is RasterPropsMonitor... that is supposed to be in /GameData/JSI/ ClickThroughBlocker is also installed incorrectly... And @stupidxFat , you have a MiniAVC.xml there... if you are running 1.8.+ or 1.9.+, I would search your gameData for ALL instances of MiniAVC.dll, and delete them. https://forum.kerbalspaceprogram.com/index.php?/topic/191568-important-announcement-about-miniavc-and-zerominiavc/ -
@zer0Kerbal So I've been modding PicoPorts... I wanted to add to add your Shielded PicoPort to something I'm working on, but it doesnt appear in-game. I dont see anything in the KSP.log ... I'm aboot to check the MM logs... EDIT: ahhhh.... Theres no existing /ShieldedPicoPort folder, or file in /MM-Patches Let me play with this some, and I'll try to post back a fix EDIT2: Ok... this works: However, all I see ingame, is basically a miniature/TweakScaled copy of the stock port... vOv So why the need to tie specifically to SHED(PicoPorts), at all... ?? vOv
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You should bring this up on this thread: Also, one of the most underated, never mentioned features of Alexustas' ASET Pod IVA, is that there is an EVA/airlock hatch in the rear of the IVA... You can click on it, and it actually animates open/closed, to expose an airlock/vestibule space behind it. And IIRC, you can also EVA out of the pod that way... But I'm not sure... its been a long time since I actually got to *play* using that pod Actually, the hatch meshes (the part you *see*) and colliders (invisible; the part that triggers the EVA/boarding action of the kerbal), are two seperate objects... That means the hatch mesh could be animated to open, seperately from the hatch collider, which would not change the function of hatches at all... the only issue is, the hatch mesh would pass thru any kerbal or object in front of it... unless the mesh had its *own* collider... but then, you get into the conflict of two colliders interfering with each other.
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Wow... this looks kewl... A nice way for peeps to dip a toe into kOS, without having to use the kOS terminal and scripting for *everything*? vOv Hmmm... I imagine this could be adapted easily for use with ground vehicles/rovers, as well as naval craft? Could this also be easily adapted for use with waypoint addons? ie Waypoint Manager, NavUtilities, etc...?? @Kartoffelkuchen
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heh... just did a Googley search... first two pages of results are practically all related to/asking this same thing... Since the beginning of KSP, too... Other than WASD, only other related mod I could find mention of, is KerboKatz' EditorCam Utilities ... No longer maintained tho... vOv
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[1.8.x-1.12.x] - RasterPropMonitor (adopted)
Stone Blue replied to JonnyOThan's topic in KSP1 Mod Releases
Is this backwards compat at all? or will be 1.9.0+ *ONLY*? EDIT: ie, just wondering if the camera changes/method could be used with 1.8.1 or previous... seperate from this probably being compiled against 1.9.0... vOv -
@Matuchkin I was never patient enuff to actually *do* the math for orbits/mauevers, tho I do find it interesting. When I was playing with RemoteTech, and KerbinGPS mods, I found this website *invaluable*. there are quite a few that do similar out there, but I always preferred this one, even for non-RemoteTech stuff. ie KerbalGPS constellations, where I created a 24-sat constellation around Kerbin, and a 12-sat around Mun. This website has two methods: one for launching multiple sats on one launch one for launching single sats on multiple launches https://ryohpops.github.io/kspRemoteTechPlanner/
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How to land a booster on a drone ship?
Stone Blue replied to Atlessa's topic in KSP1 Gameplay Questions and Tutorials
Mebbe try reading thru the Tundra Explorations thread, to see how peeps do it with that mod? or the couple threads for the modded drone ships... I know one was authored by spacepanda, and I think the other was Kartoffelkuchen ... vOv -
That patch *should* work... If its not, either the lamp transform or the light animation name got changed in the new Kerbal models... You would have to find the name in the model. Check the TextureReplacer thread (shaw's)... IIRC, there are instructions on how to extract the kerbal model hierarchy in there somewhere.
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[V1.2.3] Nice MKseries Body [NMB] [V3.8] [2022.11.2]
Stone Blue replied to Kernowden Kerbin's topic in KSP1 Mod Releases
Maybe not *directly*, but they could possibly, *indirectly*. Especially where IVA props and spaces are concerned. My point is, I guess, is after soooo many posts of the same issue and log snippets of exactly the same things, with missing textures, I guess people just arent getting, that the mod is BROKEN. And when troubleshooting, I find if you come across *several* issues, you fix and eliminate the simplest, first, to narrow down the variables to get to the heart of the most major issue. I dont understand trying to troubleshoot thru dozens of errs, to find that one specific issue, which *could* actually be caused by a combined problem with *several* issues at once. vOv Also, if the texture issue *is* completely seperate from the crashing issue... You would *still* have broken/missing textures, and peopple would *still* be repetatively posting and reporting the mod is broken, and it would *still* need an update from the dev, or someone in the community to provide a fix. And, yes, mebbe I should have investigated moar before only stating that it was a DXT3 issue. I re-installed the mod, and narrowed down a couple things: There are extra, mismatched brackets at the end of several of the prop configs, specifically the HUDs It is most definately something in the /HUD5 folder, EDIT: definately the model itself in /HUD5 that is causing the crash There is a mysteriously named, and seemingly not-used object in the HUD4 model, and I cant get the HUD5 model to even import into Blender. (Also, huge LOL at some of the object names in some of the HUD models... ) EDIT: ROOT CAUSE OF THE CRASHING: seems to be the HUD5 model itself is broken. There is a text file in that folder, that seems not be named properly. IIRC, the mod dev team (or at least some members, may not be primary English speakers. I'm assuming they are on an other-than-English-language computer OS), and maybe something got messed up in translation? vOv Removing that .txt file, did not eliminate the crashing. However, if you eliminate the whole /Props/HUD5 folder, *EDIT: eliminating just the model file (/Props/HUD5/model.mu) the game does NOT crash. I assume that HUD5 prop is used in the new SuperFlanker IVA (clearly stated as a WIP), that was added in the latest release package, and why the mod is "suddenly" crashing in 1.8.0+, only. Again, a good start for someone to "fix" the mod, would be to *FIRSTLY*, address any DXT3 and missing texture issues. Then, I would suggest going thru *all* the IVA and prop configs and doing some tab/whitespace/indentation cleanup, and fix any mismatched brackets. THEN, someone with knowledge of IVAs, props, and RPM should go thru to make sure the *contents* of *all* the configs are correct and setup properly. And LASTLY, I would address the HUD5 model, itself. EDIT: OK, as edited above, the HUD5 model seems broken. Removing just that *one* file, keeps the game from crashing with NMB installed. (Of course, that will break/eliminate the new SuperFlanker IVA... ) SO, theres the primary issue. FYI for @Kernowden Kerbin