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KSP2 Release Notes
Everything posted by Stone Blue
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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
After all these posts, and replies that *say exactly* why the mod is crashing in 1.8.1/1.9.0... and yet people STILL are posting that the mod is not working. THIS MOD NEEDS SOME OF ITS TEXTURES CONVERTED FROM DXT3 FORMAT, TO DXT5 OR .PNG FORMAT. PERIOD! Expecting it to work before this is done is not going to happen. If people dont know how, to convert them themselves, they'll just have to wait for an update, or someone to supply a community "patch", if the license allows. -
A question about Removing Parts from Mods
Stone Blue replied to dtoxic's topic in KSP1 Mods Discussions
Yes... When deleting parts manualy that way, just be sure no other parts or mods will need anything you're deleting... Altho, usually KSP will let you know one way or the other if thats the case also, if youre not *sure* about something youre trying to get rid of from in game, if you're on Windows, at least, you can also change the file extensions of *any* files you dont want KSP to load, but that you might want to keep the files around, just in case. I usually just add a tilde ( ~ ) as the last character of the extension. Just answer Yes when Windows asks if youre sure you want to change it. Then to get the file back, just delet the extra character(s), to put the extension back to what it was, and the file will work again. You may want to also look at Janitor's Closet if youre not comforatable manually deleting stuff- 1 reply
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Heh.. yup... Welcome to Mod Dev Heck... This is one good reason why mods take sooo long to update. You wouldnt think so, but having to restart the game a dozen or moar times in one dev session... can actually add up to lost *hours*.. not just minutes. And, yeah, this is why any mod dev worth their salt has what is referred to as a "Dev Install"... Just as Beetlecat describes above... usually just a stock install, with ONLY the mod they are working on, with any required dependencies, or mods they are adding support for... My dev install (tho I am not a mod dev), literally changes moar often than I change my ... socks... I am constantly pulling mod folders in and out of it, so much, that I literally work with two Windows Explorer windows open at the same time... to facilitate dragging/dropping mod folders in and out of my install... saves me lots of timeinstead of having to click back and forth between my GameData and a folder outside my KSP install... I've found, for me, I can eliminate some of the restarting weirdness after changing/editing stuff, (especially with MM patches), by deleting all 4 MM cache files in /GameData, as well as the partdatabase and physics.cfgs in the main folder, *before* **EVERY** restart after changes. KSP will generate fresh new ones upon restart.
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[1.8.x-1.12.x] - RasterPropMonitor (adopted)
Stone Blue replied to JonnyOThan's topic in KSP1 Mod Releases
/Users/<xxxx>/AppData/LocalLow/Squad/KerbalSpaceProgram ... Thats where the *new* KSP.log (Player.log), and /Crashes (output_logs) now reside -
[1.9.x+] ModuleAnimateGenericEffects
Stone Blue replied to linuxgurugamer's topic in KSP1 Mod Releases
OMG... THANK YOU for this LGG.. I know just how I want to try implementing this, for the first time, on Something™... -
see my edit in above post
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Yup... specifically the tug, here: EDIT: OH!... wait... from the last few posts in the KSO thread, it looks like @Eskandare has permission to "continue" the mod... :thinking: Wow... You have a plate *full* of stuff, Eskandare...
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[1.8.x-1.12.x] - RasterPropMonitor (adopted)
Stone Blue replied to JonnyOThan's topic in KSP1 Mod Releases
SO, I found out after I posted, that the single camera change was ONLY done in the Windows version (DX11) of KSP... Squad left the Linux/OS versions as-is with the "old" multiple-camera system, just because there's no way to do it using OpenGL, I guess... vOv So, I dont know, if that means going forward, any mod using the camera(s), unfortunately, means having to compile, release, and maintain TWO versions of each mod...ie one for Windows (Dx11), one for Linux/OS (OpenGL)... vOv This would mean/affect MAS, RPM, KURS Docking Cam, HullCam, etc... -
I know it would be moar work for you, but mebbe have KF have its *own* litttle super-radiator part for heat disspiation? vOv they *are* sci-fi parts and already have techno-magic, so it wouldnt seem unrealistic to have a small part able to dissipate/manage heat waste? vOv I know *I* for one would appreciate this... especially if it was user configurable for different mods/catagories (which I am sure you would plan on?)
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Stone Blue replied to Thomas P.'s topic in KSP1 Mod Releases
I use DDS4KSP as my first go-to to convert mbm, tga and png textures to DXT. It automatically detects whether the original texture: has an included alpha channel. If it does NOT, its saves as DXT1. If it DOES, it saves as DXT5 is a normal map or not. If SO, it saves as DXT5nm. It automatically does the vertical flip, too. It has several other user adjustable settings, as well. Its also VERY simple to use: just point it at a folder (for batch converting) or a specific file, tell it convert, and... VOILA!... Instant .dds conversion in seconds, or a couple minutes (for batch converting), and in the proper DDS format. *NOTE: with the recent deprecation of being able to use DXT3 in KSP, I havent tested, and dont know if it will convert existing DXT3 to 1 or 5... vOv When istalling, you can ignore the part about needing DDSLoader... KSP natively uses DDS now, so you dont need it. https://github.com/Telanor/DDS4KSP -
So, wait... what are you asking? is that the patch you posted, that you *are* sharing? ... or is there something else you need? vOv
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[1.8.x-1.12.x] - RasterPropMonitor (adopted)
Stone Blue replied to JonnyOThan's topic in KSP1 Mod Releases
@JonnyOThan from the 1.9.0 Modder's Notes: Hmm.. so does that mean OpenGL is *completely* broken now? or does OpenGL just default back to uses the ols, mutliple cameras? Wot do the Linux peeps do, then? vOv -
SO, a late update... I had talked with HebaruSan about that NETKAN... I didnt understand fully what the contents do... He said CKAN *should* have the correct version of AL indexed for correct/matching version of KSP... I looked over the list, and it seems good... So I dont know how Jiraiyah and Cassin ended up with activated deprectaed parts vOv Doesnt *appear* to be an issue with the NETKAN vOv EDIT: @Jiraiyah actually I am working on modifying/updating the ASET StackInline lights... whats the issue with the light? I have them working... I just havent gotten around to checking the Bulb and other patches for them yet
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Any mods which can give me data in graph view?
Stone Blue replied to Aaravmusk's topic in KSP1 Mods Discussions
MechJeb has this function, IIRC. I think it has an in-game GUI that shows graphs, as well as being able to log to a .csv... I think there are a couple other mods that do what you want too... I know there was/is Graphotron... idk if it still works tho? vOv mebbe also AtmosphereAutopilot? -
Strange... vOv *IF* you dont have any in-flight crafts with AL lights in your save, you should just be able to delete the /lights folder that is *INSIDE* the AL /Parts/ folder. Then in the hangar editor parts list, you should see only *one* AL part listed, which has all the different variants you would want. Just place that one part, then select the function/color/skin that you want in the PAW (the right-click part menu when you click on the part after its placed) *AGAIN*, tho, this will mess up any crafts you have in-flight, which are using the *old* AL parts... so backup your save, and/or recover any of those crafts *before* deleting that folder and restarting the game
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[1.12.x] Toolbar Controller (for modders)
Stone Blue replied to linuxgurugamer's topic in KSP1 Mod Releases
Sounds like mods fighting over the key assignments? any idea if theres another mod that opens when this happens?.. or at least any obvious effect in-game whn those keys are used? vOv -
tagging you, @MOARdV about the above issue that Jiraiya and Cassin are posting about. Looks like Cassin at least, had this same issue they posted about, last year in the last half of 2019. It seems trying to use the old, deprecated lights causes issues in the editor when placing... I dont know if it might be time to finally pull the old folder out of the release package? vOv
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@Jiraiyah @Cassin OK.. I can confirm and reproduce your issue its AL itself... and yes, indeed its with the old deprecated AL lights activated. You must have activated the cfg patch that deprecates them, and you are trying to use the old parts to build new crafts. There is an easy fix... *unless* you have crafts in your save that are using the old parts. EDIT: OR, you are both just using ancient versions of Aviation Lights. What version of KSP are you both running? AL was heavily modified in a dev version, that released during KSP 1.3.1... Since KSP 1.4.0+, the old light parts have been deprecated... vOv
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wait... You have *that* installed??? ... if so, delete it immediately... That was intended for an ancient version of AviationLights... newr versions of AL incorporated those skins into new models, and MOARdV modified the plugin to reflect the changes, so DeadSkins is no longer required, and most likely *will* cause issues... Hmm.. also, do you know if you manually changed one of the AL patch files, to allow use of the *old*, now deprecated AL lights? I suppose I should enable those, and test... :thinking:
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Stone Blue replied to Boris-Barboris's topic in KSP1 Mod Releases
OK.. kewl... thanx for the quick reply... I may end up trying both in the same install... If I come across any incompatabilites, I'll be sure to post back- 970 replies
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@Cassin yeah.. i dont know... I just tried AL, CrewLight, BULB, SDH Strobe-O-Matic and Surface Mounted Lights on a pretty much stock install... I couldnt reproduce the issue. I also skimmed thru each mods' patches, and the only possible overlap i could see, was the one I mentioned in CrewLight... vOv Also, the issue you describe, seems like it would be interference between mods, that have parts that use the same object/transform names in their models... vOv I quickly checked one of the SDHI *and* one of the SurfMount Lights models, and while some of the transforms are named *similarly* to those in AL, I think Summgai, IgorZ and I made sure to try to use unique names, just to head off this sort of issue... so i doubt thats the issue.. at least with SDHI and SurfaceMountedLights... vOv
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Stone Blue replied to Boris-Barboris's topic in KSP1 Mod Releases
@Boris-Barboris Hi... just wondering if there are any *KNOWN* issues/incompatabilities with using this mod *and* Kramax Autopilot in the same install... vOv I read back a couple pages in this thread, but didnt see anything...- 970 replies
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@Jiraiyah wow... that's ah-lotta modzzz Well, a quick look, and it seems Crew Light includes a patch for the AL beacon lights... red *and* amber, tho... @PART[lightbeacon_amber,lightbeacon_red]:HAS[!MODULE[ModuleBeaconLightEngine]]:NEEDS[AviationLights]:FOR[CrewLight] { MODULE { name = ModuleBeaconLightEngine } } Can you see if you have the same issue with the amber beacon lights, that you are seeing with the reds? If so, quit the game, try changing the file extension from .cfg to .nocfg on the above patch file (ModuleLightToggle.cfg), which is found in /CrewLight/MMPatch folder, then restart the game, and try to reproduce the issue. (changing the file extension just keeps KSP from loading the file, without having to delete the file... and when you want the file back, just change the extension *back* to .cfg, and KSP will see the file again as normal) My first guess is that by adding the additional ModuleBeaconLightEngine to the amber/red beacon parts, there might be some conflict between that module and the native AL module... vOv