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Stone Blue

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Everything posted by Stone Blue

  1. Shouldnt KSP-AVC be version checking itself? Just started up KSP 1.8.1 w/KSP-AVC v1.4.0.1 installed, and it shows green, and nothing stating there's a newer version. Sorry if I've pointed out/asked about this before... seems I vauguely remember having this issue before, and possibly posting about it?... vOv Googley search using mod title and my user name didnt bring any of my KSP-AVC posts up on this topic... vOv
  2. Bigger???... The Hangar currently doesnt even work for *me*... Currently, it seems you either have normal hangar, or no hangar, at all ... vOv
  3. Actually, despite the un-updated thread title, there seems to be a v1.1.0 for KSP 1.8.0 on the repo, so yeah, it should work in 1.8.1
  4. @Stig73 Maintenance/updates on RPM has pretty much stopped since KSP 1.7.3. User Tegmil made a patch to make RPM work on KSP 1.8.+. Hopefully reading my post here, and the following comments, on this thread will help. I link to where you can find Tegmil's patch, and (hopefully) simple enuff instructions on how to install it *after* RPM v0.30.6 is already installed.
  5. Last official RPM v0.30.6 has GameData/JSI/ folder.... However you do it, make sure that the /JSI/ folder ends up in your KSP install as this location: <KSPinstallfolder>/GameData/JSI/ Then to install Tegmil's patch *on top* of that, (it has only a /JSI/ folder), copy and merge *that* /JSI/ folder, to the same location in your KSP install: so it ends up as <KSPinstallfolder>/GameData/JSI/... You should end up with ONLY one /GameData/JSI/ folder... (not a /GameData/JSI/JSI folder...that would be incorrect) On Windows, it will have a popup asking if you want to merge it with the existing folder, and *replace/overwrite* all the existing files... Thats it, and you should be good to go. If you *do not* get a Windows popup asking/warning about merging/overwriting existing folders/files, then you're trying to copy/paste Tegmil's patch into a different (inorrect) location than the existing install of RPM v0.30.6, and that's bad... I dont know how to explain it any better than that... vOv
  6. Hard to tell... idk if its just your video recording software that glitches, or KSP itself... but if you're talking about when you hit 6500~8500m, it might be drag on the MJ part, pulling the nose that direction, when you're hitting MaxQ... vOv Try doing a 90° roll (so the MJ part is facing Kerbin during the turn), @ around 400-500m right after launch... (or rotate the whole craft in the VAB before launch). you should prolly be making sure paired boosters like that, are on either side of the rocket, rather than top & bottom like you have them. I find as I build moar advanced rockets with boosters, if I keep them top/bottom, when they jettison, they moar often than not, collide with my rocket, rather than seperating cleanly, like they do when they drop off to the sides ... vOv
  7. Why? is there something broken for you? This is a pretty simple (tho awesome) parts mod, and *should* work with just about any version of KSP, as long as you install the up to date versions of the Dependency mods, for whatever version of KSP you are running. If you want to try it, without worrying if it will break any current saves you have, you can easily install a seperate, fresh copy of KSP, with just this mod and its required dependencies...
  8. Oooff... I did it in about two minutes, all automatic with DDS4KSP... a few clicks to start it, and waited a couple minutes for it to finish running Oh, this was from .mbm --> .dds, too... no need to convert to .png at all... DDS4KSP converts .mbm directly to .dds ... also, IIRC, i think it detects whether there are alpha channels in the texture, so it might "know" when to automatically save as DXT1 or DXT5... I know it can do normal maps automatically as DXT5 ... vOv EDIT: yup.. just checked, and it did some non-normal map textures as DXT1, some as DXT5. Now, whether its algorythm is *correctly* determining which format... idk... Select the folder (which can include subdirectories), adjust settings if needed (default shown), click "Convert", wait a couple minutes, and Voila!!... IDK... that license seems pretty much ARR to me... vOv Especially the bold underlined bit in the spoiler below, is whats keeping anyone from doing anything with the mod, other than cfg/MM patching... vOv
  9. @taniwha yeah.. KSPWheel had that issue with its dust effects, IIRC... Maybe hit Shadowmage up if you any questions vOv I guess Sarbian starts off a convo aboot it here: Seems there are issues with the Collision Effects mod too, that seem possibly similar? ... vOv
  10. @Atlessa this? vOv EDIT: nvm... just saw you said "...a few years ago..."
  11. Yup... CKAN now installs it correctly Thanx
  12. oh yeah, @bcink I forgot to post about this earlier today... Its not CKAN... the release package on SpaceDock seems to have a little folder structure SNAFU... it has MarsDirect/GameData/MarsDirect/, instead of just GameData/MarsDirect/ Just need to move the folder for manual install... CKAN peeps are hurtin, as trying to install this, CKAN completely locks up, and only way to close it was by ending CKAN's task thru Task Manager
  13. Hmm... KSPWheel had issues with dust effects, due to some unity references and/or shader/particle stuff being changed in the Unity 2019 upgrade for KSP... i have no clue if this could be a similar issue, but might be worth checking out for someone? ... vOv I think this might be a post where Shadowmage discusses it:
  14. @OrbitalManeuvers Interesting mod. You might want to add moar screenshots to the OP, to get moar clicks Also, mebbe adding download link would be good too?
  15. Aaaahh... CKAN.... Theres a patch by Tegmil you should try out and install *on top* of your current RPM installation. i would test it first in a fresh KSP install, and not one that you love dearly.
  16. Then, no, there is no other mod that does what RPM does, except its replacement: MOARdV's Avionics Systems, which i linked above. As to the upside down display issue (I assume youre talking about the MFDs?), I'm pretty sure that was fixed, a few versions back, of RPM... Double check that youre using the latest version, and mebbe scan a few pages back thru the most recent RPM posts? Mebbe check the open/closed Issues on the Github repo? vOv
  17. Have no idea if either of these are anything close to being able to do anything like you want, but have you poked them? https://github.com/blowfishpro/B9AnimationModules and BDAnimationModules ... check the forks... buncha people have forked/updated it ... Raidernick and LGG seem to have the most recent changes/updates ... vOv https://github.com/BahamutoD/BDAnimationModules/network/members
  18. Strange... now *I* cant repro it either... :face_palm: ...Had restarted three times, with this issue yesterday... Now this morning, it works fine after a few restarts... vOv Sorry if it ends up being a false report... I guess nothing to worry aboot unless other reports start rolling in...
  19. @AlphaMensae Sorry if this has been brought up already, so just an FYI, but CKAN is not listing AnimatedDecouplers as a dependency, nor as even a recommended mod... vOv Not sure if you maintain your own CKAN listing or not... vOv
  20. @HebaruSan Just an FYI, and to hopefully keep anyone asking about if it runs on 1.8.1: KSP AVC is reporting v0.10.0 only runs on KSP v1.8 ... on a 1.8.1 install
  21. Dang... too bad the textures cant be redistributed... they are all .mbm Not mentioning what the performance gain might be in converting them to .DDS, doing so would at least shrink the mod by almost 60MB Not much diff for peeps with nice computers, but would make a difference for peeps on potato computers, and/or less than 6GB of RAM, as well as those whose credo is: "Mod it till it breaks..."
  22. @linuxgurugamer FYI, user DeimosRast (sorely missed), had done a bunch of config work for AIES also. I have a .zip of it, but not sure on a license. Its dated Nov/08/2016... I did a quick search of his posts, but couldnt find anything around that date, but I dont have much time right now to dig thouroughly. AIES Continued Patches ONLY v0.2.1 (1.2.2) [DeimosRast].zip I know he did TONS of .cfg work on TONS of mods around that time, and he was very generous about making them freely available to everyone, so if his post can be found, it will probably state in there somewhere thats basically an open license. vOv
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