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Everything posted by Stone Blue
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[1.5.1] Cacteye Optics Community Takeover
Stone Blue replied to icedown's topic in KSP1 Mod Releases
While this is a good question, considering the lack of posts since 1.5.1.... Hmmm... have either of you actually *tried* it in a 1.6.1 or 1.7.3 install? Granted there havent been many recent posts discussing usage or issues in 1.6.1 or 1.7.3, but that can also be taken as good news that it just might work in either version. Most likely, if the mod *didnt* work in 1.6.1/1.7.3, I'm sure someone would have posted something already. Either of you could have tried it, and decently given it a test run, and posted back, that "Hey, this *does* work in 1.6.1/1.7.3..." Actually, it would have been nice if *anyone* else attempting it in those versions, before now had posted that they had or had not had any issues in moar current KSP versions than what the mod is officially last listed as supporting. -
I'm having the game get stuck loading with this mod installed. It gets to the end of loading where I guess it checks for expansions, and just hangs there, with the loading screens changing. KSP 1.8.1, ImageViewer 0.6.0.0 Its a lightly modded install, is fine by just removing Image Viewer. Something weird is happening with not being able to compile/clone a *ton* of Squad parts vOv Also, something with ModuleManager and ImageViewer is throwing a couple exceptions too.. vOv I've included logs KSP.logs from both my w/o ImageViewer installed, and then *with* Image Viewer installed... that being the only change. EDIT: Shoot... I named the filenames backwards :face_palm: WITH ImageViewer: https://drive.google.com/open?id=16sqn1P4YugptkPOScAIbroqXuU5sXXiN WITHOUT ImageViewer: https://drive.google.com/open?id=1LGLUc8mHUgQ6AL96gfR-k1LhCDuhjGwb
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there were issues with Squad moving a subdirectory for the linearRCS part (which RPM uses as the model for one of its cameras), as well as IIRC, missing bulkheadProfile entries for the RPM camera(s), and an ASET one... This could be related, as I dont think either mod has been updated with fixes. There should be recent posts detailing fixes in respective threads.
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There was a *significant* Unity update with KSP 1.8.0. The base code for KSP was affected, the API was changed a bit, some main KSP .dlls were split into sub-.dlls, so mods from before that may need to be recompiled specifically against these changes. Hence, mods that worked pre-1.8.0 may not work, and mods updated for 1.8.x may not be backwards cmpatable for 1.7.3 or earlier.
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[1.7.2] KK Launchers - Delta, Atlas Pack
Stone Blue replied to Kartoffelkuchen's topic in KSP1 Mod Releases
@alberro+ you should be able to just install one, then install the second, and select "Merge folders", and select overwrite for any existing files... If, after doing that, post back, cuz after that, if there are conflicts, issues, missing files or errors thrown, then yes, KK may have to look at re-arranging the folder structure to a moar "standard" KSP structure. I *do* notice the folder structure for both mods is slightly unorthodox, and I can see how manually installing both could be confusing. vOv -
YES... Not to be confused with the other various KJR threads. Altho, there *is* a *development* thread also for KJR Next... but its clearly marked in the thread title. Other than these two threads, ya, I wouldnt suggest asking/posting about KJR Next in any of the other threads At this point, its anyone's guess. Looking at the repo, it looks like there hasnt been any recent activity for a few months. I would suggest giving it a try on a fresh, stock 1.8.1 install, and posting up your findings. Reports of what may/may not work in 1.8.1 might help Rudolf Meier get it up to snuff for 1.8.x quicker if he continues dev on the mod. vOv
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Cant believe this mod isnt getting moar love. This is a great addition to my Top Must-Have Quality-of-Life Mods in all of my KSP installs. Thanx for this, @Astronants
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@Trufiadok Just wanted to say the mod is great. However, may I suggest seperating all the source code and the /Pics folder to a folder level above the actual mod files (using the "standard" /GameData/ and /Source/ folder structure would help), *or* just remove all the source stuff and/or /Pics in a seperate release package (instead of having people grab and install the full master repo). Also, rearranging the folder structure to a moar "standard" KSP arrangement? And I see the current folder size when extracted to /GameData, is ~358 MB... thats quite a lot. I removed all the source material, the /Pics folder, and converted all the part textures from .mbm (.mbm format is not necessary any moar, and the file size for them is QUITE large), all to .dds. This shrinks the necessary extracted files/folders people install, down to ~114 MB... Quite a bit better. Also, by converting the textures from .mbm to .dds, might give a decent performance/FPS boost for users. Also by changing the folder structure to a moar "standard" format, might help eliminate any users having installation difficulties and asking for support? vOv I can make the changes for you and subimit a PR for you to look at and test, also? Just lmk...
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- canadarm2
- inverse kinematics
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Tried it in 1.8.1? vOv
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I *absolutely* agree with you ... that Squad should have either spent the money to buy at least one pre-made alternative dark theme, for about $35, *OR* paid for one of their employees' time to create one... However, since they have *not* done that in the several years since they switched to this latest forum software, after probably at least a couple hundred other people have expressed their wishes for this to happen, in several other threads about this exact topic, I expect we can keep on hoping in one hand, and well, you kno... So, I *was* hoping others would reply to this, offering other options, but here we are yet again, left with the only seeming solution of having to deal with messy, hacky (at least in *my* theme), userscripts and browser extensions. vOv If my reply seems persnickety, please know it is not directed at you... I welcome when someone brings this up, hoping *someone* will come up with a better solution. And in the meantime, I plug these userscripts, *hoping* someone will make better ones.... or at least give me some feedback on mine, so I can make it better vOv
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@arkolis Uh, its a part mod only... *no* plugin required, so it *should* pretty much work in any version of KSP vOv
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- pure
- electric engine
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shameless plug: https://userstyles.org/styles/128030/darkblack-kerbal-space-program-ksp-forum Actually, some other versions i have on Gihub too. Filenames explain the minor differences. https://github.com/StoneBlue/KSP-Forum-Dark-Theme moar: https://userstyles.org/styles/browse?search_terms=kerbal&type=false Use Stylus, and *NOT* Stylish, tho
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Stone Blue replied to TriggerAu's topic in KSP1 Mod Releases
@Brigadier mebbe try 1.8.1? vOv Everything in the Settings seems to be working fine for me on a practically stock install... vOv I know 1.8.1 fixed a couple UI bugs... not sure if they would be related in any way. -
Is there a mod that allows venting oxidizer?
Stone Blue replied to Jarmo's topic in KSP1 Mods Discussions
TAC Fuel Balancer or PWB Fuel Balancer are two... IIRC, theres maybe mods that will visually give you venting plumes too, I think... -
[1.3] NavBallTextureChanger v1.6 (8/7/17)
Stone Blue replied to TheRagingIrishman's topic in KSP1 Mod Releases
So, yeah this seems to still work in 1.8.1. However, i tried a recompile built against 1.8.1, and got some errors that I fixed. I guess Unity.dll was split up into several seperate .dlls However, built against 1.8.1 means it *wont* work in 1.7.3 or older. I think i have the new recompile working in 1.8.1. Since the original one still seems to work in 1.8.+, a recompile against 1.8.1 seems like it would moar only be for future-proofing the mod? vOv I was thinking of linking to the recompile, here, with a .zip of all the different textures listed in the thread, all packaged up nicely in one easy download... but I dont know if its really worth it? vOv @TheRagingIrishman you still around? Wot do you think? vOv -
@DStaal ugh... some people just dont get it Well, this one is also currently being looked into by the SD team.
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- totm july 2019
- spacedock
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Hmm.. @Acea dont want to be a pain, but IIRC, per forum rulez, working link to a mods' source needs to be posted... This one seems to be broken? vOv Thanx for the mod
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@RobinOfLoxley Yes, Curseforge is safe, and is the "official" KSP mod host. However, IMHO, SpaceDock is *much* better than Curseforge. There are also MANY mods that are only listed on the forum and hosted only on Github. https://spacedock.info/kerbal-space-program
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Thank You @nestor see my post.. I ninja edited it to include a thread I just saw started
- 63 replies
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- making history
- breaking ground
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Website down?
Stone Blue replied to MarkoeZ's topic in KSP1 Technical Support (PC, unmodded installs)
Me and a couple other people too... tho ours seems to be completely *blank*... NO error message at all EDIT: NVM... Nestor just replied that yes its down, they are working on it, and should be up again Soon™- 1 reply
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Yeah, if your mod isnt directly affected by the specific bugfixes listed, pretty sure no need to worry. So, uhh, @UomoCapra why do you tease us so? the KSP Store seems to be currently down when trying to login to account? lol thread already started
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@DStaal I've just notified quite a few of the peeps involved with SD by other means, of your post... Hopefully it will be addressed very Soon™ Good catch :thumbs_up:
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[1.8.x] In game notes / notepad / checklist v0.16 2019/10/23
Stone Blue replied to agises's topic in KSP1 Mod Releases
@agises Hmmm... would making a setting for a user defined folder location *within* /GameData/ be a possible compromise you would consider? ie for stuff I modify/save, such as MM patches that I dont put in specific mod folder (ie a patch I make that affects stock stuff, or several mods at once), I usually make my own /GameData/zStoneBlue/ to put stuff in... just so when I do a new/fresh install of KSP, that folder with my "personal" stuff, is staring me in the face when I look at /GameData folder... and I then remember to copy/paste that folder over to another install... IIRC, general consensus is as long as a mod *only* creates/modifies folders *within* the KSP_<install>/ folder, it should be ok... vOv And if so, would you also consider doing the same with your ImageViewer mod? -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
Stone Blue replied to JadeOfMaar's topic in KSP1 Mod Releases
Sorry, but i am one of those people who consider TweakScale to be a non-starter. It has its place, but IMHO, its been far too abused by people, and when installed, gives me far too many problems above and beyond what its worth, when there are other means to get rescaled parts. So, I find editing a couple two-digit numbers in, like, six part cfgs, *ONCE*, to be *MUCH* easier, than dealing with non-stop issues *from many mods* from *having TweakScale installed.* I even made my own MM patch to remove any and all TweakScale reference *across the board*, in *EVERY* part in my installation. Again, nothing against TweakScale, I just find it troublesome, especially when there are other options... Just like many people wont touch CKAN, when there are other options... But I digress, and we're starting to get off topic...I just wanted to mention another option, other than TweakScale, to users of OPT, by mentioning the ALG gear, and how to simply tweak them to make them stronger. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
Stone Blue replied to JadeOfMaar's topic in KSP1 Mod Releases
While I dont spaceplane very much (or very well), I do use both OPT mods to build aircraft. I also tend to build them very *biggly* I feel your pain with wheels on OPT craft. Not only are the stock wheels too small for my use, but I also find them WAAYY too weak for use on my OPT craft. Most times they wont even support the weight of the craft, and immediatley break upon spawning. I also wont touch TweakScale with a 10ft pole if I can at all avoid it. Instead, I highly recommend the use of the old ALG parts (Adjustable Landing Gear), which are now included in the Kerbal Foundries mod. Not only are these parts better looking, and offer moar sizes, the mod allows for tweaking the height/length of the strut, as well as the angle of the strut and hub seperately, among several other, suspension/strength tweakables. Even with all that, I usually end up modifying and increasing their strength in the part configs to handle my phat OPT craft. Being able to custom adjust the height and strut/hub angles allows for soooo many moar mounting options. One of these days, i *really* have to start pestering JadeOfMaar to add Kerbal Foundries to the thread OP as a "Recommended" mod.