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Stone Blue

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Everything posted by Stone Blue

  1. uhh.. like TAC Fuel Balancer does it? or mebbe GPOSpeed Fuel Pump? or PWB Fuel Balancer? vOv
  2. Nah... Military nomenclature is generally listed as general/category, to moar specific description of an item... rather than the reverse, as in common English usage. ie first and foremost, its an "indicator"... type of, "attitude"... specifically for "flight direction"... versus, say, an indicator for attitude, for a specific weapons system... or if it were an indicator for altitude for a radar altimeter system, or an indicator for altitude for a bomb sight system... etc... Like, in someone saying "hey, whats the Radar Altimeter Altitude Indicator say?..." or "Whats the reading on the <gun turret> Attitude Indicator read?..."
  3. Well, for one thing DirectX 9 should *finally* be put to Rest In Peace... KSP should now be Dx11 by default, possibly Dx12 for those on Win10. I have been forcing Dx11, IIRC, since at least when KSP wnet 64bit, and I have always seen a significant performance improvement, as well as ~1GB or lower RAM usage over Dx9... so theres that... Plus, those of us still forcing Dx11, and having to install Textures Unlimited (basically as a stock dependency), just to get the proper icon shader working in the editor, wont *shouldnt* have to install that anymoar. But there will be MANY moar improvements I am sure, as there have been many things added/fixed in unity itself since 2017.1 I wont go into moar detail here, as IIRC, there is another thread talking aboot possible improvements with Unity 2019.1.
  4. Based on Squad's previous statement of trying to hold to a 3 month release schedule, 1.8 is roughly due the middle of this month. But we know software releases are not always on time. *Rarely* early. So I would not even ask or think about it for at least a couple moar weeks. The other thing to consider, is 1.8 incorporating a huge Unity update, so I would be highly surprised if 1.8 came out on schedule. (pleasantly surprised, but very surprised nonetheless.)
  5. Well thats the thing, IIRC Restock has its own plugin, that uses its own file extensions for white/black lists, so it has nothing to do with MM patching, hence the order of MM patches doesnt matter. What could cause issues if there are other mods patching stock files.
  6. ReStock should be able to be handled pretty easily with a blacklist/whitelist patch. That team did and excellent job of initially taking into consideration how to allow and not break other mods that need stock models/textures. They even did a full wiki page with excellent documentation on how to do the listing. Its even easier than an MM patch.
  7. Yes, several... the two mentioned.. Also VOID (Vessel Orbital Display), NavHUD Extended, as well as BasicOrbit... there are several moar that escape my memory right now. As for watching fuel/resource levels per stage, there is Alternate Resource Panel, which is an extension/replacement for the stock toolbar fuel/resources button/display.
  8. Hmm.. I had gone into the game settings and poked around in there completely, or so I thought, before I posted... No surprise I missed it tho Thanx
  9. @linuxgurugamer So I finally got the chance to try out the new release. At least both LightsOut and Precise Editor are useable now. I dont see where LightOut has any kind of way to adjust the key input on/off settings, as implied in your release notes... vOv So pressing "P" works and Precise Editor GUI opens, but of course it toggles the lights off, as well... If you want the hangar lights back on while using PE, clicking the LightsOut toolbar button turns them back on, and your all set... Just more of a little annoyance, than anything... vOv So not really anything you *need* to deal with this now, unless there *is* supposed to be a setting or config a user is supposed to use o turn off key input for LightsOut...vOv So, again, Thank You for at least allowing both mods to be used at once now.
  10. What do you mean? Like, it *spawns* high above the runway, and drops down to the ground, before you can even do anything in the flight scene? If so, that sounds like the 1km spawn bug, usually caused by a collider problem with one of the parts used in the craft. The Humpback 7m Cargo Tail from Legacy is known to do that. I dont remember if any of the OPT Main parts do it and need fixing. That inline cargo bay you have in the center of the craft would be my guess as the culprit. If this is what you are seeing, you can try installing the World Stbilizer mod, until, and if ever the parts themselves get updated with a fix.
  11. @linuxgurugamer Excellent! THANK YOU SOOO MUCH... I'll give this a try in the next day or two
  12. Just out of curiousity, try removeing that stock cargo bay, and replace with the same size tank... adjust fuel to similar mass as what you have for the cargobay... Just wondering if it could possibly be a drag cube issue? vOv OH... and whats it doing? pitching down, or up? might be because you have the CoL *behind* CoM ... hard to tell if they are on the same plane vertically, too vOv
  13. How about another mountain stage, or at least a *northern* route thru/around the mountain range NW of KSC (between stage 1 and 3)?... going north at least seems shorter? also, a direct line between 1 & 3, seems like you would at least be going thru the northern foothills, which seems it would be at least a little moar interesting/challenging, than the seemingly flatter, open terrain along the current southern route? vOv
  14. Strange issue indeed... Perhaps posting both your KSP.log and output_log may help to track your issue down. In case you dont know how/where to find them, and post them, see this post:
  15. Before people start asking, yes, Spacedock is currently down... Tagging @VITAS
  16. This isnt it? vOv https://github.com/KSP-RO/RealismOverhaul/tree/master/GameData/RealismOverhaul/RO_SuggestedMods/DECQ
  17. Are you using *this* plugin, or the .mu importer plugin? ... I thought Taniwha had recently added/fixed .craft import in his .mu import tool
  18. He means being able to specify a different browser opening when you click the Open Link button in the PAWS ingame, than having it open your default OS browser ie if Firefox is set as default browser in Windows, the ingame buttons will open FF... If you want to use Telemachus in Chrome instead, but *not* have Chrome as your default Windows browser, then you have to *not* use the ingame buttons, and open Chrome manually oustide the game
  19. It seems Taniwha's changes (plus some others), were commited to the `develop` branch on the actual CLS repo, so you can grab them there, rather than from Taniwha's forked repo. Nevermind, seems that repo doesnt contain the compiled DLL... I guess just grab from Taniwha's link vOv
  20. @pbristow I kno its not as nice as being able to tell Telemachus which browser to open (Windows and maybe Linux), handle determining your default browser, but what I do, is open my preferred browser for Telemachus use, type in the IP, and when the menu for Telemachus comes up, i bookmark each menu page seperately... Then IIRC, its just a matter of opening that browser manually, and clicking your bookmarks, and voila, Telemachus just works Edit, oh yeah, there is no .exe... Telemachus is all .html and .json... *thats* why its OS and browser agnostic... so yeah, you cant specify which browser to use to open certain file extensions... I mean, you *can*, but then your OS would just be switching your default browser in that case.
  21. @looksgoodfp You have to hit the "Write" button in a different GUI to write the _NH_cfg... that doesnt automtically add the info to the part.cfg, and it doesnt write a complete cfg. It just writes the node coords to a file... You then have to copy/pasta those either from that file, or directly get them from the Ui you changed them in, copy/pasta to the actual part.cfg... The changes arent permanent when you edit them ingame. You have to make the changes to the part.cfg, then you have to reload the part database, either by using the Alt-12 menu (I prefer not to do this, cuz I have found changes quite often do not take effect, for what ever reason), *or* you have to exit the game completely and restart... This is what I do. Exit the game, delete the Partdatabase.cfg file, as well as the four temporary MM cache files, then restart the game... You changes should take effect then... Yes, its still somewhat tedious, but using NodeHelper to visually do the edits, and get good coords usually the first time, and just having to restart the game once, is still better and less tedious, than guessing at changes, and having to exit/restart the game multiple times.
  22. Just an FYI... ModuleManager, since v3.0.7 allows defining subfolders: Version 3.0.7 NEEDS now allows subdirs (NEEDS[SquadExpansion/MakingHistory]) Also, if you use NotePad++ a lot, if you dont already know, Jadeof Maar has an *excellent* updated KSP language for it, here: https://github.com/JadeOfMaar/NPP_KSPlang
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