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Everything posted by Stone Blue
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Another easy, standalone DDS batch converter is https://github.com/Telanor/DDS4KSP/releases Its called DDS4KSP.... still works... and you dont need to flip the textures manually before hand... NOTE: you dont need DDSLoader plugin any more with this, so skip any mention of that...
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[Minimum KSP version 1.11] Surface Mounted Lights v1.19
Stone Blue replied to IgorZ's topic in KSP1 Mod Releases
yeah, but then you run into ethical and etiqutte issues... like, if you take *one* model... why not take moar?... or *all* of them?... Then you are basically just taking things from one (active or working) mod, and replacing that mod's plugin for another... vOv Possibly killing or stealing that other mod's thunder... -
If you read back a few posts, you'll find this post: So, probably wont work past KSP 1.2.2
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[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
Its not so much "recent" vs "old" ... While most share the same profiles and aesthetics (even many of the textures are the same), for some reason KYeon decided to deprecate some parts, and not others, and to also make new parts (that are in OPT Main)... there may be functional and stat differences between similar Main and Legacy parts... I guess it comes down to, how many moar parts do you want in your install, and editor parts lists -
Yes, please post beforehand... I make *extensive* use of SpaceDock, almost daily Also, be aware, KSP 1.8.0 update and the new DLC are *supposedly* due to drop the end of this week, but moar probably the beginning of next week... So I would expect lots of devs wanting to get new updates out, and users to want *immediate* access to them... lol If it takes moar than a day or two to do the move, and make sure everything is stable, *and* if everything is *currently* stable, maybe it might be better to wait a couple weeks for the move? vOv .. until after the dust settles from 1.8.0 release?
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[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
Stone Blue replied to NecroBones's topic in KSP1 Mod Releases
Seems like it would be a simple matter of using NodeHelper to adjust the nodes to the proper positions, and edit the individual part.cfgs, or make a single MM patch to redefine them all... vOv NodeHelper- 356 replies
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O .O ... oooo, touchscreens?? me likey...
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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
so far: 1) try World Stabilizer 2) tag the mod dev in the mod thread, to ask if it would be possible to fix the model 3) wait for someone to fix it, if no reply from the mod dev 4) dont use the parts -
[Minimum KSP version 1.11] Surface Mounted Lights v1.19
Stone Blue replied to IgorZ's topic in KSP1 Mod Releases
@Corax Yes, those transform names are specific to the AviationLights models... You would have to replace those names with proper ones from the models for the parts you are trying to add support to. there are a couple mods out there that let you "deconstruct" a model's gameobject hierarchy, in-game... Primarily, Debug Stuff works very well. Using that, you can find the proper transform names you need, for any model. IIRC, AviationLights is hard-coded to adjust the range setting, based on settings defined in the cfgs. I suppose range could be used to differentiate between indicator lights, nav lights, wide-beam and spot lights.... (ranging from shortest to longest range) ... range and intensity arent necessarily the same thing, and dont necessarily equal "brightness", either... -
*...Placeholding this spot, for CobaltWolf so he can be FIRST ...* Thanx for this, Beale... Being very disorganized, while having OCD at the same time, makes my KSP folder and games, quite consistently organized and disorganized, in at least semi-logical ways, all at the same time ... lol This should help immensely, when I do actually get to play...
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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
@Nigel J. Cardozo Dont be sorry ... Thats generally a good suggestion... I myself, forget that WS and Physics Range Extender are not compatable... -
[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
OPT Legacy was the first "iteration" of the OPT mod. It used to basically be called just OPT... But then the original mod dev, decided to trim the mod, retire all those trimmed parts, and basically revamped what was left along with making a whole bunch of new parts. The retired parts were released as a *seperate* mod, OPT Legacy... So now, there are three, seperate, OPT mods: OPT Legacy, OPT Reconfig (required for OPT Legacy; optional with OPT)... and just OPT, loosely referred to as "OPT Main" ... OPT and OPT Legacy are standalone mods. -
[V1.2.3] Nice MKseries Body [NMB] [V3.8] [2022.11.2]
Stone Blue replied to Kernowden Kerbin's topic in KSP1 Mod Releases
@Svm420 So I poked around the model... it seems to be using some complicated mesh colliders, which I'm guessing KSP doesnt like... This isnt a mod I use, and I already have a ton of projekts on my plate... One of which, is eventually (and hopefully) fixing the OPT models that trigger the bug... Once i get to those, maybe I'll poke at this one... if @Kernowden Kerbin doesnt come back and take a look at it before then... vOv -
[1.9.x] QuizTech Aero Pack Continued
Stone Blue replied to linuxgurugamer's topic in KSP1 Mod Releases
I was hoping someone would test it before I did a PR... i posted links for the .mu a couple times, a few pages back... Kind of forgot about it... I can submit a PR in a bit. EDIT: PR submitted -
@4x4cheesecake idk... I been using SD on FF for the past hour or moar, and no issues at all ... vOv There was a FF update yesterday... are you up to date? EDIT: itr could be a regional internet thing again... I remember awhile back, where SD would be fine for some in one region of the world, but dead for others... There was a way to check, but i forgot... there was a link, buried back in this thread
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https://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Syntax
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Ok... I know CobaltWolf was talking about needing to make new plug models or soemthing for SEP, due to the KAS/KIS overhaul... So I thought there was moar involved than just patching ... vOv
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No, I mean the texturing and texture layout/UV mapping... I'm not sure what Starwaster did.. vOv Heck, I cant even remember fully what *I* did with it ~1yr or so ago... I have CRS really bad I'll dig it up and see if there was anything significant other than some FS to B9 cfg work I did on it... I had plans to improve the mod quite a bit, and release it... But i have so many projects like this that I have started and not been able to finish (possibly due to ADHD vOv ), I would say dont let me stop you from doing something with it. You've already picked up quite a few things I was poking into and hoping to "continue", at one time or another ... lol Yes, it did work... Idk, tho... i hear legacy mods with KAS/KIS need *quite* a bit of work for the new KAS/KIS? vOv I think thats the one thing that was gonna kill off SEP anyway, even before the new DLC announced a "stockified" version...
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Yeah, i had done a bunch of work on this mod, hoping to revive it... lots of the nodes were reversed ... I used Node Helper to fix them... The models and textures are quite un-optimized tho... I was switching away from the Firespitter dependency, and setting everything up with B9 PartSwitch.
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I dont know if a source for the new, KSP 1.4.0+ Kerbal EVA model hierarchy may already be buried in the thread somewhere, but I thought I would post a compilation I was able to pull thanx to @shaw 's help... Shaw, feel free to copy this list to your pastebin where the old model list is linked in the OP.... or add a link to mine... Thanx again for the help in compiling the list.
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Stone Blue replied to IgorZ's topic in KSP1 Mod Releases
@COL.R.Neville @Tonka Crash I just posted this thread... I forgot to do it, way back when I originally compiled it... -
I was doing some poking around the new Kerbal models, post-KSP 1.4.0, and thanks to shaw and his TextureReplacer mod, I was able to compile a list of the model hierarchy for the EVA Kerbals. After coming across Sumghai's [Reference] Kerbal EVA model transform tree thread on the hierarchy, I thought I would post one for the new models introduced in 1.4.0. (These have the new removable helmets and neck rings, among other changes). If you open the list in a text editor or spreadsheet that does line numbers, theres a little ToC at the top, so you can jump to the beginning of each model, instead of scrolling thru a few thousand lines of text. I hope people find it useful. DOWNLOAD HERE An example of whats in the document: New Kerbal Model Hierarchy for KSP 1.6.0+ (New models, w/removable helmets and seperate neck rings) Thanx to Shaw, owner of TextureReplacer mod for adding the function into the TR plugin to pull this list Line 13 Male IVA Hierarchy Line 271 Male EVA Hierarchy Line 1065 Male EVA Vintage Hierarchy Line 2205 Female IVA Hierarchy Line 2460 Female EVA Hierarchy Line 3268 Female EVA Vintage Hierarchy Male IVA Hierarchy * kerbalMale: UnityEngine.GameObject - kerbalMale (UnityEngine.Transform) - kerbalMale (UnityEngine.Animation) - kerbalMale (Kerbal) - kerbalMale (kerbalExpressionSystem) - kerbalMale (UnityEngine.Animator) * globalMove01: UnityEngine.GameObject - globalMove01 (UnityEngine.Transform) * joints01: UnityEngine.GameObject - joints01 (UnityEngine.Transform) * bn_spA01: UnityEngine.GameObject - bn_spA01 (UnityEngine.Transform) * bn_l_hip01: UnityEngine.GameObject - bn_l_hip01 (UnityEngine.Transform) * bn_l_knee_a01: UnityEngine.GameObject - bn_l_knee_a01 (UnityEngine.Transform) * bn_l_knee_b01: UnityEngine.GameObject - bn_l_knee_b01 (UnityEngine.Transform) * bn_l_foot01: UnityEngine.GameObject - bn_l_foot01 (UnityEngine.Transform) * bn_l_ball01: UnityEngine.GameObject - bn_l_ball01 (UnityEngine.Transform) * be_l_footEnd01: UnityEngine.GameObject - be_l_footEnd01 (UnityEngine.Transform) * bn_r_hip01: UnityEngine.GameObject - bn_r_hip01 (UnityEngine.Transform) * bn_r_knee_a01: UnityEngine.GameObject - bn_r_knee_a01 (UnityEngine.Transform) * bn_r_knee_b01: UnityEngine.GameObject - bn_r_knee_b01 (UnityEngine.Transform) * bn_r_foot01: UnityEngine.GameObject - bn_r_foot01 (UnityEngine.Transform) * bn_r_ball01: UnityEngin
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tagging @jrodriguez to get his input on this, too
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