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Everything posted by Stone Blue
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[1.1.2] Launch Clamp Fuel Pumping (v0.2)
Stone Blue replied to WillThe84th's topic in KSP1 Mod Releases
@traisjames this mod is just a couple of config files. No plugin, hence no code, hence no need for a recompile. Theres a very good chance this still works as-is, in every version of KSP from 1.1.3 to 1.7.0. Hopefully someone will test it in latest versions and post back whether it still does work for sure.- 35 replies
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- launch clamp
- fuel pump
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Need a mod with fixed/static fairing sizes.
Stone Blue replied to Geonovast's topic in KSP1 Mods Discussions
@Geonovast how about Simple Adjustable Fairings? -
CONGRATZ on breaking "The Curse"... Thank you, too, @IronCretin
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Ya... there are some mods that still work, that havent been updated, or say they havent been updated since 0.25 or before... SpaceDock.info and Curse.com have tons of mods... (note that SpaceDock seems to be currently having loading issues... will probably get resolved Soon™ ) If a mod you think looks interesting, but it says it hasnt been updated for your KSP version, best to check the most recent posts in its thread to see if people have reported that it still works... even with "dead" mods, many still work
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Hmm.. i just reported this on the SD thread (which seems the best place to do it?)... but it seems to be up for me now... dont know if it was just a short burp, or what vOv EDIT: nope... loaded for a second, but now not responding... best to just quit trying for awhile, rather than hammering it with traffic if/while it is down. best thing to do if it seems to be down for you, is to at least google "is it down" , run a check on the first couple or moar links, before reporting an outage here on the forums... And be patient ... its basically only one or a couple of people that are supporting the whole site...
- 2,176 replies
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- totm july 2019
- spacedock
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@VITAS No rush, and please check at your leisure... But SD seems to be down for me right now... I checked on three or four of the top "is it down..." website results on Google, and all reported it was down... vOv Again, no rush... Whenever you can... As always, THANX for what you do
- 2,176 replies
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- totm july 2019
- spacedock
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Either of the first two links should work. https://www.google.com/search?client=firefox-b-1-d&q=kerbal+death+star
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better fix: in a standard text editor, open the external-camera.cfg file... (found here JSI\RasterPropMonitor\Library\Parts\ExternalCameraPart\ ...) Look for this line in the MODEL{ }: model = Squad/Parts/Utility/linearRCS/model replace it with this: model = Squad/Parts/Utility/linearVernorRCS/Assets/linearRCS Save the .cfg... Profit I'll add an Issue with this fix, on the repo for RPM for posterity's sake.
- 2,070 replies
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- iva
- rasterpropmonitor
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Kerbal Space Program DLC: “Breaking Gound” Grand Discussion Thread
Stone Blue replied to UomoCapra's topic in KSP1 Discussion
Answer is there in the announcement thread... Do we need this thread, now? Plus the title of this thread is VERY misleading, and too close to the title of the official announcement... vOv -
Could try running DirectX Diagnostics, just to make sure your Dx is all up to snuff... vOv Also verify your Nvidia driver is up to date
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Typescript/Javascript MU file reader/writer
Stone Blue replied to PatPL1's topic in KSP1 Tools and Applications
THANX PatPL1! I wonder if it will matter, that if you grabbed it from the master, that the master is for Blender v2.8 only...??? Any thoughts @taniwha? -
[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
Well, idk where they are from, but i will confirm they are *not* from OPT Main, *or* OPT Legacy -
A 'night mode' for VAB and SPH
Stone Blue replied to GoldForest's topic in KSP1 Suggestions & Development Discussion
i probably should have linked this in my previous post, for those who have not seen it before. its an absolute awesome piece of work, and shows just how much effort and thought went into the hangars by bac9. -
[KSP V1.4.5] TAC Fuel Balancer v2.20
Stone Blue replied to Z-Key Aerospace's topic in KSP1 Mod Releases
YES... abolutely this... that was my initial thought, to have buttons to the right exactly like that... wanted to think on it moar, before I suggested it or something like it... Hmmm... just me, but I would like: Lock, Transfer In, Transfer Out, Balance, Dump, Highlight, then maybe Edit...?? (thats basically closer to the order of most used to less used buttons, for me...) vOv Maybe to keep the buttons small, just single letter would be enuff to label them since they're all unique? ie L, I, O B, D, H, E ... vOv -
Mods in Stock
Stone Blue replied to Choctofliatrio2.0's topic in KSP1 Suggestions & Development Discussion
Is this not what KerbNet is? vOv -
Or are you thinking of inside actual IVAs? That would be Free IVA Tho its WIP, and limited in the number of IVAs it actually works in... Its solely up to IVA makers to include support for it... which seems to be its biggest hamstring to going "mainstream"...
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As a professional hoarder uh, "collector" of mods for years, (I have ~400GB, ~25,000 files of mods on my HDD) I used to do that... then I found it was a terrible way to organize them, as many are usable in multiple versions of KSP. I since have reorganized all mod packages into one folder, and now suffix the filenames with compatable KSP versions. If there are multiple KSP versions, I put the most recent first, and the oldest second... anything inbetween is assumed to work also... If its unclear what KSP version, I use the release date... I also use other suffixes as necessary, for source/master/backport packages, specific OSes, etc... I find it *much* easier to find organize things by filename, rather than folder... the search function in Windoze Explorer works amazingly well to find everything I have on a mod, just by partial or full mod name... Like so: On topic, which Orion mod is it that you are using, @SlamduncAZ ? Hmm.. I was about to suggest ExtraPlanetary Launchpads... what about OSE Workshop, @Aeroboi ? vOv
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@tomf can i safely assume v2.5.3 (latest release) is for KSP 1.7.0? vOv
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Could people try not to quote whole posts when they respond to them, please? Just snip the relevent parts if there is a specific thing in someone's post that you want to address... Loading the thread with all these full quotes is heck on mobile...
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@Klapaucius, @taniwha has the Blender Import Export plugin he's still actively developing which I'm pretty sure can do this, as well as handling the stock model .mu files. https://github.com/taniwha/io_object_mu Just note that the master I linked to is only for Blender 2.8, which is still in beta... for a version that works in Blender 2.79b or possibly earlier, you have to get the version in the 2.79 branch. EDIT: Actually, heres his thread that explains better: (altho theres no mention of .craft files, the plugin does do them)
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A 'night mode' for VAB and SPH
Stone Blue replied to GoldForest's topic in KSP1 Suggestions & Development Discussion
Yesss... I agree... It shouldnt be too demanding... since the LightsOut mod does *exactly* this... and yes, technically, performance might be slightly better with the unbaked light sources turned off... however, very little gain for the effort to add this function to stock, possibly... I mean, yeah, how much time would you spend in the editor with the lights off? .. only enuff to check placement/throw of light parts, and maybe to see the pretty effects of windows?... vOv I could usually care less about adding moar parts to stock, as I find mods usually supply moar than an adequate plethora of parts... and usually IMHO, better than stock, so added stock parts would be just unecessary overhead and bloat for the way *..I...* play... However, I wouldnt argue your point at all, as I realise the other of the spectrum should have plenty of stock parts to choose from. Now, having said *that*... Yes, it *would* be nice to have all this... However, it comes back to what Claw pointed out: that more active light sources affect performance... so the moar light parts you put on a craft, its as bad or worse than performance loss when you add moar parts... and if there were moar kewl light parts, who would be able only use one or two? You know people would want to plaster dozens of these parts on their craft/space stations... then everyone would wonder why their FPS dropped to a practical slide-show... IIRC, tho I'm sure I wont get this right, KSP defaults to being able to handle, like, 8 light sources at once? ... as you raise that number, performance drops significantly... there is a setting for it in the game's Graphic settings... So, to get closer to on-topic, and to reiterate... Turning the lights on/off in the hangars, is *NOT* as simple a matter as you might think... the way the game is now, about the best we could hope for in stock, is exactly what LightsOut does... Its a switch that turns off the few active light sources, and only *dims* the hangar lighting... So its probably a small tweak, for little gain... and I have no clue, but if they add code to do this, who knows what the chance is that it could introduce bugs or issues into the game?... Plus, they have to consider the long-term effects of adding/changing features to the game... When the lighting effects were baked into the hangar textures is perfect example. They made that change to address an actual performance issue, but they had to give up future possibilities of being able to customize the dynamic lighting in the editors... ie, being able to turn the lights on/off in the hangars... So, yes, there *would* be moar work than you would think to do something so simple as turn lights truly on/off... Im not trying to stop or stiffle dicusion of this... Its actually good if people discuss things like this... as if there is enuff of it, it may show Squad there is enuff of a demand to look at and consider adding things like this to the game...