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Everything posted by Stone Blue
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A 'night mode' for VAB and SPH
Stone Blue replied to GoldForest's topic in KSP1 Suggestions & Development Discussion
Yes... Thanx for pointing that out... I forgot to mention *why* bac9 baked the lighting into the textures... Its a shame that KSP (Unity?) has always been performance hampered when rendering such a (seemingly) limited amount of light sources in a scene. -
A 'night mode' for VAB and SPH
Stone Blue replied to GoldForest's topic in KSP1 Suggestions & Development Discussion
Wow... the Stock Purist flag is definately waving high in this thread... First, people mention that there is a mod that does something, because there *is* a large majority of players that dont mind, or dare I say, even *like* playing, using mods. Second, mentioning that there *is already* a mod that does something, shows that its highly likely it *could* be added stock KSP. Third, if theres enough mention and discussion, and *interest* in said mod or function there of, Squad may say "Hey!... theres an interest in having this in stock, and a mod did it, so maybe we should look at how that could be added to stock... Fourth, at one point, Squad actually hired quite a few mod devs, and the mods of those devs, in one form or another, *were* actually added to stock. Fifth, I find it so funny how people say they want to see something in stock, which a mod already does, snub noses at it... *then* when it does make it into the stock game, they cheer... :shrug: On topic, there was a mod that was even *better* than LightsOut, called DimmableVAB. But when bac9 completely redid the hangar interiors, it completely, unfortunately broke DimmableVAB. I mention that, because that means one less method to have this feature added to stock. LightsOut also got broke a little, IIRC. LightOut used to be darker. bac9 (sort of unfortunately), baked all the emmissive lighting from the wall and ceiling lamps into the textures... so they can no longer be switched off or dimmed. I mention *this*, because it probably makes it a little harder to to add a good way to switch the lights off in the hangars, unless the hangar textures were to be reworked. And thats not likely to happen, unfortunately. -
[KSP V1.4.5] TAC Fuel Balancer v2.20
Stone Blue replied to Z-Key Aerospace's topic in KSP1 Mod Releases
I love TAC FB, and have used it *forever*... My main issue with it, is hurriedly trying to shift fuel, mostly remaining from stages I am about to discard, which usually has to be done quite quickly before a circularization burn or maneuver node... Having the second small UI popup with the action options, is kind of a PIA to use in a hurry... would be nice to see that reworked into the main UI somehow... vOv -
Yeah, dont do that.. leave the mu/texture in the original folder... and dont use "model = " alone, outside a MODEL{} node, that *works*, but its a deprecated method, and *does* require the mu/texture to be in the same folder... maybe even the same folder as the cfg?.. I cant remember that part...lol Check that you used *forward* slashes ( / ), *not* back slashes ( \ ) in the URL using method LGG stated.
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[1.2.1]Arkas: Development Edition
Stone Blue replied to The White Guardian's topic in KSP1 Mod Development
@The White Guardian Yup... I kno.. i lurk the Kop Discord as KineticSloth Yeah... I have since learned not finishing many projects I've started, that "show, dont tell", is prolly a good strategy And yeah, Instantiator recently peaked my interest... -
Defintely worth the possibilities... I've been keeping an eye on this, as well as Katten's AnimatedAttachment mod. Actually, speaking of which, @peteletroll , do you forsee any conflicts or issues with running both mods at the same time? ... not necessarily on the same *nodes*, tho... lol But just having them in-game together?
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[1.2.1]Arkas: Development Edition
Stone Blue replied to The White Guardian's topic in KSP1 Mod Development
@Hotdiggitydog No problem Welcome, also -
[1.2.1]Arkas: Development Edition
Stone Blue replied to The White Guardian's topic in KSP1 Mod Development
@Hotdiggitydog I understand your excitment however, please dont start pestering. If TWG wanted to give any moar details only 18hrs after posting his "clue", i'm sure he would have by now. Also, its usually good forum ettiqutte to *NOT* quote a whole post, and especially one that is right before, or not far above yours... An @ tag for TWG would have been sufficient, rather than just hitting the *Quote* button ....and I'm not singling you out, I've noticed TONS of people doing this recently... >:( -
Hi @Starwaster First, I am *NOT* asking for an actual update of the mod. Just wondering what the status is of it, and if you are still considering development of it. Especially since IFILS and Closed Life Support seem to both be dead. It struck me, that having a nice simple LS system, that addresses just breatheable atmo for Kerbals is a nice place to start for people wanting to try an LS mod, without all the complexities of full-on LS like TAC or USI. I kno there is Snacks!, which is still in dev. That seems to take care of just the food aspect. It is a good starting point for peeple wanting to try a simple LS mod. I was thinking it might be nice to start with *EITHER* Snacks or ICS, or maybe *both* together for basic, simple introduction to LS mods. Maybe I am incorrect, but it seems there shouldnt be any conflict between the two, since they seem to handle two seperate aspects of LS, and both seem to do so *simply* vOv So, i guess I am just wondering what your thoughts are about this? Thanx
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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
@flyguybc I'm sure Jade will chime in soon, but Reconfig is just a bunch of configs and patches... *NO* parts at all... it just updates and balances the two parts packs (Legacy & Main) to better match current KSP, and to offer support and integration for quite a few other mods. OPT Legacy *needs* OPT Reconfig... I *think* its optional with OPT Main? And my two cents on OPT and KSPIE being used together: *HERESY* I'm not sure if they are comparable, but I know Jade just added some fancy reactor engines or something for OPT... and I'm sure OPT should play nice with any of the Near Future or other mods of Nertea's. Also IMHO, I think OPT and any of Angel-125's WildBlue Industries suite of mods should make for a nice comprehensive play-thru ... I know Jade did a *TON* of work getting them to work together well. (Hence, a good part of what is in OPT Reconfig.) -
there is this:
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Dont see how this really belongs in the SSTU thread, other than I assume thats the one mod you are interested in getting this working for...?? vOv Try here, tho:
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@rib3irojr Huh... I also have HD3000 and i5-2450M, and also forcing Dx11, and the latest SSTU seems to be loading all the textures properly for me... vOv
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yeah... resizing the textures to 1k and 2k for the release package should at least about quarter the size of the mod, down to ~230MB ... still kinda "fat", but definately moar manageable for people on mid-line to potato computers, that dont have 8GB or moar of RAM, or high-end GPUs.
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well, I can see why the textures shouldnt be converted to.dds... I thought 129MB for this parts pack was high, with .pngs. Converted them all to dds, and it comes out at 0.97 GIGAbytes :face_palm: Looking at the textures, having the majority of them at 2K, and even some 4K textures, that seems a little excessive... vOv
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[KSP 1.12.2] VesselMover Continued (Sep, 2021)
Stone Blue replied to jrodriguez's topic in KSP1 Mod Releases
THANX jrodriguez -
AWEOSME SAUCE