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Stone Blue

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Everything posted by Stone Blue

  1. Actually, even *that* post refers to a release tiny bit earlier, than this updated one on the same day, by alexustas himself. So grab *that* one, *AND* this update/fix by Col.Neville, for KSP 1.5.1... posted Nov 1, 2018 Be sure to "Like" both posts
  2. Ahhh.. yeah, IIRC, NavUtilities *is* supported by RPM, tho I dont remember if there was a NU cfg required, that was included with RPM, or NU itself... I cant remember if NU is supported by MAS yet, tho... Yes... you can add whatever props you want into one IVA, for whatever IVA props are installed in your GameData, and yes, Unity will add them all to one cfg. One caveat, tho, IIRC, you have to make sure the proper modules are included in the final cfg, ie MASFlightComputer and or RasterPropMonitorComputer, and i dont remember if unity adds those automagically or not Also, you can make different versions or variants of an IVA. ie an all analog IVA, and an all digital one... You would have to write a patch(es) for anything more than a "base" IVA, that would have to manually be added, or "turned on" by the user. As far as I know, IVAs "variants" cant be switched between in stock KSP, other than activating/de-activating MM patches for them. @Electrocutor supposedly has a plugin (KSPF) that *can* do this... but i still havent gotten a chance to dig into how it works.
  3. Hopefully MOARdV will correct me if I'm giving incorrect information, but no, you can still use both RPM and MAS together. I guess MOARdV was smart enuff to have the forethought to develop MAS so it does not conflict with RPM. Older, pre-MAS RPM IVAs obviously require RPM... MAS IVAs require MAS... however there are many that use both ... Whether one or the other, or both are required for a given IVA, should be clearly stated in that IVA's first post on its thread. Being able to use both together is good, and allows full featured IVAs until MAS is fully developed, and able to completely replace RPM... It allows IVA creators to keep their IVAs updated and working, while they can slowly be converted over to phase out RPM during MAS' development. It gives IVA makers the opportunity to work on conversion little by little, rather than an all-out, all-at-once rewrite....and all the while have a working IVA every step of the way. Now to your issue... are you running 1.6.0, or 1.6.1? Are you trying to install both RPM and MAS? (this would depend on what IVAs you are trying to use). Do you have all the updated dependencies installed for RPM and/or MAS?
  4. Maybe extend the name a little? Infernal Robotics Sequencer NEXT... or IR Sequencer NEXT?... might help keep people from mixing up this and the original, in the future, or asking the same question again But good job, either way :thumbs_up:
  5. Get out... I was MAG-11 '86-'89.. H&MS/MALS-11 I-level Comm/Nav Tech Semper Fi, Brothers.. And Thanx much for the mod, leatherneck6017 ... Just one of the facets of Filter Extensions that I have been missing recently
  6. so has anyone tested v0.0.4 to see how far back it might be backwards compatable?
  7. Nope.. still here, still poking at it... What I have planned is to start from scratch using MAS stuff first... then only use any RPM props if there are no MAS equivalents yet. Having stock, ASET, RPM and MAS props all loaded up in Unity is quite a bunch to navigate thru, especially when many have identical or close to identical names. So I've started a side-project to get myself aquainted with the MAS stuff without RPM involved at all. I've been putting together a MAS IVA for the new Mk2 Lander Can/Rover. I have most of the gauges selected and laid out... but then RL hit hard a couple weeks ago. i hope to be back at it in a couple days. Then hopefully back at the Control Room soon after.
  8. @Geonovast Hmm.. Again, I'll recommend using NodeHelper... You can actively and visually watch the nodes rotate and re-orient, right in the editor... It also has a pointer to indicate which direction the attach nodes are set for... It allows you to live-change the node coords, rotations, and sizes... As to quaternion conversion, you could also install Blender 3D modelling program, and use Taniwha's Blender Mu Import-Export Tool... The process to get quaternions displayed as proper x/y/z angles would only be a few clicks long.
  9. Maybe check this one out too... It uses both MAS and RPM... It also has some MechJeb stuff, but i dont know if thats from RPM or MAS...
  10. If youre in the process of doing this, could you take a look at MAS functionality? RPM is basically dead, and MAS is the "next evolution"... I know MAS has the camera functionality, i just dont know how common/different it is from RPM. Would be best to look into it yourself, but as busy as @MOARdV is, he's been pretty awesome about answering questions about the workings of MAS vs RPM...
  11. Well, just because it can legally be done, doesnt mean it should be done. If there are no changes/updates/fixes to the parts, and someone just wants these seperated just for ease of installing them alone, instead of installing the whole original mod, then pruning the mod, IMHO, thats not a good idea. If someone does fix these, they should then submit a PR or fix to the original mod dev to update the original mod. If the orginal dev is not around, and doesnt reply to communications, maybe that someone should consider taking over the whole mod as a whole. I think it sets a bad precedent to just start splitting out and cherry picking parts of a mod, and releasing them as their own seperate mod. That can create confusion and a whole mess of issues. Plus, Spanner is correct, in that its usually better for someone to just start fresh with whole new parts, possibly based on the design or idea of said parts. I have dabbled in fixing/moddifying someone else's old parts, EXTENSIVELY, and have been told by many top, experienced modders, that in most cases, if its not just a simple fix, and it usually never is, its just better and easier to start fresh. After hitting dead ends, and lots of effort to fix things, I whole heartedly agree, especially where fixing the models/textures themselves is involved. Especially if there are more than just basic animations involved.
  12. Well, from what @theonegalen has told me, @Electrocutor has some kind of tool that allows IVA switching.. I havent fully looked into how it works yet tho.. I know you arent keen on the idea of having dependencies for any of your mods tho,,, quite understandably
  13. Also wondering about this IVA switching... I have a couple projects that I'm working on slowly, that I have been researching how best to do IVA switching for... @MOARdV Also want to say, I am very happy to see you've taken the next step to promote MAS IVAs, as well as the increased pace of MAS updates itself... I hope this adds moar steam to the MAS HypeTrain, and gets moar IVA developers on-board to update their older RPM-based IVAs, or to develop all new MAS-based ones. As ALWAYS, THANK YOU for your continued time and effort thats made anyone who enjoys IVAs, even only a little bit, experience KSP on a much higher level.
  14. @Geonovast yeah, i highly recommend NodeHelper if you arent already using it. @Phineas Freak has an updated fork of it Here Also, have you possibly considered looking into B9 PartSwitch? it can be used to switch nodes on and off... so you could possibly set up variants of parts, with the only difference being different nodes available... vOv
  15. KSP currently doesnt read from .zips Always extract the contents, which generally have their own folder structure that gets dropped into GameData... ModuleManager is just a dll and its subsequently generated cache files... to install, yes, the .dll just goes straight into /GameData
  16. i have no idea if it might have what you would need, but just thought I would mention that Telemachus, and several addon UI's for it, also used the old mapping site... IIRC, @Drew Kerman may have been involved with getting Telemachus sorted out, to use your new map site...mebbe he knows whether theres anything in Telemachus or any of the many seperate UI addons for it that might be useful? vOv Oh, also, i have about ~6.8GB of zipped maps for stock planets: color and slope relief, elevation, and true color composites... not all complete... I'd like to know where they came from, and who did them, and if they are shareable, if anyone knows, I'd appreciate it.
  17. @shanjoo idk, thats weird that everything works in Ult. Shuttle IVA, but not anything else. The only difference is the required MAS dependency of Ult. Shuttle. Are you *positive* you have current version of Raster Prop Monitor installed? OPT also ships with old versions of Firespitter and Module Manager. I would not install those... grab the latest updates for those. If you are good to go with current updates of those three mods, I suggest posting your KSP logs. BOTH the KSP.log, and the output_log You can find info on how to get those here:
  18. This *could* be a stock bug... I've seen reports of docking ports causing similar issue, when undocked on landed craft with wheels/legs... A workaround for *whatever* is causing it, might be World Stabilizer? Maybe give it a try? vOv If this *does* "fix" the issue, it might help in diagnosing a permanent fix for SEP? vOv
  19. I know its a mod, anf there are people who refuse to use mods, but have you all considered FilterExtensions? Its also moddifiable by setting up custom cfgs for it vOv I think there may be other mods that enhance/improve part ordering/searching in the editor parts list, too
  20. yes... Chrome and Firefox for sure telemachus is run in the browser, so it should be OS agnostic... (runs on any OS in browser)
  21. It seems to be working for me in 1.6.1 Both Raster Prop Monitor and ModuleManager have had very recent updates. Make sure you have the leatest versions. ModuleManager v3.1.3 and RPM v0.30.6
  22. Yup.. thats one way to do it, and probably the quickest, simplest. Well, Ven's is a LARGE pack... anyway to optimise folder/file size is welcome... RAM usage is not necessarily equal to folder/filesize in GameData, but trimming things down in folder/filesize *should* equate to *less* RAM usage... leading to *some* amount of performance increase in the game. It may not be an issue for the majority of users who may have Ven's as their only mod, or those who have high-end modern computers... but when you consider there *is* still a good percentage of KSP players who like to use *many* mods with Ven's, and/or are relgated to computers that that are more than a few years old, or laptops, *any* decrease in RAM usage and increase in performance that can be eeked out is very welcome. Maybe its just my OCD, but having unecessary, duplicate models/textures in *any* mod just bugs me (plus, I am both on a 7yr old computer, *and* its a laptop ) There does come a point in any long-lived mod, where improvements should be balanced against save-breaking. Sometimes you just gotta do it... Not that *you* are doing it, but flat-out accepting things the way they are, and refusing improvement *just* to keep from breaking peoples saves, doesnt sit well with me. Yes, things need to be well considered before taking the step to breaking saves. That being said, if its a matter of other peoples mods relying on Ven's that is the major reason for not improving Ven's, IMHO, thats not enuff of a reason. It should be up to the dependent mod to update in kind... OR, up to the community to update/fork/continue an inactive mod to reflect changes in the mod they are depending/relying upon. In this case, it seems anything like another mod depending on Ven's models/textures, might be easily fixed with MM patches, too, as an option. So i wouldnt weigh worrying about what other mods due to peoples saves if Ven's changes up. Steps to mitigate the issue, could be warnings in the OP, and discussion that this is heavily being considered, in the thread... Also communicating with devs of known mods that will be affected before implementation, to work things out before hand. Also, (maybe not in *this* case, but parts can also be "deprecated" for a release or two, after the save-breaking release. that gives people a chance to still use the new changes, but allow them to tie up any craft that are in use in their saves.) This is all just IMHO, and its *your* mod now Kerbas_ad_astra, and it would be your final decision. I'm sure the community will be appreciative no matter how you decide to proceed. As always, THANX for the work you've done/continue to do. You've done a great job, and kept a great mod going, after its original dev decided to move on.
  23. You seem to be having issues with quite a few mods lately, that seem to work ok for other people in 1.6.x... Have you ever thought, instead of posting not-really-helpful comments, that maybe its just an issue with your install of KSP?
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