-
Posts
5,100 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Stone Blue
-
Nav Ball mod
Stone Blue replied to dukebg@msn.com's topic in KSP1 Technical Support (PC, modded installs)
Yip.. you only get all of them at game start, when you play sandbox mode. -
ASET Props Pack. v1.5 (for the modders who create IVA)
Stone Blue replied to alexustas's topic in KSP1 Mod Development
Also highly recommend NotePad++ And also highly recommend the NP++ KSP language that @genericeventhandler started, I added to, and now @JadeOfMaar has taken over, available here: https://github.com/JadeOfMaar/NPP_KSPlang -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Stone Blue replied to Paul Kingtiger's topic in KSP1 Mod Releases
Im hoping one of the devs will comment, but I know the new KAS has changed the way KAS works and broke many mods that supported the older version. US 2 may not have been updated to reflect the new changes yet... vOv- 1,554 replies
-
- kis
- universal storage
-
(and 3 more)
Tagged with:
-
Understandandable... RL should always take precedence
- 2,176 replies
-
- totm july 2019
- spacedock
-
(and 3 more)
Tagged with:
-
I will need to check that. Stage dV does not care about engine throttle. It looks for active engines on the current stage, and it determines how much fuel is available to the current stage. The only time it should read zero is if there is no fuel, or the engines are shut off, or you just undocked (because KSP changes the active stage). When I've got time, I'll investigate and see if I can reproduce. Correct. They both look at ModuleEngines and ModuleEnginesFX. Trying to compute deltaV accounting for RCS would be very complex, and it is a lot of code I don't want to write (and I don't want to support - I've seen the complaints about both MechJeb and KER delta V computations over the years, and I don't want to spend that much time handling strange configurations). In regards to the above, and incase you havent seen this yet, @MOARdV, might be ideal to wait till this drops to put any real time into looking into staging and deltaV... vOv
- 1,021 replies
-
- iva
- rasterpropmonitor
-
(and 1 more)
Tagged with:
-
[1.3] NavBallTextureChanger v1.6 (8/7/17)
Stone Blue replied to TheRagingIrishman's topic in KSP1 Mod Releases
So, I have this mod installed on 1.5.1... seems to work... except when i assign an emissive texture... when I do that, the non-emissive texture goes back to displaying the stock navball texture, with the "custom" emissive overlaid... vOv Also, with the emissive, is it *always* on?... I thought the emissive was triggered by time of day/nite, or whether cockpit lights were on or not? vOv -
@VITAS i have a request... as always, tho, no pressure I ust noticed that looking at the downloads per day, per version graph, that the popup detail window seems limited to ust showing 13 versions of the mod. Unfortunately, tho, it seems its the *FIRST, oldest* 13 versions... and not the *LAST, most recent* 13 versions... This example shows version 0.0.0 at the top of the list... and only goes to vers. 1.3.9 at the bottom... Maybe switch that around, so it shows the most recent version at the top, and goes backward as it goes down the list... and/or, maybe make that widow wrap/wider to show *ALL* versions? Anyway, ust an idea, for if you ever get a time when you are poking around the code again... As Always, THANK YOU for providing SD
- 2,176 replies
-
- totm july 2019
- spacedock
-
(and 3 more)
Tagged with:
-
[1.9.x] QuizTech Aero Pack Continued
Stone Blue replied to linuxgurugamer's topic in KSP1 Mod Releases
I think I may have fixed this.. I found an issue with a couple mesh obects in the model. If you, or anybody, could test out this revised model, I would appreciate it. https://drive.google.com/open?id=1MhDiSYgbRGGqmsc_XcHEqfCdsekBt-_p Rename the original .mu first, then place this new .mu in the folder. Also, if you have World Stabilizer installed, UNINSTALL it... (or move its folder out of the /GameData folder... you can cut/paste it somewhere, then cut/paste it back, to "reinstall" it) Tagging you @linuxgurugamer ... ust so you're aware... i kno you are busy with LOTS of mod threads to keep up on... If this model fix is good, World Stabilizer wont be "needed" for this mod... I'm poking around the mod to see what else can be fixed/optimized. Trying a replacement mod for the FS/BD dependencies, also. -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Stone Blue replied to Nertea's topic in KSP1 Mod Development
Well, ust wondering why you would want two sets of the same part?... Mostly, ust with different textures... even as variants? vOv I mean, do people mix stock and Ven's? vOv -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Stone Blue replied to Nertea's topic in KSP1 Mod Development
y tho? vOv -
Try it and let us know. Thanx
- 1,632 replies
-
- 1
-
-
- part count
- storage
-
(and 1 more)
Tagged with:
-
RPM does not include any IVA for the MK3-1 pod, IIRC. I dont know if anyone has made a modded IVA for that pod yet, since its relatively new (introduced in 1.4.0). RPM does not automatically get added to *every* IVA... RPM is ust a set of props and controls, by itself... MOARdV doesnt make the IVAs himself, other than the few he uses for testing and devving RPM... Its up to other modders to create custom IVAs using RPM. Also, RPM relies heavily on a couple of the ASET packs... as stated in the RPM OP. So basically, you need to search for an IVA made by someone else, for the Mk3-1, that uses RPM...(or MAS) Also, there are *MANY* moar IVAs made by other modders, than the few that are listed in the RPM OP... you ust have to search the forum to find these other IVAs
-
While not really "historically accurate", and other than the connecting struts, that could probably be duplicated with a mix of BDB, Near Future Construction, Stockalike Station Parts Redux, and Kerbalow Aerospace or KA-330 Inflatable Space Hotel
-
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Stone Blue replied to Nertea's topic in KSP1 Mod Development
Yeah, this outta get knocked out of the park, with such a great team of mod dev's putting it out. -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Stone Blue replied to Nertea's topic in KSP1 Mod Development
Yes!! One question tho: will this be one "set" of parts style, or will there be variant styles included, as well? -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Stone Blue replied to JPLRepo's topic in KSP1 Mod Releases
maybe you havent unlocked it/upgraded ksc for iit yet? vOv -
ahhh... ya... having the map texture name hardcoded makes it tough to dynamicllly switch the texture depending on what body is being orbited... you would have to most likely add code to detect which body, in order to tell the prop which body texture to switch *to*... vOv
- 1,021 replies
-
- iva
- rasterpropmonitor
-
(and 1 more)
Tagged with:
-
That should be part of the prop model, not the cockpit model... also, I could be wrong in this case, but you could change the navball textures in the RPM props... even the digital navball on the MFDs... hopefully thats carried over to MAS, but MOARdV would be the one to answer that.
- 1,021 replies
-
- iva
- rasterpropmonitor
-
(and 1 more)
Tagged with:
-
yeah... I meant you might be able to do similar to Pilgrim with DSEV... i dont remember if DSEV had the folding centifuge thing... and at one, point, IIRC, Angel was considering splitting Nautilus off to its own seperate mod from DSEV
-
You can basically do this (Pilgim) with NearFuture stuff: http://www.citizensinspace.org/2012/03/deep-space-from-pilgrim-to-nautilus/ Angel's DSEV may also do similar... i know you can do Nautilus with DSEV
-
yeah, the Houston interface is great, but it could use some "finishing"... would be nice if the seperate screen elements were resizable/moveable, like the MkON interface... or at least be able to be optimized for different screen sizes. And yeah, currently the orbital map is almost not worth using.
- 151 replies
-
- telemachus
- webui
-
(and 3 more)
Tagged with:
-
The problem is, Unity did not support multi-monitor support, until Unity 2017, IIRC. KSP has updated to 2017, however they havent incorporated mult-monitor support into KSP yet. Since the update to Unity 2017 only happened recently, (KSP 1.4.0), I guess no modder has released any working attempts to make a mod that supports multi-monitor in KSP yet. So it is what it is... all we have so far are pretty much the mods that were listed above.
-
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Stone Blue replied to K.Yeon's topic in KSP1 Mod Releases
Recheck your install... You should have a /GameData/OPT/ folder if you have OPT Main installed, and/or a /GameData/OPT_Legacy/ folder if you have Legacy installed... Also, OPT Reconfig should be /GameData/OPT_Reconfig/ -
[KSP 1.5.1] Panel Party [1.0.0] Nov 23, 2018
Stone Blue replied to JadeOfMaar's topic in KSP1 Mod Releases
Pistachio Party Pocket Pack