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KSP2 Release Notes
Everything posted by Stone Blue
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Anyone got files for SM Marine?
Stone Blue replied to Some Kerbal out there's topic in KSP1 Mods Discussions
Yup.. they are gone... This is per the wishes of the mod author. Unfortunately, the mod has an All Rights Rerserved (ARR) license. Therefore, it is technically illegal for anyone else to ever distribute it, or receive it by any means other than those specifically provided by, or approved by the author. Unfortunately, its just best to consider the mod dead and gone, unless the author themself ever comes back to change the license. -
[WIP][1.9.x?–1.12.x] OSE Workshop continuation (name TBD)
Stone Blue replied to Alphathon's topic in KSP1 Mod Development
Wow!... nice! hopefully someone could do up B9PartSwitch patches once this is updated, as an option to use, instead of the FS/IFS switching... vOv- 82 replies
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- b9 partswitch
- kis
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[1.12.x] Vessel Notes & Logs - Full Release
Stone Blue replied to linuxgurugamer's topic in KSP1 Mod Releases
oh.. lol.. I musta missed the edit in the post -
[1.12.x] Vessel Notes & Logs - Full Release
Stone Blue replied to linuxgurugamer's topic in KSP1 Mod Releases
Works fine for me... vOv Post your new KSP.log -
[KSP 1.8+] Kerbal Konstructs (Continued)
Stone Blue replied to NathanKell's topic in KSP1 Mod Releases
@theflamingswords that snippet of your KSP.log doesnt help much... *other* than to possibly indicate you dont have the mod installed correctly. If you dont know how to manually install mods, may I suggest trying CKAN? -
@Psykikk Did you install manually or with CKAN? Try starting a sandbox game (with a different name), and see if the parts then show up. In a sandbox game, *all* parts *should* be present right from the beginning. Also make sure you have only *one* copy of the current ModuleManager.dll file in your GameData folder If that doesnt work, then read this topic and post your KSP.log:
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years of hiatus / looking for mod(s) (solved)
Stone Blue replied to Psykikk's topic in KSP1 Mods Discussions
This? -
Does this require Contract Configurator, or is it stand-alone in a stoc game?
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Asimpler way, might be to just delete those instructions, and paste this link directly to the releases page... Its future-proof too... you never have to edit the link, if you ever release updates https://github.com/FFX1234/Kazal/releases
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- planet pack
- kopernicus
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years of hiatus / looking for mod(s) (solved)
Stone Blue replied to Psykikk's topic in KSP1 Mods Discussions
Sounds like For extending contracts, you'ld want: There are a TON of contract packs for it out there... Unfortunately, no real way to find them but searching... I dont kknow of anyplace they are indexed or listed... -
Issue with B9 Part switch
Stone Blue replied to NexustheNinja19's topic in KSP1 Technical Support (PC, modded installs)
1st, chec to make sure you have this file present: /GameData/NearFutureSolar/Plugins/NearFutureSolar.dll And fyi, yeah.. many peeps use GoogleDrive to host their logs -
Yes, thats Alternate Resource Panel Yes, you can change the navball textures with Texture Replacer. If you dont want to install TR *only* for changing the navball textures, theres this mod that will do it. Also, the textures in that thread/mod, can also be used with Texture replacer.
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@Xtra looking at your log, the first thing I see is this: [WRN 17:53:29.371] AssemblyLoader: Assembly 'RATPack' has not met dependency 'ClickThroughBlocker' V1.0.0 [WRN 17:53:29.371] AssemblyLoader: Assembly 'RATPack' is missing 1 dependencies I would get the latest version of ClickkThroughBlocker installed.... not only does RAT Pack seem to depend on it, but just about *all* of the several hundred of LinuxGuruGamer's mods depend on it, as well as MANY others. Also, you have at least one copy of MiniAVC.dll... i would search your whole GameData folder, and delete any found copies of it. You also seem to have a lot of errors related to drag cube creation, on many parts. i would also try deleteing the PartDatabase.cfg & the Physics.cfg in your main install folder. (dont worry, they will be freshly re-generated the next game start)
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Yeah.. there again... KSP itself doesnt allow animating of attachment points. i mean, the nodes probably *are* animating like you want... just any *other* parts attached to them *wont* move with them. Again, if you *do* need that functionality, mebbe tae a loo at that modlink i potsed. It *would* require that mod, to be a hard dependency for *your* stuff, tho As to your part cfg, you dont need this line: module = Part Also, the model definition key has been deprecated. (ie the `mesh = Actuator.mu`) Look at a recent part mod cfg, and you'll see a node, that replaces that deprecated key. Looks like: MODEL { model = <URL path to model filename> } You also dont need the `scaleFactor = 1' line... *unless*, you want to rescale the part by a factor *other* than 1... 1 is already default
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Its totally possible from a modelling standpoint. However, I am pretty sure animating attachment nodes (with stuff attached to them), is either not possible, or pretty tricky IIRC, from the way KSP itself is coded. There is a mod, that did some stuff with animated attachment nodes. Not sure if it works in 1.12.+ or not, or if it would suit your needs: *THIS*, you can absolutely do... as long as you're talking about gameobjects *within the same model/part*... MANY mods do this. And yes, you can also have them *translate* as well... again, as long as they are in the same model/part.
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Problem with Part scaler
Stone Blue replied to NexustheNinja19's topic in KSP1 Technical Support (PC, modded installs)
Your issue would be starting with this mod: Have tons of fun -
Correct... I ass-u-me you are developing a *plugin*? IIRC, TextMeshPro is mostly only needed for KSP modding, generlly to make in-game UI's for plugin mods... Otherwise, you should be able to pretty much do without TMP.... Just adding this as an FYI for others who also may come across this, and not know you generally dont need TMP for developing/modding *parts, or IVAs* for KSP
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Hopefully it might be added to MAS soon... if it does, I might make a tablet-looking prop that does similar... mebbe with emissive display On topic: Soo.. how do you have the story setup, as far as "finding" locations & stuff? ie, any riddles/puzzles you have to solve, to get you coords for the next? I'm thinking, like, puzzle geocaches or something