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Everything posted by Stone Blue
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Delta cant see ANYTHING... He's Dizzy... but yes, they show for me now (didnt before)
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- 4
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- beautify
- visualoverhaul
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If you have the hardware to handle it, you could give this one a look: Also, this one "sorta" worked, right up to 1.2.2, and maybe 1.3.0... not sure if the plugin still works with 1.3.1, since that broke a lot of plugins....
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Just adding that preliminary testing, shows that this still seems to work in KSP 1.3.1
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[1.3.1, 1.4.3] The Spice v0.8.2 [May 10, 2018]
Stone Blue replied to JadeOfMaar's topic in KSP1 Mod Releases
Oh.. ok... I was working under the assumption you had already been working with the USI warp drive, and that up to this point, all their "behaviours" were very much the same, since they all seem to have roots in the original IXS WarpDrive, IIRC... And that is was just that you would have to redo/relearn USI, cuz thats what you had alrready been using/working with... vOv- 101 replies
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- dune
- no worms sorry
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[1.3.1, 1.4.3] The Spice v0.8.2 [May 10, 2018]
Stone Blue replied to JadeOfMaar's topic in KSP1 Mod Releases
What about just using one of the other many versions of the Drive, from one of the other mods?- 101 replies
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- dune
- no worms sorry
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Satellite/probe parts addon for 1.3.0
Stone Blue replied to Jack5.exe's topic in KSP1 Mods Discussions
Juno should be in there... Not sure if he's done with Cassini yet... but IIRC, it was one of the last things he was working on, and quite a bit of it seemed done. -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
Stone Blue replied to FreddyPhantom's topic in KSP1 Mod Development
Well, its a mixed bag... good news AND bad news... I'll fix up the pack as best I can, and incorporate MeCripp's patches (Thanx!) )... thats the good news... The bad news.... However, the models and textures could really use quite a bit of work. I havent yet decided whether I'll I'll put in the time on the existing stuff, or start quite a bit from scratch. I have other higher priority things on my "to-do" list. I DID rearrange the folder structure, and modified the configs abit. Unfortunately, new PART names was part of that. So THAT version of the mod, would have a depreccated parts folder, seperate from the new arrangement. I'll try to get the existing stuff fixed up and released in the next couple days... the newer arrangement, which MIGHT break crafts/saves, I'll hold off on a bit... -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
Stone Blue replied to FreddyPhantom's topic in KSP1 Mod Development
I have permission to update and release the mod in full... @Mecripp would you mind if I incorporate your patch(es)? with appropriate credits to you, of course -
[WIP] Deep Space Surface Habitat Unit Pack - 1.10.1
Stone Blue replied to bcink's topic in KSP1 Mod Development
I thought of that too... but then not sure how that would work with basically being parabolics, and not a flat plane... as far as raycasting and tracking would work with curved surfaces... could be pretty complicated? vOv Maybe do radiators instead? vOv Hehehe... if only you knew... :roll_eyes: -
[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
Now what about seperating Legacy pack from main OPT?... <as far as this CCK patch goes> -
@Malah First off, sad to see you have to back off from modding KSP. I've always found you to be most polite and generous in your support of your mods. I have been using just about all of your mods, since the beginning. I consider them in my "Top Most Needed, Quality of Life List of Mods" I want to express MUCH appreciation for your time and contributions, to making my KSP experience SO much better. Also, THANK YOU very much for leaving your mods with open licenses, so hopefully someone can pick up, and run with the torch. As Always, Take Care Live Long and Prosper and Thanx for All the Fish
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[1.3.1][Kopernicus] Stock Planet Expansion
Stone Blue replied to The White Guardian's topic in KSP1 Mod Development
Kewl.. may want to add checking your Experiment defs to your list, since a naming loophole using EXPERIMENE_DEFINITIONS[*], seems to have been closed in MM 3.0.x, meaning lots of mods' definitions have now been "broken" -
You mean, have the hangar already scaled, when you go right into the editor?... thats already in the Difficulty Settings menu Anyone else having an issue with the back wall, and various static props NOT scaling with a hangar rescale?
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sorry... didnt mean to imply specifically YOU... reading yours, yours has a tone of tongue in cheek... I meant in general, there are those who come in all seriousness, and basically berate someone for necroing...and usually thats the ONLY reason they reply... not to "lol" and joke about it with the person who necro'd, or even to also add something constructive relative to the thread or post, in addidtion to the berating.... cuz THAT happens more than not... and yeah, I would like to see that automatic admonishment removed from threads that havent been active for awhile, too...
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And ^^THIS^^ is exactly why I dont like locking old mod threads, and think its a bad idea...And why i also dont like those who post ONLY to put down those who "necro" an old thread... If these old threads dont get bumped (for good reasons), then they will be guaranteed to never come to the attention of a new modder who may have fresh ideas/improvements, whether they decide to fully "continue" the mod, or even just to glean ideas from it for their own, new, interpretation...
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i think you misunderstood. -Scene -GameObject (PartTools) <---- each gameobject should be everything included for each part - everything for a single part (mesh, mesh renderer, collider, etc) So... -Scene -Part 1 empty Gameobject (w/ Part Tools component) - all the child objects, meshes, colliders, components for this one part -Part 2 empty Gameobject (w/ Part Tools component) - all the child objects, meshes, colliders, components for this one part -Part 3 empty Gameobject (w/ Part Tools component) - all the child objects, meshes, colliders, components for this one part and each Part X, can be "hidden", as DMagic described... so they are still in the scene, unchanged, as you work on a single, "active" part. you can still expand/close each part's hierarchy, whether they are "active" or "hidden"... i usually close each hidden part's hierarchy, to clean up the clutter, and only have my "active" part expanded... I'm sure everyone else does this too... especially if you have more than a couple parts in your scene I'm in the process of trying to get a reinstall of Unity working with my existing projexts, and its not goin welll, or I would post screenshots, which would explain everything easier/clearer
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I also, and I'm sure others, do what Dmagic posted, as to "hiding" all parts, but the one you are working on. I know Blender has this same "function" as well... I'm sure most, if not all, other 3d modelling programs can do it as well. I've "dabbled" and modified several parts mods, and i create seperate projects for each mod... I havent bothered keeping them in seperate scenes... just organized by a project per mod.
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Here's a packaged up version that seems to work fine for me in 1.3.1. NOT fully tested, yet tho. https://drive.google.com/open?id=17TtkuQNwbYqAwt53H-ytKOWVmNBGN67D Its the 32bit recompile that mikelikes did here, and AntiSol's map fix here It also has the rest of the last "official" version of Telemachus packaged, as well as an extra "atmospheric" blade antenna that I made, that never made it into the last official Telemachus build. So, all you have to do is unzip this to your /GameData, and you're done. (completely delete any previous /Telemachus folder.)
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Chasing around finding the correct "spot" for the hatch UI pop-up to show up, is usually due to too large a ladder collider, overlapping the hatch collider.... Hovering over the hatch collider is what triggers the UI, IIRC... if there isnt enough of the hatch collider "visible", from a large, overlapping ladder collider, that can make it difficult to get the UI to open...
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what doesnt work in 1.3.1?
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[1.2] [2016-10-28] Haystack Continued (v0.5.2.1)
Stone Blue replied to Qberticus's topic in KSP1 Mod Releases
Theres also a mod that is similar, and an alternative to Haystack... idk if you know about it... but might be worth taking into consideration on your decision to keep Haystack going, or to fix Vessel Select... vOv Also, dont let agises forum visiting frequency bother you... yet... his stuff seems all updated for 1.3/1.3.1... and he always seems to manage to pop up right after a major KSP update, to get things updated -
No, KineticSloth thanx YOU... you've done a great job on a kewl mod... cant wait to try it out
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Congratz on the full release :thumbs_up: