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KSP2 Release Notes
Everything posted by HafCoJoe
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Is camera tools compatible with v1.3? The links seem to be listed for 1.2 and BETA 1.2.9.
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Glad to hear that! Which version worked for you? Not really I'd have to go in and edit the alpha on each of his textures, find the meshnames, and then make a config for each of his windowed parts if I wanted to get one of his NFI mods working. I did this for his near future solar mod but that was a while back and the configs are with out a doubt broken now.
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Here is a direct link to the version I know works
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Hm, can you see if the large radially mounted solar panel that was added w/ Asteroid day reflects? It's the first part in the config. I just opened up the config from work and everything inside it is correct. I'm guessing you downloaded the wrong version of TextureReplacerReplaced? I'll have to repeat steps when I get home and make sure it's working correctly. Here's the download page for TextureReplacerReplaced: https://github.com/HaArLiNsH/TextureReplacerReplaced/releases/ If v0.3.1 doesn't work, can you try using v0.3? If you didn't make a mistake installing, then it could be that something messed up in his most recent release.
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That should be all you need. Are you running on a Mac or Linux? Is something not working?
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ExceptionDetector 1.1 [KSP ANY VERSION]
HafCoJoe replied to godarklight's topic in KSP1 Mod Releases
Thank you soooooooooOOOOOO MUCH Godarklight! This thing is a godsend for building ridiculously complicated craft -
Well, to be honest he's been jumping into every prototype craft possible in my sandbox save I rarely play Career Mode (If I did it would be a heavily modified funds based save) and so the only missions anyone goes on are simple LKO and back tests for lifters or testing out toroidal space station hinges. Though this might change sometime...
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Hello again! I just wanted to double check somehting - Reading your title indicates the most recent version of Kerbal this is compatible for is version 1.1.3, though both in reading comments here and visiting SpaceDock, you have an official release for 1.2.2, as well as a beta release for version 1.3. Is the OP outdated or am I missing something?
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No worries I was up late too - I get back home in a handful of hours and I can check if that works. Thank you so much for your guys help. If this works out correctly then I'll have a lot less to worry about for my up and coming vid - The only reason I'm allowing this edit because I've proven the system works(most of the time) in stock, and this edit is just to make it behave with less fuss. I'll tell you in a few hours if it works.
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I uh... well, that isn't exactly what I wanted http://imgur.com/a/mLZhh (imgur embeds seem to be broken again) Also this is kinda cool the gear still have their suspension. I don't want/need to have control over the deploy limit of the part, I want to remove the spring and dampener compression from the leg so that it is completely static once fully deployed. Is this possible through a patch or would it need a .dll to freeze the suspension on them?
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Hm - I removed all wheel/suspension related modules from the part and added the ModuleAnimatedGeneric from above, and it seems as though KSP is re-adding the suspension modules when I load the vessel in-game. Sadly I can't get it working yet. It might be simpler if I just send you the craft file and you edit the modules and send it back? Group 9 moves the gear - Here is the craft file text just in case I can't post it tomorrow morning:
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I've been doing some rather odd building involving landing gear, and it would make it infinitely easier if I could completely remove the suspension from a specific set of landing legs. As you can see in that link, my plane is wobbling left and right, as well as rotating in a slow circle because of broken suspension physics when placing gear too close together. Sadly I can't place the gear any farther out as it prevents the plane from re-docking. I've done some config editing and inflating the spring/damper strength above the max helps some but also causes the gear to explode with the slightest nudge. Request: A mod that locks landing legs at their max distance and removes suspension so they don't explode or wobble. Would this be possible?
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[1.3.0] Andromeda Visuals: Daydream [0.3.5]
HafCoJoe replied to Matchlight's topic in KSP1 Mod Releases
Best way seems to be editing the cloud texture and removing every other cloud ;P the lightning is created by a detail texture spinning super fast and creating a 'flash' wherever the two textures align.- 685 replies
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[1.3.0] Andromeda Visuals: Daydream [0.3.5]
HafCoJoe replied to Matchlight's topic in KSP1 Mod Releases
You want less frequent lightning?- 685 replies
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Just released version 0.15 with @cy4n's fixed decoupler texture (I also doubled the resolution), added gray and white variants to the standard nosecone, and added plain variants of the end-cap parachutes.
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Awe, thanks a ton It's really encouraging as a modder to hear from guys like you Totally adding that! Thanks a ton Cy4an I'll give you a shout out somewhere too. I've also been tempted to scale up the texture and remove some of the pixelation.
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Sad to say but I haven't a clue what's going wrong with VSR. His mod is very different than most part mods in the fact that it retextures and remodels parts already in the stock game. If it was working before, I wasn't actually the one who made the patch. You could pester Cy4n to see if he wants to make a new patch, but I can't do so myself, sorry.
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Which winglet? I can totally change that Should be fixed now, the files were correct but I somehow forgot to change the version number on SpaceDock
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Do you remember which version of KSP?
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
HafCoJoe replied to Thomas P.'s topic in KSP1 Mod Releases
Whoops... thanks man