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HafCoJoe

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Everything posted by HafCoJoe

  1. In all honesty I love the fact that you can use them to stabilize craft when docking things together. I'm very sparse when i use them, but they are a godsend for anyone who wishes to build hinges and docking wings. - What I actually wish for is the option to disable autostruts on wheels - I miss the custom suspension everyone used to make.
  2. Hello everyone. You may have noticed that TextureReplacer hasn't been officially updated for a while now. I could be wrong in my assumptions, but I'm worried about what's going to happen with TextureReplacer in the future, and this concerns me as WindowShine is very dependent on the reflection plugin and format that it includes. As a note of progress though, I have been able to acquire new shaders for WindowShine that would fix part highlighting and cabin light issues: These new shaders should fix everything currently wrong with part highlighting and cabin lights. However, I don't know how to code and I don't know any modders who would be willing to add them for me. I have the shaders available and I am happy to distribute them to someone if they have the time to make a new reflection plugin for WindowShine. If you did this, you would be the co-owner of WindowShine, as the plugin is truly half of the entire mod (which without it is just a bunch of textures and a config file). @Porkjet I'll ping you here since you've been very helpful in the past. Thank you so much - WindowShine has been sitting for about 2 months with nothing improved and I would just like to get the ball moving once again. If anyone here is interested in helping me out, or have any comments or concerns please send a PM my way. Thinking with optimism, thanks.
  3. I don't know if ven's patch is still current sadly - it's definitely possible that it's outdated. It only ever worked on the non-revamped parts though if that helps. Also sadly window lights have not yet been implemented. I messaged Shaw about getting the plugin updated but he's been absent since August I'm afraid.
  4. Hmm :/ - That might be related but I'm unsure. It does work for you though which is good - Sadly it isn't old saves though.
  5. Curious... It works globally for me. Are you not running Windows? I'm curious if it's to do with your system or if it's something wrong in the plugin.
  6. What version are you running and what's your OS? It sounds like you followed the installation instructions correctly if you merged the DL GameData folder with your installation folder. Can you check to make sure all the files from the DL are in the TextureReplacer folder? Should be a WindowShine config file and a few textures inside the "default" folder.
  7. It appears currently in 1.2 as though you cannot control any unmanned craft you have decoupled from a lander if you are outside of signal path to kerbin - meaning that if I wanted to do an expeditionary trip to say Duna or Laythe before I had a com relay set up then I wouldn't be able to take any unmanned craft for the trip. This might not sound bad yet (though it still does to me) but imagine hinges - if you are outside of signal range and you decouple a man-made hinge, you lose all control of what you decoupled regardless if it has a probe core or not. Quick 1 min video of my frustration My proposition would be to make unmanned vehicles still controllable if they are within [X] distance from a manned vessel with proper com antennas. Maybe bound by visual range and a high kilometer count so you can explore with your decoupled craft. It's a big frustration to decouple an RC drone and lose control of it when I have a manned vessel with antennas literally a meter away . Same frustration for decoupling a wing hinge and losing control of it. I have antennas on everything.
  8. I'm stumped as to how I'm supposed to do this sort of thing in 1.2 since probes need connection. What is it that I'm missing? I'd love any help I can get on this. It's becoming a big issue in my upcoming project.
  9. Woah! Do you think this still runs in 1.2 or would it need an update? - I'm going to test it on my install in a few. EDIT: @sarbian it appears as though only the "Labels" button functions in 1.2. - I cannot view colliders or other options when they are selected and shift over parts.
  10. Oh cool! Thanks man Did not know there was one in development
  11. I'd love a mod that would highlight part colliders in a wire frame. It'd make hinge work much more simpler and would remove a lot of confusion with how big around certain colliders are. Would this be difficult to make?
  12. Well, I opened up the page incognito mode and everything works there... huh.
  13. EDIT: I opened up the page incognito mode and it worked fine there for some reason. It appears as though I cannot download the pre-release from the KSP official site. The last link, "Win64 Full Game 1.2" link is the only one that does not work and it sends me to a server migration page: It was like this last night 11 hours ago as well and I haven't heard anything official on a server migration, so I take it this is a mistake? Please correct me if I'm wrong though.
  14. Hmm... You mentioned doing a "pale blue dot" esque video... I have a project I've been working on in the background for the last year you might like to read about. It's technically been worked on since 2013 though filming hasn't yet started.
  15. Ha! This sounds awesome man - Looking forwards to next Tuesday now
  16. Christ we gotta start a secret forum poetry society man... this is too deep for the everyday user... the sort of stuff I'd use in heartfelt cinematics. Jatwaa you gotta include more of this in ya vids
  17. Woah! I've been quoted for something! That looks amazing man, and thank you. - Any chance you could PM me a craft file? I'm always looking for ways to reduce drifting in the hinge and it looks like you have it down to a minimum w/ that small design.
  18. Oh no... Kasper... I actually don't know if I could hold a straight face conversation right now... Best of luck in all your future endeavors. I'm gonna miss you man.
  19. I'd like to report my progress again - I got the building track working! It must have been an issue with mp3 files, as I converted everything to ogg's and it works perfectly.
  20. phfff good lord... probably 90% is time spent in the SPH/VAB (About 70% SPH, 20% VAB), and 10% is actually flying it or testing it for 30 seconds on the runway.
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