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Nertea

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Everything posted by Nertea

  1. That might be interesting, but I would likely have to do some plugin work there, not super keen on that.
  2. More info, specifically aero deubg mode with part windows open on parts you are worried about
  3. Sorry I missed this. You're going to have to provide a lot more information, but really I am not responsible for how TweakScale does things. Your description of the situation sounds weird. If you need 7500 kW to keep your reactor cool, that will not change with the radiator you choose. You'll need to give me screenshots, preferable with thermal debug mode on and all the right click menus of all these parts open.
  4. I'm not a security professional and can't tell you what to do. I can tell you that I am not affiliated with Gliffy though, so I'm not sure what you'll need to do to get that working.
  5. Weird, the release zip has not been attached to that. I'll fix that.
  6. It's a load issue - if a psd format file (what I load into Unity) has any transparency at all in it when flattened, Unity will ignore the explicit alpha and try to get the alpha from the flattened image's transparency. The textures you pointed out must have some tiny partially transparent pixel somewhere in them... it'll be resolved in the next release. @DStaal is correct.
  7. I'm not, but you did lead me to this interesting fact: https://answers.unity.com/questions/34697/texture-alpha-channel-not-importing.html which is why you are seeing some of the problems you are. The rest aren't really things I care about a lot.
  8. Hey. Dude. Jade has been most helpful in writing these patches for me and making it so that you get more quality content with wide compatibility. Take it easy. As far as I'm concerned, if you go deleting parts of a hard dependency, you deserve any problems you get and shouldn't file "bug" reports. If Jade wants to work with you, that's cool, but please be a little less nasty sounding. Stock's ugly, it's true!
  9. Well, it being a new model, there is some probability that there are problems. I mean, new mod and all, not the old mod, etc etc.
  10. I'll check it out. Because some people like ion engines, and some people don't. I mean, those people are silly and should be pitied.
  11. I know, I know, I'm working in it, I'm a little burnt out right now alright.
  12. I prefer coordinating the light colour, but you can actually change this yourself pretty easily. Just look in the config files for the greenhouses and find this block: MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = #autoLOC_502011 //#autoLOC_502011 = Toggle Lights eventOnName = #autoLOC_502012 //#autoLOC_502012 = Lights On eventOffName = #autoLOC_502013 //#autoLOC_502013 = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } Change the second key of the red/green/blue curves to whatever colour you like and you're good :). sspx-adapter-25-375-1 or sspx-adapter-25-375-2, forget which. Worth pointing out that most of these parts are either thermal blanket-covered or matte-painted metal, not bare though. I don't mind changing it, let's get @JadeOfMaar to get in here to weigh in (he wrote the patch)
  13. Ah yes. I will check it out. I think you'll live! Probably should have the controls like I said it did. Nope. This is purely cosmetic. If I don't support it in the supported mods list, then good behaviour is up to that mod, I'm afraid.
  14. I did do this, however I guess it's not enough friction. I'll increase it further. Nah that's extremely complex. Weird, I thought I'd solved that problem. I'll have to see what's going on there. Aw crap, I rotated the model last minute and forgot to rotate the IVA to match. And no, here was no stack node at the top ever. I guess there could be one! Nah Kerbalism can do its own thing. Most things in those shots are from my stuff, yeah.
  15. I released 0.3.0! All animatable props now animate thanks to custom prop module Minor fixes to many props Fixed export of Rack Glovebox prop New prop set - Gym, includes stationary bike, treadmill, free weights and gym mats New prop set - Plants, includes potato, tomato and kale plants, potato and tomato props, as well as hydroponic planters and a flowerpot New prop set - Tanks, includes wall mounted and simple cylinder gas tanks, with O2, N2, H2O, generic explosive, generic flammable and generic poisonous versions New rack props - Work bench, drawer, server w/drive bays, power distribution station, power monitor science gadget, data logger science gadget
  16. I'm quite pleased with the reception. Thanks everyone! Yeah that's exactly why I added the qualifier I guess there would be space for more MIR-esque modules at 1.875 metres, but the mere thought of making another IVA fills me with terror. There is no overlap at all. If you have the old pack installed, you can just add this one on - don't delete the old one, there's no overlap. Once you've retired or replaced your ships, then you can remove the old one, but there's no hurry to do that, the two mods will coexist just fine. However, the old one isn't getting updates anymore
  17. KSP 1.12.x Stockalike Station Parts Expansion Redux [2.0.11] Last Updated August 14, 2024 A complete and total rebuild of my old Stockalike Station Parts Expansion project. Everything has been redone, and nothing is left of the old mod! Check out some key features: Small Station Parts: A full set of 1.25m station parts, with habitats, control rooms, connecting tubes, hubs and much more. Medium Station Parts: Expanding the 2.5m set that stock provides, you'll find greenhouses, structural components, specialized connectors, orbital stowage bays... Large Station Parts: Yup, large station parts! A full set in the 3.75m size class, from habs to labs to... well, lots more! Reworks: I've taken the time to rework the three stock station components (Cupola, MPL and Hitchiker) to match the new parts. They look the same but new! Inflatable Habitats: A nice set of inflatable habitats for maximum crew space. They range from teeny to huge. Centrifuges: All size categories have at least one centrifuge habitat. They range from small and cramped to massive and spacious (one of the largest parts I've ever made). Cargo Containers: I really felt like making some multi-purpose cargo containers. These modules will adapt to what mods you have installed, and provide storage for resources from MKS, TAC-LS, USI-LS, EPL and probably a few more that I forgot. Self-Levelling Base Frames: To help align your bases on slightly bumpy terrain, use these base plates, which feature individually adjustable legs with a self-level function Extensible Crew Connections: Much like the Klaw, but better! Varying lengths and impressive looks! Comprehensive Mod Support: With the help of many forumgoers, this mod contains support for tons of mods, specifically those related to life support and colonization. IVAs: It almost killed me but everything has fully featured IVAs. Full integration with all my other mods. Community Tech Tree support. What more could you ask for? Actually, don't answer. Full Screenshot Gallery Frequently Asked Questions Q: What does this mean for Stockalike Station Parts? A: It is now obsolete and deprecated - no further work will be done. It can be installed alongside with no problems Q: Kerbals for rescue contracts spawn in pods without airlocks! Unacceptable! A: Download @Shadowmage's Rescue Pod Validator. Q: How do I abbreviate the mod's name? I'm CONFUSED! A: SSPXr. Q: This mod is enormous! How do I deal with the RAM usage? A: Don't install the IVAs. They are bundled in the Extras folder for a reason. Q: Why are all the IVA spaces black in IVA view? A: . The IVA spaces are not installed by default. Install them if you want this. see next answer for how. Q: How do I install the IVAs? A: . CKAN: select the package and install it, it counts as a separate mod. Otherwise, place the folder from Extras into your KSP Gamedata. Licensing All code and cfgs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All bundled mods are distributed under their own licenses. Download Mirrors Primary (SpaceDock) Secondary (CurseForge) Tertiary (GitHub) Issue Tracking and Source Special Thanks A big hand to @JadeOfMaar, @Dragon01 ,@Stone Blue, @Pulsar, @Fraz86 and probably more people that I forgot! See the readme! They were hugely helpful in debugging, writing patches, IVA prop placing and so much more during development. If you appreciate this project, please consider contributing to my caffeine addiction! I really appreciate it, and also helps justify this time sink to my wife , which results directly in more models.
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