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[1.12.x] LackLuster Labs Flying Boxes Continued
hypodronic replied to linuxgurugamer's topic in KSP1 Mod Releases
I'm not sure if this really needs to be considered a dependency so much as LLL supports CBP if CBP is installed. CBP just allows LLL to set an icon and tooltip, but everything works without it for players. I'd describe it more as LLL supports CBP. Although if you can send me the error and the part @Drew Kerman, then I can look at the part configs and see if there's something odd about that part, I don't totally know what you mean by "a second BulkheadProfileDefinition". -
[1.12.x] LackLuster Labs Flying Boxes Continued
hypodronic replied to linuxgurugamer's topic in KSP1 Mod Releases
Oh no! Can you describe them or send me a screenshot? -
[1.12.x] LackLuster Labs Flying Boxes Continued
hypodronic replied to linuxgurugamer's topic in KSP1 Mod Releases
Requires Interstellar Fuel Switch, might be that? -
hypodronic started following [1.12.x] LackLuster Labs Flying Boxes Continued
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Awoken from my slumber of ages, I have finally gone back to my spreadsheet and tried to make sense of stock KSP part cost balance and concluded that actually it's just vibes-based. So I just made up some entry cost numbers that are vaguely close to stock, and shuffled a few part costs. A pull request there for you, @linuxgurugamer.
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Awesome, thanks @linuxgurugamer. I could have sworn I had the engine sounds working. Huh. I think I was thinking I would move the LS parts out of the none category in the TACLS patch, but obviously I didn't do that, or even check if the textures were working. I specifically remember thinking "this won't work right if you have both Karbonite and Kethane, but who does that? Do people even use Kethane anymore?", so thanks for humbling me quickly on that. I'll take a look at the part costing, I don't play career so I'll have to look at that. And thank you very much @Firebird989 for the great feedback!
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@linuxgurugamer It is done! Having done about a million things on these parts (there are too many!) I suspect there's a million more I could tweak but it's good enough to give people a try I think. Anybody else watching, in the meantime please give it a try and tell me all of the things I missed or screwed up! https://github.com/hypodronic/LLL-Continued
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Interesting, I haven't got any parts that cast lights so it isn't that problem for me (yet?). It was some of the engines not appearing to glow when at high throttle. Turns out I was mostly mistaken because of how I was testing them. The sounds and particle effects need work though. I'll keep an eye out for that ModuleLight thing though if it ever comes up, I wonder what's going on. It looks like layers has to do with multiple animations on the same part:
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I've knocked off all of the major problems, which I'm defining as something not actually working or throwing errors etc. There's still a few usability and modernization things, one of which is that most of the current exhaust plumes look really bad in stock. I'm fixing that, and a host of other serious aesthetic problems like squashed UVs and missing glow animations, and maybe updating for some more modern KSP before calling it done. Fancy exhaust configs (and learning how to configure for yet another mod) are not currently on the list. It's a part mod, so as long as the dependencies are okay, nothing much has changed for a while. I'm currently testing on 1.12.2, so when it comes out it should be fine.
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hypodronic changed their profile photo
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I noticed that there were no hard drive sizes for the RLA-Continued and two of the three Restock+ cores, so I've sent in a pull request adding those. I also added the MPO and MTM parts. For these however, I note that most of the stock parts are localized, but obviously I can't do that singlehandedly. I hope how I did it isn't too inelegant, if there's anything I can do to arrange things better I'm happy to try to help. I saw there was talk in early 2020 of building an automated calculation, which I assume is going to be a Kerbalism 4 feature if anything. In the meantime, for my own enjoyment (ie. hours of fiddling with a spreadsheet and poking around part cfgs like a sicko), I wrote up some numbers that I think make as much sense as they can. These values are calculated by taking the part mass, removing what can be attributed to batteries and gyros (20k EC/ton and 100 torque/ton), multiplying the remaining mass by the cost, and then by a constant related to the tech tier. The RoveMate and MK2 core are halved because of sample storage and durability, respectively. I fiddled the constants to keep the changes to stock parts pretty small, albeit mostly upwards. However, you now really get bang for your buck with the tier 8 parts, where the high cost leads to some huge hard drives. Anyways, thanks for the cool mod!
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[1.8.1] DaMichels Parts [1.1.0.0](2020 02 17)
hypodronic replied to zer0Kerbal's topic in KSP1 Mod Releases
Howdy folks. As a way to procrastinate on working on the mod I should be, I opened one of these parts up with taniwha's Blender import addon and fiddled with the normals. I couldn't see anything wrong there, what's actually happened is that the red and green channels are flipped on the normal map. The clue is that the shadows on the parts are not actually backwards, they're 90 degrees off, because the left/right and the up/down are swapped. I switched those channels in Photoshop and saved it as a png, and it looks fine in game: I can send you the pngs somehow if you like, but I don't yet know how to make .ddses that KSP will load so if you know that you're probably better off doing it yourself. I'm sure there's an even better way to somehow just swap the channels, but I don't know what. I also don't know why the fuselage tanks flip over when I try to rotate them upside down, good luck with that one. Anyways, hope this helps! -
Blender is free, but there are a million addons, many of which cost money (but mostly not much). I got a UV plugin because the default stuff seems clumsy and limited. I would like to alleviate your extensive mod support burden, but I'm not really confident that I even know everything that's involved in releasing mods. I'd prefer if you'd keep it, at least for now, if you don't mind.
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Ok woah. I have a budget far below six million dollars. I have bought a Blender plugin, and one day may buy another, but no promises. Really though, if people want to take a look and tell me what's still broken, please take a look: https://github.com/hypodronic/LLL-Continued I know some of the docking ports still don't work, and most of the flags have the incorrect material. But if there's anything else, let me know! Also, I intend to consolidate all of the various adaptors in to part variants instead of separate parts. If anyone knows an easy way to do that or wants to write the cfg stuff, I can plug the numbers in.
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Yeah I think you're right about deleting & replacing the function colliders - I spent an hour or two trying to debug a weird docking port, and I obviously should have just tried replacing it. I'll post more in the LLL thread about that part... For the textures, do you mean you don't know how, in Blender, to change the textures, or do you mean you don't know how, in Photoshop/Gimp/etc, to make them? I'm only dipping my toe in textures at the moment too... but if you're using a hex editor I assume that's to change the texture referenced in the .mu or something like that? I'm sure I saw a thread or video about KSP materials in Blender once upon a time but I'm equally sure I'll never find it again. If you have a texture file, you should be able to apply it in Blender by changing it in either the node graph or the materials panel, I think those are meant to be different ways of accessing the same thing. Be sure to use the appropriate KSP material. If that helps? I hope? Either way, good luck!
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I've been working very slowly on the LLL parts (and learning Blender to do so), so whenever you want to help out, let me know too. Dev thread is here: Most of the collider stuff is done, but the more times I spend the more oddball problems I keep finding.