mrBlaQ
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Everything posted by mrBlaQ
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I've been helping BigOrangeMachine on KVV, adding lots of new features. Check out the new version! You can get it here: http://www.curse.com/ksp-mods/kerbal/224287-kronal-vessel-viewer-kvv-exploded-ship-view Or here: https://kerbalstuff.com/mod/211/Kronal%20Vessel%20Viewer%20(KVV)%20-%20Exploded%20(Orthographic)%20ship%20view Please post issues to the github repo here: https://github.com/bigorangemachine/ksp-kronalutils/issues
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
mrBlaQ replied to DYJ's topic in KSP1 Mod Releases
Hey thanks! A lot! If you're bored, here's something else I had mentioned to DYJ, adjustable length on leading or trailing edges, whichever is easier... In this image, left would be as-is currently, right would be with different edge lengths. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
mrBlaQ replied to DYJ's topic in KSP1 Mod Releases
Is dat sum working wing thickness symmetry? -
Any chance this mod is breaking radial monoprop tanks? By "breaking" I mean "doing something nonspecific I won't describe in any meaningful fashion." And by that I mean; turns out I mistook an RLA stockalike part as "stock" and thus assumed it fixed by the MM patches included with the plugin. I've since added a new MM entry for "RLA_t_mptank_rad." Edit: answered my own question.
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[old thread] Trajectories : atmospheric predictions
mrBlaQ replied to Youen's topic in KSP1 Mod Releases
Youen, check out Diazo's Vertical Velocity controller mod for a great example of changing "forward direction" in-flight. http://forum.kerbalspaceprogram.com/threads/50736-0-24-2-(Jul-19-14)-Automate-Vertical-Velocity-and-Altitude-Control -
[1.0+] B.Dynamics - Retracting/vectoring engines etc. v1.2.0 (May 6)
mrBlaQ replied to BahamutoD's topic in KSP1 Mod Releases
Glad you got it, Gecko. I only know saw your question. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
mrBlaQ replied to rbray89's topic in KSP1 Mod Releases
How many more hamburgers do I need to buy you rBray? =) I'd like to provide any testing help you may need. I want to get a vidcast of my MSL delivery mission done soon but am seeing too many artifacts and little oddities with my 64 bit 24.2 setup. Holler at me on #kspmodders if you'd like my help in testing. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
mrBlaQ replied to rbray89's topic in KSP1 Mod Releases
Obvious troll is hoping he was obvious. Here's the two textures. http://i.imgur.com/1lmf040.png http://i.imgur.com/Kf7qbdH.png Ya'll just overwrite any of the three cloud files in /GameData/BoulderCo/Clouds with these bad boys. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
mrBlaQ replied to rbray89's topic in KSP1 Mod Releases
Guys, something's wrong with my clouds... -
Kerbal Stuff, an open-source Space Port replacement
mrBlaQ replied to SirCmpwn's topic in KSP1 Mods Discussions
Hey Majiir. Good morning. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
mrBlaQ replied to rbray89's topic in KSP1 Mod Releases
KSP x64bit 0.24.2 Packs? Windows 8.1 Latest Nvidia Drivers on GTX770 Latest x64 from the Github "Overhaul" branch. (Now 22 days old) My settings should be default. I'll try deleting and re-installing Overhaul. No texture replacer mod. No ATM. I had tried this with Nvidia control panel set to both "Application Controlled" defaults across the board OR with highest quality settings. Both modes exhibit the same problem. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
mrBlaQ replied to rbray89's topic in KSP1 Mod Releases
I'm seeing no mipmapping at all on detail textures. The city "centers" in this screenshot and any grass have very apparent moire issues. Is that my GPU config or maybe something in the EVE shader/textures/whatever? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
mrBlaQ replied to rbray89's topic in KSP1 Mod Releases
I've got the same issue. a large "volumetric" overly bright disk of "fog". Not sure how I'd tweak this to fix. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
mrBlaQ replied to rbray89's topic in KSP1 Mod Releases
What's the control panel hotkey supposed to be? I'm trying Alt+N, Ctrl+N, other things + N, etc... rbray, could you please updated the first post with info on getting the latest dev WIP builds? -
[1.0+] B.Dynamics - Retracting/vectoring engines etc. v1.2.0 (May 6)
mrBlaQ replied to BahamutoD's topic in KSP1 Mod Releases
You can add TweakScale features to pretty much any parts. Take a look at the cfg files in the GameData/TweakScale folder. Make your own folder under gamedata with your own .cfg. Just copy the format used in the previously mentioned files. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
mrBlaQ replied to DYJ's topic in KSP1 Mod Releases
I've noticed that changing the root or tip length (R and T keys) on mirrored control surfaces skews the CoM -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
mrBlaQ replied to sirkut's topic in KSP1 Mod Releases
It's compiling just fine now. Loading KSP to test. IR with an older KAE was conflicting with TeakScale and pFairing. I'll let you know if it works now with latest Scale_Redist and KAE edit: Ok, I've now tested a little bit. I don't get an IR toolbar button. It doesn't conflict with TeakScale-able parts but does break pFairing scale/size options. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
mrBlaQ replied to sirkut's topic in KSP1 Mod Releases
Hey Sirkut. I barely have a clue how Git works yet. I don't see the 18.3 version up there. I was going to try to compile your source against the latest KSApiExtensions and TweakScale. But, the latest version I see on Github is 18.1 and it seems to be a WIP. It won't compile currently. edit: lol, you just committed that. Do you have time today to re-compile?