akron Posted November 11, 2018 Author Share Posted November 11, 2018 @Gordon Dry Thanks for checking. However, I do use more functionality of Firespitter than just the texture switch. There was also a problem with my using IS texture switch. I don't remember what, but that's why I use Firespitter. You still need to have Firespitter installed if you use Textures Unlimited, TU only takes over the texture assignment and switching. I'll probably continue using this method for now and until I can overhaul the system. I've even considered using the new stock system. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 11, 2018 Share Posted November 11, 2018 Well, the texture switching worked with TU and IFS - without FS installed at all. Also the mesh switching worked. Perhaps because I use that generic patch I mentioned before: GameData\zFinal\zzz_IFS_instead_FS.cfg @PART[*]:HAS[@MODULE[FStextureSwitch]]:NEEDS[InterstellarFuelSwitch]:BEFORE[InterstellarFuelSwitch] { @MODULE[FStextureSwitch] { @name = InterstellarTextureSwitch } } @PART[*]:HAS[@MODULE[FStextureSwitch2]]:NEEDS[InterstellarFuelSwitch]:BEFORE[InterstellarFuelSwitch] { @MODULE[FStextureSwitch2] { @name = InterstellarTextureSwitch2 } } @PART[*]:HAS[@MODULE[FSmeshSwitch]]:NEEDS[InterstellarFuelSwitch]:BEFORE[InterstellarFuelSwitch] { @MODULE[FSmeshSwitch] { @name = InterstellarMeshSwitch } } @PART[*]:HAS[@MODULE[FSfuelSwitch]]:NEEDS[InterstellarFuelSwitch]:BEFORE[InterstellarFuelSwitch] { @MODULE[FSfuelSwitch] { @name = InterstellarFuelSwitch } } Quote Link to comment Share on other sites More sharing options...
akron Posted November 11, 2018 Author Share Posted November 11, 2018 @Gordon Dry Ok, great. I have for a while had FS as a dependency and include it with the mod, so I've never had anyone not use it. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted November 12, 2018 Share Posted November 12, 2018 23 hours ago, akron said: @Gordon Dry Thanks for checking. However, I do use more functionality of Firespitter than just the texture switch. There was also a problem with my using IS texture switch. I don't remember what, but that's why I use Firespitter. You still need to have Firespitter installed if you use Textures Unlimited, TU only takes over the texture assignment and switching. I'll probably continue using this method for now and until I can overhaul the system. I've even considered using the new stock system. Who uses IFS anymore? Most modders I know are moving to B9PS or the stock module if they literally only need texture switching. I'm sticking with B9PS, the upcoming features are pretty insane. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 12, 2018 Share Posted November 12, 2018 23 minutes ago, CobaltWolf said: Who uses IFS anymore? Well, some part packs still do - and so I have to have it installed ... Quote Link to comment Share on other sites More sharing options...
akron Posted November 12, 2018 Author Share Posted November 12, 2018 @CobaltWolf I'll have to get with you at some point to see if you can help me figure out what's wrong on my end. I remember someone looking at it with me during one of my early stream and nothing would work. I'd use it for part switching and texture switching, sometimes simultaneously; i.e. texture switch a part you can toggle on/off. There's also the chance of a rotorblade engine at some point in the mod's future, so I may need FS then Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 17, 2018 Share Posted November 17, 2018 Now I finally have to admit that this part pack is afaik the only one with an empty space in the folder name ... I cannot get FilterExtensions to show a custom category with this patch because of that: CATEGORY:NEEDS[Coatl?Aerospace] { name = Coatl Aerospace icon = CoatlAerospace colour = #FFF0F0F0 all = true FILTER { CHECK { type = folder value = Coatl Aerospace } } SUBCATEGORIES { list = 0,Pods list = 1,Fuel Tanks list = 2,Engines list = 3,Command and Control list = 4,Structural list = 5,Coupling list = 6,Payload list = 7,Aerodynamics list = 8,Ground list = 9,Thermal list = 10,Electrical list = 11,Communications list = 12,Science list = 13,Utility list = 14,Undefined } } Quote Link to comment Share on other sites More sharing options...
akron Posted November 17, 2018 Author Share Posted November 17, 2018 @Gordon Dry not even quotes work? value = "Coatl Aerospace" Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 19, 2018 Share Posted November 19, 2018 On 11/17/2018 at 8:01 PM, akron said: not even quotes work? nope Quote Link to comment Share on other sites More sharing options...
rakol Posted November 19, 2018 Share Posted November 19, 2018 I tried getting this to work a while ago. The only workaround I came up with is to drop the "Needs" CATEGORY { name = Coatl Aerospace icon = coatl colour = #FFF0F0F0 all = true FILTER { CHECK { type = folder value = Coatl Aerospace } } SUBCATEGORIES { list = 0,Pods list = 1,Fuel Tanks list = 2,Engines list = 3,Command and Control list = 4,Structural list = 5,Coupling list = 6,Payload list = 7,Aerodynamics list = 8,Ground list = 9,Thermal list = 10,Electrical list = 11,Communications list = 12,Science list = 13,Utility list = 14,Undefined } } Quote Link to comment Share on other sites More sharing options...
Kerbal01 Posted November 23, 2018 Share Posted November 23, 2018 Is it possible to have a variant of the new mariner panels without the solar panel vanes? Quote Link to comment Share on other sites More sharing options...
akron Posted November 25, 2018 Author Share Posted November 25, 2018 On 11/23/2018 at 11:12 AM, Kerbal01 said: Is it possible to have a variant of the new mariner panels without the solar panel vanes? The Mariner 5+ panels will not have solar vanes. If you absolutely have to have Mariner 4 panels without vanes, I can circle back around and do a mesh toggle setup for it Quote Link to comment Share on other sites More sharing options...
akron Posted December 3, 2018 Author Share Posted December 3, 2018 I am working on some issues with mesh transforms, but the imaging platform has been completed and all Mariner 6/7 parts are imported in Unity. I just need to fix said transform issue before getting it in-game. Hoping to do so this week. Please ignore Unity's ugly normals. I only use its normal map generator for previews Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted December 11, 2018 Share Posted December 11, 2018 @akron Just curious, what will you be working on after Mariner? I'd personally love to see Mariner-derived spacecraft, eg. Galileo, Magellan, Viking, or perhaps a more modern spacecraft, like New Horizons. Quote Link to comment Share on other sites More sharing options...
akron Posted December 11, 2018 Author Share Posted December 11, 2018 1 hour ago, sslaptnhablhat said: @akron Just curious, what will you be working on after Mariner? I'd personally love to see Mariner-derived spacecraft, eg. Galileo, Magellan, Viking, or perhaps a more modern spacecraft, like New Horizons. Viking will be part of this release. After this long-winded release is done and out, the plan is to work on some more Russian inspired parts, including my first rover, Lunokhod Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted December 11, 2018 Share Posted December 11, 2018 29 minutes ago, akron said: Viking will be part of this release. After this long-winded release is done and out, the plan is to work on some more Russian inspired parts, including my first rover, Lunokhod Just a suggestion, but have you considered any 4MV-derived probes, like Mars 2-7, or Astron? They must be easier to recreate, as the 4MV bus is already implemented in the mod, and thus would require much fewer parts. Quote Link to comment Share on other sites More sharing options...
akron Posted December 11, 2018 Author Share Posted December 11, 2018 4 minutes ago, sslaptnhablhat said: Just a suggestion, but have you considered any 4MV-derived probes, like Mars 2-7, or Astron? They must be easier to recreate, as the 4MV bus is already implemented in the mod, and thus would require much fewer parts. Absolutely, yes. But the current Vega-based parts need an overhaul before I'm willing to use them for any other missions Quote Link to comment Share on other sites More sharing options...
serg1983 Posted December 15, 2018 Share Posted December 15, 2018 should there be a main engine for Juno?or the entire orbit correction function is performed by RCS engines Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted December 16, 2018 Share Posted December 16, 2018 14 hours ago, serg1983 said: should there be a main engine for Juno?or the entire orbit correction function is performed by RCS engines @akron postet on release of Juno/Hera that he will make it later. So you must use another engine. Quote Link to comment Share on other sites More sharing options...
serg1983 Posted December 16, 2018 Share Posted December 16, 2018 30 minutes ago, Cheesecake said: @akron postet on release of Juno/Hera that he will make it later. So you must use another engine. do not know in what fashion you can find the engine LEROS-1b for Juno ? Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted December 16, 2018 Share Posted December 16, 2018 30 minutes ago, serg1983 said: do not know in what fashion you can find the engine LEROS-1b for Juno ? You must search for Hera, not for Juno. Juno is called Hera in this Mod. On 1/29/2018 at 1:32 PM, akron said: Small update: I did a LOT of new science configs for the Outer Planets Mod. I only have about 2 or 3 bodies left to complete so there'll be something for each experiment with varying amounts of effort. I also started laying out the UVs for Cassinis imaging pallet and completed the rest of y'alls bonus parts. Speaking of that, here it is, introducing HE2RA (Or just Hera): I modeled the hexagonal bus, a small cube bus (Juno's vault), the HGA, and two versions of the solar panels (one with the Magnetometer). The Leros-1 engine and perhaps science instruments may come in a later update. Someone was asking a while ago if I was making larger parts. These will now be the mod's largest probe parts. Here's a size comparison to the stock HECS-II I am fixing an issue with the solar panels recharge angle and the RCS module on the bus and then these will be up on Github. Hopefully later today ~cheers Quote Link to comment Share on other sites More sharing options...
serg1983 Posted December 16, 2018 Share Posted December 16, 2018 36 minutes ago, Cheesecake said: Вы должны искать Геру, а не Юнону. Юнона называется Гера в этом моде. Oh .I use rss/ro Quote Link to comment Share on other sites More sharing options...
akron Posted December 16, 2018 Author Share Posted December 16, 2018 @serg1983 Like @Cheesecake mentioned, you have to find an engine for Juno/Hera. It's a big spacecraft, so plenty of engines will fit. My mod actually a pretty good candidate, if you want. Look for an engine called CA-LV10 'Lahar' Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted December 21, 2018 Share Posted December 21, 2018 @akron What ever happened to that SSTL mod you helped out with? Do you know why the developer went silent one day, and will they be returning to modding in the future? Not to sound rude or anything, I'm just really excited for this, BDB and Tantares' upcoming updates, but what probes will 0.17 include, and approximately how close to release is it? Quote Link to comment Share on other sites More sharing options...
akron Posted December 21, 2018 Author Share Posted December 21, 2018 8 minutes ago, sslaptnhablhat said: @akron What ever happened to that SSTL mod you helped out with? Do you know why the developer went silent one day, and will they be returning to modding in the future? At this moment the SSTL-300S1 is the only hardware I have contributed, but the option remains for more spacecraft to be added later 11 minutes ago, sslaptnhablhat said: Not to sound rude or anything, I'm just really excited for this, BDB and Tantares' upcoming updates, but what probes will 0.17 include, and approximately how close to release is it? Parts from Mariners 4-9 and a couple of other tweaks, improvements and fixes. This includes some engine upgrades and updates to Surveyor parts. Viking is next after that, but I don't know if I will include it on this next release. It really is up to what you guys think. Squad has been releasing new versions of KSP in relatively short intervals, which makes the traditional mod "release" model a huge pain to keep up with. I don't have an ETA on release, but as soon as I fix a bunch of issues with these parts, they will be up on Github Quote Link to comment Share on other sites More sharing options...
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