Donziboy2 Posted April 28, 2016 Share Posted April 28, 2016 22 hours ago, NecroBones said: Next update will have functional SAS and battery lights, via IndicatorLights: Nice additions, can I make a request? Could you backlight the letters or make the letters light up with the indicator? Quote Link to comment Share on other sites More sharing options...
NecroBones Posted April 28, 2016 Author Share Posted April 28, 2016 1 hour ago, Donziboy2 said: Nice additions, can I make a request? Could you backlight the letters or make the letters light up with the indicator? Huh, I'll have to think about it. I guess the lights are kinda hard to tell apart in the dark. If I were to backlight the labels, then I might as well consider making the entire light be the label, and make it bigger. Or I could backlight them with a neutral color. Or something. In either case, it would mean reworking the emissives and making new textures for that. So I'll have to think about it, and say "maybe" for now. Quote Link to comment Share on other sites More sharing options...
Donziboy2 Posted April 28, 2016 Share Posted April 28, 2016 42 minutes ago, NecroBones said: Huh, I'll have to think about it. I guess the lights are kinda hard to tell apart in the dark. If I were to backlight the labels, then I might as well consider making the entire light be the label, and make it bigger. Or I could backlight them with a neutral color. Or something. In either case, it would mean reworking the emissives and making new textures for that. So I'll have to think about it, and say "maybe" for now. Just a thought your doing the work after all. Quote Link to comment Share on other sites More sharing options...
NecroBones Posted April 29, 2016 Author Share Posted April 29, 2016 3 hours ago, Donziboy2 said: Just a thought your doing the work after all. Actually it is a good idea. I thought about it a bit tonight. What I might do is make the labels light up (redesigning them to look more like lights themselves), and make it an animation that's controllable via right-click or action groups. The idea is that you can light it up, but don't have to. That should be doable. It just needs another set of tiny textures for the labels. Quote Link to comment Share on other sites More sharing options...
NecroBones Posted April 29, 2016 Author Share Posted April 29, 2016 13 hours ago, Donziboy2 said: Just a thought your doing the work after all. Check it out. The labels are lights now, which can be toggled via right-click or an action group. There's a "deploy limit" so you can set the brightness of them, if you want. In the screenshot below, the middle probe core has the brightness pulled back to about half. Quote Link to comment Share on other sites More sharing options...
Donziboy2 Posted April 29, 2016 Share Posted April 29, 2016 9 hours ago, NecroBones said: Check it out. The labels are lights now, which can be toggled via right-click or an action group. There's a "deploy limit" so you can set the brightness of them, if you want. In the screenshot below, the middle probe core has the brightness pulled back to about half. Very Nice! I like it Quote Link to comment Share on other sites More sharing options...
metteigel Posted April 30, 2016 Share Posted April 30, 2016 Hey :). So i downloaded the latest Version but i get massive Texture glitches. How can i fix this ? Here is a Picture: Greetings. Quote Link to comment Share on other sites More sharing options...
SkyKaptn Posted April 30, 2016 Share Posted April 30, 2016 48 minutes ago, metteigel said: So i downloaded the latest Version but i get massive Texture glitches. How can i fix this ? For me this was introcuced in the very latest 1.1.2 patch some minutes ago Quote Link to comment Share on other sites More sharing options...
metteigel Posted April 30, 2016 Share Posted April 30, 2016 no fix for me here Quote Link to comment Share on other sites More sharing options...
krone12 Posted April 30, 2016 Share Posted April 30, 2016 (edited) http://images.akamai.steamusercontent.com/ugc/263835074976548244/3AF80D62FDD867D5D7BB4A06CB5EFBF736881DAA/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:575&composite-to=*,*|1024:575&background-color=black spacey 1.12.2 this is my only mod Edited April 30, 2016 by krone12 Quote Link to comment Share on other sites More sharing options...
metteigel Posted April 30, 2016 Share Posted April 30, 2016 ok so i'm not alone Quote Link to comment Share on other sites More sharing options...
Itsdavyjones Posted April 30, 2016 Share Posted April 30, 2016 8 hours ago, metteigel said: Hey :). So i downloaded the latest Version but i get massive Texture glitches. How can i fix this ? Here is a Picture: Greetings. Make sure firespitter and IFS are updated, and if you use steam, make sure steam actually updated to 1.1.2 if you use steam. Had that problem too, and was just able to solve it by doing that. Quote Link to comment Share on other sites More sharing options...
metteigel Posted April 30, 2016 Share Posted April 30, 2016 firespitter and ifs ? Quote Link to comment Share on other sites More sharing options...
Itsdavyjones Posted April 30, 2016 Share Posted April 30, 2016 IFS is interstellar fuel switch Quote Link to comment Share on other sites More sharing options...
NecroBones Posted May 1, 2016 Author Share Posted May 1, 2016 14 hours ago, metteigel said: Hey :). So i downloaded the latest Version but i get massive Texture glitches. How can i fix this ? Here is a Picture: Greetings. 13 hours ago, SkyKaptn said: For me this was introcuced in the very latest 1.1.2 patch some minutes ago 7 hours ago, krone12 said: http://images.akamai.steamusercontent.com/ugc/263835074976548244/3AF80D62FDD867D5D7BB4A06CB5EFBF736881DAA/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:575&composite-to=*,*|1024:575&background-color=black spacey 1.12.2 this is my only mod 5 hours ago, Itsdavyjones said: Make sure firespitter and IFS are updated, and if you use steam, make sure steam actually updated to 1.1.2 if you use steam. Had that problem too, and was just able to solve it by doing that. Also make sure you grab the latest version of ModuleManager, from today. Quote Link to comment Share on other sites More sharing options...
Rhedd Posted May 1, 2016 Share Posted May 1, 2016 And where in the heck do you get a new version of Firespitter? (I've got horrible texture fighting since 1.1.2, as well.) Quote Link to comment Share on other sites More sharing options...
NecroBones Posted May 1, 2016 Author Share Posted May 1, 2016 I don't know whether firespitter has updated yet or not. InterstellarFuelSwitch has though, and SpaceY will work with either of them. Quote Link to comment Share on other sites More sharing options...
Rhedd Posted May 1, 2016 Share Posted May 1, 2016 (edited) I got the most recent firespitter.dll by just downloading the most recent total firespitter package straight from GitHub. Still have no idea where to find it by website or download site, but it does say it's for 1.1.2 on GitHub. Regardless, updating Firespitter, IFS, Tweakscale, and redownloading SpaceY which says it's for 1.1.2 now, even though the version didn't change, DID fix my problem. I doubt all that was necessary but that's what I tried and it works now. (My tanks were the wrong size, too, and now they're fine.) Edited May 1, 2016 by Rhedd Quote Link to comment Share on other sites More sharing options...
NecroBones Posted May 1, 2016 Author Share Posted May 1, 2016 Updated: 1.12.3 (2016-05-01) - Tweaks. - Updated Probe cores and reaction wheels to use IndicatorLights if available. - Probe cores now also have a toggle option for light-up labels that correspond to the indicator lights. - Corrected a missing texture placeholder for the 3.75m stack separator. 1.12.4 (2016-05-01) - Tweaks. - Corrected AVC version number. DOH! Quote Link to comment Share on other sites More sharing options...
Cuky Posted May 7, 2016 Share Posted May 7, 2016 @NecroBones If I want to use only SRBs and nose cones with separatron engines inside what can I delete to have them working correctly? Quote Link to comment Share on other sites More sharing options...
NecroBones Posted May 8, 2016 Author Share Posted May 8, 2016 6 hours ago, Cuky said: @NecroBones If I want to use only SRBs and nose cones with separatron engines inside what can I delete to have them working correctly? You can delete all of the folders under "Parts" except for the "SRBs" folder, since the SRBs don't borrow textures from other part types. Quote Link to comment Share on other sites More sharing options...
Cuky Posted May 8, 2016 Share Posted May 8, 2016 Thanks Quote Link to comment Share on other sites More sharing options...
NecroBones Posted May 8, 2016 Author Share Posted May 8, 2016 Updated: 1.12.5 (2016-05-08) - Tweaks. - Refined the primary launch clamp's internal layout, to use as a template for later projects. - Added basic thrust curves for SRBs. Flat profile, however thrust tapers off during last 5% of remaining propellant. Quote Link to comment Share on other sites More sharing options...
NecroBones Posted May 11, 2016 Author Share Posted May 11, 2016 @Snark brought up a point elsewhere about the test-contracts in career mode being a little crazy in terms of making huge sums of money available. I don't see a direct multiplier in the configs for this, but I think the reward is based on the value of the part. Something I could do is limit the ease of the contracts though, perhaps by removing the option for ground-testing. If everything has to be tested at altitude, or in space, that would certainly change things. Thoughts? Quote Link to comment Share on other sites More sharing options...
Delta_8930 Posted May 11, 2016 Share Posted May 11, 2016 Good idea Quote Link to comment Share on other sites More sharing options...
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