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    CAS Pilot
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    Flying Close air support in the desert
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  1. Ah, yeah i was wondering what you meant about cameras n stuff, i need to figure out how BDA outputs and displays data within Unity menus/sub-windows and figure out how to make that data displayable by a monitor within the IVA.
  2. How are particle FX Put together now? guessing the Particle FX Editor on unity 4.18f doesnt work or?
  3. I am going to have to reverse Engineer BDA in order to get the RWR on a monitor arent i ;;;
  4. Depends on what version of the game you are developing for and what features you are making the parts to exploit. that guide is 3 years out of date. First, Determine the version of game you wish to develop for, with notes that 1.9.x>1.12 is pretty much the same dev enviroment with incremental updates optional. Then, determine the required unity version for that variant of Part tools, as far as TextMesh Pro, give me a minute and i may be able to find a version that should work.
  5. Thank you! i appreciate that someone out there is still following this. Taking steps to get setup with this again, a large drawback was the tragic loss of my M2HB Model literally the day of completion before import. as it was the basis for the new tanker parts line. so im beginning to rebuild that model from scratch while getting a proper dev enviroment setup again.
  6. im still here, i still play KSP as i have for nearing 8 years now, i have been swamped with my career as a Refrigeration technician for the past several months and it has been precluding me from having the energy to persue my hobbies such as 3D Graphical artistry and Modding, i will return to this soon:tm:.
  7. More Updates, A-10 Cockpit nearing completion, K52 is awaiting prop-out. Now for the question, MoarDV Avionics, Or Good old fashioned RPM? Not sure which of either to use, i know RPM like the back of my hand but MAS offers streamlined production and much more advanced feature sets.
  8. Odd, wonder what broke it, You should be on KSP ver 1.9.1 as 1.12 is incompatible with BDA, Please make sure all dependencies are Installed. Bringing this up to speed, Man i have a habit of turning up no where for a while, sorry about that, switched industries recently and work has been killer. this is still getting touched on when i have time, new Cockpit in the works while i mourn the loss of my A6 and E2C models still.. And some B52 finish ups.
  9. got it, sweet. the flight dynamics of the shuttle are a touch wonky but i love SOCK and this mod so far.
  10. Is there something missing from this/SOCK? the robotic arm/htRobotics folder is missing any form of plugin, causing null ref errors when placing parts and preventing them from working.
  11. Reworking the B52 Cockpit Interior now, your CPU will be screaming, its 104k Tris, granted everything else in this pack is more then that for just a single weapon soo.. dont ask why i spent 2 hours divising a work flow for easily modeling electrical tape. i have ran out of texture coordinate space 4 times now...
  12. i ran KSP and made mods on an AMD E300 APU, it can be done, though 1.3ghz is extremely painful , but yeah, what kinda mod?
  13. this thread is kinda old but i figure i should help anyone who has this primary issue of Non compiling shaders, with that dead link for the correct shadowmap here is a bandaid fix Crossposted from another thread i have - Missing Custom shaders binary curt. this code i found while googling and as far as i can tell is just default Unity code and is MIT licensed- https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/CGIncludes/UnityShadowLibrary.cginc And i changed 2 lines in AutoLight.cginc to make it all function. will be crossposting this to a thread i had seen that was similar Heres a link, just put the files in the Assets/Parttools/Shaders folder and replace the AutoLight.cginc with the new on. https://www.dropbox.com/s/e7a8phoz9zdbxq3/ShaderFix.zip?dl=1 lines changed - Commented out the top line mentioning the custom library and uncommented out the bottom one. probably not necessary but it worked for me I dont know if it will still look for the custom library or not, i just put it in there but my drunk a%$ is pretty sure its defaulting to Unity's default shadow maps, which is fine for editing parts and the likes as KSP as a game has its own shader set it will compile, and i dont think its far off from default until you start messing with the new stuff that got introduced in the more recent versions. 2022 edit, as i come back into modding i actually reencountered this issue on a fresh Unity/PT Install and had to recursively work my way back to this solution before finding my post in this thread through google, that was nice...
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