Jump to content

Grunf911

Members
  • Posts

    243
  • Joined

  • Last visited

Posts posted by Grunf911

  1. 43 minutes ago, Gameslinx said:

    UPDATE: Those currently installing will need to hold off. I'm reuploading the stock textures folder. To do this I had to edit the existing release on GitHub and I assume it would not update any changes until I press "save" but contrary to my belief it went ahead and deleted the StockTextures folder. So, while it is reuploading, hold off for now. Estimated to be done in 30 minutes

    Great @Gameslinx just please let us know where it will be first available. Is it GitHub, CKAN or both :-)

  2. ....the funny part is: I removed all mods except James Web, Tarsier and Textures_Unlimited, with same result.

    Sorry for putting big wall of texts but i have no idea how to fix it, and It is reproducible in STOCK as well, so its not a mod collision issue

    The weird part is: when i tried to see how it works in the editor, with debug to true i got the following load logs:

    TextureSet: JWST-Heatshields did not have definition for mode (create/update).  Using default value of: update.  This may not function as desired, and may need to be corrected in the configuration file. 
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    
    TextureSet: JWST-Heatshields did not have definition for mode (create/update).  Using default value of: update.  This may not function as desired, and may need to be corrected in the configuration file. 
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    
    TexturesUnlimited -- Replacing textures on database model: JamesWebb/BaseStructure/jameswebb 
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    
    enabling TSMD..JamesWebb/BaseStructure/jameswebb (UnityEngine.Transform) updateMode: True 
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    
    Replacing empty textureslot: _Emissive with color: 0,0,0,0 
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    
    Updated material properties
       Material Name: JWST-Bottom-AOBake (Instance)
           Shader Name               : SSTU/PBR/Metallic
           RenderQueue               : 2000
           _MainTex                  : JamesWebb/BaseStructure/heatshield-diffuse (UnityEngine.Texture2D)
           _MainTexOffset            : (0.0, 0.0)
           _BumpMap                  : JamesWebb/BaseStructure/heatshield-normals (UnityEngine.Texture2D)
           _BumpMapOffset            : (0.0, 0.0)
           _MetallicGlossMap         : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D)
           _MetallicGlossMapOffset   : (0.0, 0.0)
           _Emissive                 : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D)
           _EmissiveOffset           : (0.0, 0.0)
           _AOMap                    : 
           _AOMapOffset              : (0.0, 0.0)
           _Smoothness               : 1
           _Metal                    : 1
           _Color                    : (1.0, 1.0, 1.0, 1.0)
           _EmissiveColor            : (0.0, 0.0, 0.0, 1.0)
     
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    
    Replacing empty textureslot: _Emissive with color: 0,0,0,0 
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    
    Updated material properties
       Material Name: JWST-Bottom-AOBake (Instance)
           Shader Name               : SSTU/PBR/Metallic
           RenderQueue               : 2000
           _MainTex                  : JamesWebb/BaseStructure/heatshield-diffuse (UnityEngine.Texture2D)
           _MainTexOffset            : (0.0, 0.0)
           _BumpMap                  : JamesWebb/BaseStructure/heatshield-normals (UnityEngine.Texture2D)
           _BumpMapOffset            : (0.0, 0.0)
           _MetallicGlossMap         : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D)
           _MetallicGlossMapOffset   : (0.0, 0.0)
           _Emissive                 : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D)
           _EmissiveOffset           : (0.0, 0.0)
           _AOMap                    : 
           _AOMapOffset              : (0.0, 0.0)
           _Smoothness               : 1
           _Metal                    : 1
           _Color                    : (1.0, 1.0, 1.0, 1.0)
           _EmissiveColor            : (0.0, 0.0, 0.0, 1.0)
     
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    ....however when i got to flying i got the following:

    PartLoader: Compiling Internal Space 'SquadExpansion/MakingHistory/Spaces/Mk2Pod/Mk2Pod_Internal/MK2POD_IVA' 
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    
    TexturesUnlimited - Updating Part Icon shaders. 
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    
    KSPShaderLoader - Adjusting icon shaders for part: JWST-BaseStructure for original shader:SSTU/PBR/Metallic replacement: TU/Icon/Metallic 
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    
    BASE:
       Material Name: JWST-Bottom-AOBake (Instance)
           Shader Name               : SSTU/PBR/Metallic
           RenderQueue               : 2000
           _MainTex                  : JamesWebb/BaseStructure/heatshield-diffuse (UnityEngine.Texture2D)
           _MainTexOffset            : (0.0, 0.0)
           _BumpMap                  : JamesWebb/BaseStructure/heatshield-normals (UnityEngine.Texture2D)
           _BumpMapOffset            : (0.0, 0.0)
           _MetallicGlossMap         : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D)
           _MetallicGlossMapOffset   : (0.0, 0.0)
           _Emissive                 : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D)
           _EmissiveOffset           : (0.0, 0.0)
           _AOMap                    : 
           _AOMapOffset              : (0.0, 0.0)
           _Smoothness               : 1
           _Metal                    : 1
           _Color                    : (1.0, 1.0, 1.0, 1.0)
           _EmissiveColor            : (0.0, 0.0, 0.0, 1.0)
           _MaskColor1               : (0.9, 0.9, 0.9, 0.0)
           _MaskColor2               : (0.9, 0.9, 0.9, 0.0)
           _MaskColor3               : (0.9, 0.9, 0.9, 0.0)
           _MaskMetallic             : (0.0, 0.0, 0.0, 0.0)
     
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    
    PRE :
       Material Name: JWST-Bottom-AOBake (Instance) (Instance)
           Shader Name               : KSP/ScreenSpaceMask
           RenderQueue               : 2000
           _MainTex                  : JamesWebb/BaseStructure/heatshield-diffuse (UnityEngine.Texture2D)
           _MainTexOffset            : (0.0, 0.0)
           _BumpMap                  : JamesWebb/BaseStructure/heatshield-normals (UnityEngine.Texture2D)
           _BumpMapOffset            : (0.0, 0.0)
           _MetallicGlossMap         : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D)
           _MetallicGlossMapOffset   : (0.0, 0.0)
           _Emissive                 : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D)
           _EmissiveOffset           : (0.0, 0.0)
           _AOMap                    : 
           _AOMapOffset              : (0.0, 0.0)
           _Smoothness               : 1
           _Metal                    : 1
           _Color                    : (1.0, 1.0, 1.0, 1.0)
           _EmissiveColor            : (0.0, 0.0, 0.0, 1.0)
           _MaskColor1               : (0.9, 0.9, 0.9, 0.0)
           _MaskColor2               : (0.9, 0.9, 0.9, 0.0)
           _MaskColor3               : (0.9, 0.9, 0.9, 0.0)
           _MaskMetallic             : (0.0, 0.0, 0.0, 0.0)
     
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    
    POST:
       Material Name: JWST-Bottom-AOBake (Instance) (Instance)
           Shader Name               : TU/Icon/Metallic
           RenderQueue               : 2000
           _MainTex                  : JamesWebb/BaseStructure/heatshield-diffuse (UnityEngine.Texture2D)
           _MainTexOffset            : (0.0, 0.0)
           _BumpMap                  : JamesWebb/BaseStructure/heatshield-normals (UnityEngine.Texture2D)
           _BumpMapOffset            : (0.0, 0.0)
           _MetallicGlossMap         : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D)
           _MetallicGlossMapOffset   : (0.0, 0.0)
           _Emissive                 : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D)
           _EmissiveOffset           : (0.0, 0.0)
           _AOMap                    : 
           _AOMapOffset              : (0.0, 0.0)
           _MaskTex                  : 
           _MaskTexOffset            : (0.0, 0.0)
           _Thickness                : 
           _ThicknessOffset          : (0.0, 0.0)
           _Smoothness               : 1
           _Metal                    : 1
           _Color                    : (1.0, 1.0, 1.0, 1.0)
           _EmissiveColor            : (0.0, 0.0, 0.0, 1.0)
           _MaskColor1               : (1.0, 1.0, 1.0, 1.0)
           _MaskColor2               : (1.0, 1.0, 1.0, 1.0)
           _MaskColor3               : (1.0, 1.0, 1.0, 1.0)
           _MaskMetallic             : (0.0, 0.0, 0.0, 0.0)
           _DiffuseNorm              : (1.0, 1.0, 1.0, 0.0)
           _SmoothnessNorm           : (1.0, 1.0, 1.0, 0.0)
           _MetalNorm                : (1.0, 1.0, 1.0, 0.0)
     
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    
    BASE:

    ...now I am not coder, but when i run a bulk compare in notepad ++ i get the following:

    Working:

    Replacing empty textureslot: _Emissive with color: 0,0,0,0 
    
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    
    Updated material properties
       Material Name: JWST-TopSection-AO-Bake (Instance)
           Shader Name               : SSTU/PBR/Metallic
           RenderQueue               : 2000
           _MainTex                  : JamesWebb/BaseStructure/mirrors-diffuse (UnityEngine.Texture2D)
           _MainTexOffset            : (0.0, 0.0)
           _BumpMap                  : JamesWebb/BaseStructure/JWST-Top-Normals (UnityEngine.Texture2D)
           _BumpMapOffset            : (0.0, 0.0)
           _MetallicGlossMap         : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D)
           _MetallicGlossMapOffset   : (0.0, 0.0)
           _Emissive                 : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D)
           _EmissiveOffset           : (0.0, 0.0)
           _AOMap                    : 
           _AOMapOffset              : (0.0, 0.0)								 
           _Smoothness               : 1
           _Metal                    : 1
           _Color                    : (1.0, 1.0, 1.0, 1.0)
           _EmissiveColor            : (0.0, 0.0, 0.0, 1.0)
    
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    
    KSPShaderLoader -- Shader: SSTU/PBR/Metallic (UnityEngine.Shader) did not have property: _DetailMult 
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    Not Working:

    
    BASE:
       Material Name: JWST-TopSection-AO-Bake (Instance)
           Shader Name               : SSTU/PBR/Metallic
           RenderQueue               : 2000
           _MainTex                  : JamesWebb/BaseStructure/mirrors-diffuse (UnityEngine.Texture2D)
           _MainTexOffset            : (0.0, 0.0)
           _BumpMap                  : JamesWebb/BaseStructure/JWST-Top-Normals (UnityEngine.Texture2D)
           _BumpMapOffset            : (0.0, 0.0)
           _MetallicGlossMap         : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D)
           _MetallicGlossMapOffset   : (0.0, 0.0)
           _Emissive                 : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D)
           _EmissiveOffset           : (0.0, 0.0)
           _AOMap                    : 
           _AOMapOffset              : (0.0, 0.0)
           _Smoothness               : 1
           _Metal                    : 1
           _Color                    : (1.0, 1.0, 1.0, 1.0)
           _EmissiveColor            : (0.0, 0.0, 0.0, 1.0)
           _MaskColor1               : (0.9, 0.9, 0.9, 0.0)
           _MaskColor2               : (0.9, 0.9, 0.9, 0.0)
           _MaskColor3               : (0.9, 0.9, 0.9, 0.0)
           _MaskMetallic             : (0.0, 0.0, 0.0, 0.0)
     
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    
    PRE :
       Material Name: JWST-TopSection-AO-Bake (Instance) (Instance)
           Shader Name               : KSP/ScreenSpaceMask
           RenderQueue               : 2000
           _MainTex                  : JamesWebb/BaseStructure/mirrors-diffuse (UnityEngine.Texture2D)
           _MainTexOffset            : (0.0, 0.0)
           _BumpMap                  : JamesWebb/BaseStructure/JWST-Top-Normals (UnityEngine.Texture2D)
           _BumpMapOffset            : (0.0, 0.0)
           _MetallicGlossMap         : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D)
           _MetallicGlossMapOffset   : (0.0, 0.0)
           _Emissive                 : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D)
           _EmissiveOffset           : (0.0, 0.0)
           _AOMap                    : 
           _AOMapOffset              : (0.0, 0.0)
           _Smoothness               : 1
           _Metal                    : 1
           _Color                    : (1.0, 1.0, 1.0, 1.0)
           _EmissiveColor            : (0.0, 0.0, 0.0, 1.0)
           _MaskColor1               : (0.9, 0.9, 0.9, 0.0)
           _MaskColor2               : (0.9, 0.9, 0.9, 0.0)
           _MaskColor3               : (0.9, 0.9, 0.9, 0.0)
           _MaskMetallic             : (0.0, 0.0, 0.0, 0.0)
     
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    
    POST:
       Material Name: JWST-TopSection-AO-Bake (Instance) (Instance)
           Shader Name               : TU/Icon/Metallic
           RenderQueue               : 2000
           _MainTex                  : JamesWebb/BaseStructure/mirrors-diffuse (UnityEngine.Texture2D)
           _MainTexOffset            : (0.0, 0.0)
           _BumpMap                  : JamesWebb/BaseStructure/JWST-Top-Normals (UnityEngine.Texture2D)
           _BumpMapOffset            : (0.0, 0.0)
           _MetallicGlossMap         : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D)
           _MetallicGlossMapOffset   : (0.0, 0.0)
           _Emissive                 : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D)
           _EmissiveOffset           : (0.0, 0.0)
           _AOMap                    : 
           _AOMapOffset              : (0.0, 0.0)
           _MaskTex                  : 
           _MaskTexOffset            : (0.0, 0.0)
           _Thickness                : 
           _ThicknessOffset          : (0.0, 0.0)
           _Smoothness               : 1
           _Metal                    : 1
           _Color                    : (1.0, 1.0, 1.0, 1.0)
           _EmissiveColor            : (0.0, 0.0, 0.0, 1.0)
           _MaskColor1               : (1.0, 1.0, 1.0, 1.0)
           _MaskColor2               : (1.0, 1.0, 1.0, 1.0)
           _MaskColor3               : (1.0, 1.0, 1.0, 1.0)
           _MaskMetallic             : (0.0, 0.0, 0.0, 0.0)
           _DiffuseNorm              : (1.0, 1.0, 1.0, 0.0)
           _SmoothnessNorm           : (1.0, 1.0, 1.0, 0.0)
           _MetalNorm                : (1.0, 1.0, 1.0, 0.0)
     
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

     

  3. 8 minutes ago, Cheesecake said:

    Do you have Textures Unlimited?

    Hi,

    Yes I do, and as you can see it looks ok in VAB, but not in space, so that is  why i am confused

     

    I do get this in the log though:


     

    [AddonLoader]: Instantiating addon 'EditorReflectionUpdate' from assembly 'TexturesUnlimited'
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    
    [AddonLoader]: Instantiating addon 'TexturesUnlimitedDebug' from assembly 'TexturesUnlimited'
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    
    NullReferenceException: Object reference not set to an instance of an object
      at KSP.UI.Screens.ApplicationLauncher.RemoveModApplication (KSP.UI.Screens.ApplicationLauncherButton button) [0x00029] in <cd473063d3a2482f8d93d388d0c95035>:0
      at KSPShaderTools.Addon.TexturesUnlimitedDebug.Awake () [0x000b9] in <d05d146f0f32458d9a30cf17e61f35a8>:0
    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
    UnityEngine.GameObject:Internal_AddComponentWithType(Type)
    UnityEngine.GameObject:AddComponent(Type)
    AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)
    AddonLoader:StartAddons(Startup)
    AddonLoader:OnLevelLoaded(GameScenes)
    AddonLoader:OnSceneLoaded(Scene, LoadSceneMode)
    UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

     

    I extracted all references to TexturesUnlimited via Notepad ++ and this is what i get:

     

    	Line 103508: [ModuleManager] Calling TexturesUnlimitedLoader.ModuleManagerPostLoad() 
    	Line 103511: TexturesUnlimited - Initializing shader and texture set data. 
    	Line 103514: TexturesUnlimited - Loading Shader Pack: SSTUShaders :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/sstushaders-universal.ssf 
    	Line 103514: TexturesUnlimited - Loading Shader Pack: SSTUShaders :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/sstushaders-universal.ssf 
    	Line 103517: TexturesUnlimited - Loaded Shader: SSTU/Masked :: assets/customshaders/sstu-masked.shader from pack: SSTUShaders 
    	Line 103520: TexturesUnlimited - Loaded Shader: SSTU/MaskedIcon :: assets/customshaders/sstu-maskedicon.shader from pack: SSTUShaders 
    	Line 103523: TexturesUnlimited - Loaded Shader: SSTU/PBR/Masked :: assets/customshaders/sstu-pbr-masked.shader from pack: SSTUShaders 
    	Line 103526: TexturesUnlimited - Loaded Shader: SSTU/PBR/Metallic :: assets/customshaders/sstu-pbr-metallic.shader from pack: SSTUShaders 
    	Line 103529: TexturesUnlimited - Loaded Shader: SSTU/PBR/MetallicTransparent :: assets/customshaders/sstu-pbr-metallictransparent.shader from pack: SSTUShaders 
    	Line 103532: TexturesUnlimited - Loaded Shader: SSTU/PBR/Solar :: assets/customshaders/sstu-pbr-solar.shader from pack: SSTUShaders 
    	Line 103535: TexturesUnlimited - Loaded Shader: SSTU/PBR/StockMetallicBumped :: assets/customshaders/sstu-pbr-stockmetallicbumped.shader from pack: SSTUShaders 
    	Line 103538: TexturesUnlimited - Loaded Shader: SSTU/PBR/StockMetallicBumpedMasked :: assets/customshaders/sstu-pbr-stockmetallicbumpedmasked.shader from pack: SSTUShaders 
    	Line 103541: TexturesUnlimited - Loaded Shader: SSTU/PBR/StockMetallicDiffuse :: assets/customshaders/sstu-pbr-stockmetallicdiffuse.shader from pack: SSTUShaders 
    	Line 103544: TexturesUnlimited - Loaded Shader: SSTU/SetAlpha :: assets/customshaders/sstu-setalpha.shader from pack: SSTUShaders 
    	Line 103547: TexturesUnlimited - Loaded Shader: SSTU/Skybox/Cubemap :: assets/customshaders/sstu-skybox-cubed.shader from pack: SSTUShaders 
    	Line 103550: TexturesUnlimited - Loaded Shader: SSTU/SolarShader :: assets/customshaders/sstu-solar.shader from pack: SSTUShaders 
    	Line 103553: TexturesUnlimited - Loading Shader Pack: TU-SkyboxShader :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/TU-SkyboxShader.ssf 
    	Line 103553: TexturesUnlimited - Loading Shader Pack: TU-SkyboxShader :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/TU-SkyboxShader.ssf 
    	Line 103556: TexturesUnlimited - Loaded Shader: TU/Skybox :: assets/customshaders/tu-skybox.shader from pack: TU-SkyboxShader 
    	Line 103559: TexturesUnlimited - Loading Shader Pack: TU-Shaders :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/tushaders-universal.ssf 
    	Line 103559: TexturesUnlimited - Loading Shader Pack: TU-Shaders :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/tushaders-universal.ssf 
    	Line 103562: TexturesUnlimited - Loaded Shader: TU/Legacy :: assets/shaders/surface/tu-legacy.shader from pack: TU-Shaders 
    	Line 103565: TexturesUnlimited - Loaded Shader: TU/Metallic :: assets/shaders/surface/tu-metallic.shader from pack: TU-Shaders 
    	Line 103568: TexturesUnlimited - Loaded Shader: TU/Specular :: assets/shaders/surface/tu-specular.shader from pack: TU-Shaders 
    	Line 103571: TexturesUnlimited - Loading Shader Pack: TU-Shaders :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/tushaders-transparent.ssf 
    	Line 103571: TexturesUnlimited - Loading Shader Pack: TU-Shaders :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/tushaders-transparent.ssf 
    	Line 103574: TexturesUnlimited - Loaded Shader: TU/Transparent/Legacy :: assets/shaders/surface/tu-transparent-legacy.shader from pack: TU-Shaders 
    	Line 103577: TexturesUnlimited - Loaded Shader: TU/Transparent/Metallic :: assets/shaders/surface/tu-transparent-metallic.shader from pack: TU-Shaders 
    	Line 103580: TexturesUnlimited - Loaded Shader: TU/Transparent/Specular :: assets/shaders/surface/tu-transparent-specular.shader from pack: TU-Shaders 
    	Line 103583: TexturesUnlimited - Loading Shader Pack: TU-IconShaders :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/tushaders-icons.ssf 
    	Line 103583: TexturesUnlimited - Loading Shader Pack: TU-IconShaders :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/tushaders-icons.ssf 
    	Line 103586: TexturesUnlimited - Loaded Shader: TU/Icon/Legacy :: assets/shaders/surface/tu-icon-legacy.shader from pack: TU-IconShaders 
    	Line 103589: TexturesUnlimited - Loaded Shader: TU/Icon/Metallic :: assets/shaders/surface/tu-icon-metallic.shader from pack: TU-IconShaders 
    	Line 103592: TexturesUnlimited - Loaded Shader: TU/Icon/Specular :: assets/shaders/surface/tu-icon-specular.shader from pack: TU-IconShaders 
    	Line 103595: TexturesUnlimited - Loaded Shader: TU/Icon/StockSpecular :: assets/shaders/surface/tu-icon-stockspecular.shader from pack: TU-IconShaders 
    	Line 103733: TexturesUnlimited - Calling PostLoad handlers 
    	Line 140616: TexturesUnlimited - Updating Part Icon shaders. 
    	Line 150130: Assembly: TexturesUnlimited, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
    	Line 151675: [AddonLoader]: Instantiating addon 'EditorReflectionUpdate' from assembly 'TexturesUnlimited' 
    	Line 151678: [AddonLoader]: Instantiating addon 'TexturesUnlimitedDebug' from assembly 'TexturesUnlimited' 
    	Line 151678: [AddonLoader]: Instantiating addon 'TexturesUnlimitedDebug' from assembly 'TexturesUnlimited' 
    	Line 151684:   at KSPShaderTools.Addon.TexturesUnlimitedDebug.Awake () [0x000b9] in <d05d146f0f32458d9a30cf17e61f35a8>:0 
    	Line 154594: [AddonLoader]: Instantiating addon 'TexturesUnlimitedDebug' from assembly 'TexturesUnlimited' 
    	Line 154594: [AddonLoader]: Instantiating addon 'TexturesUnlimitedDebug' from assembly 'TexturesUnlimited' 
    	Line 154599:   at KSPShaderTools.Addon.TexturesUnlimitedDebug.Awake () [0x000b9] in <d05d146f0f32458d9a30cf17e61f35a8>:0 
    	Line 338853: [AddonLoader]: Instantiating addon 'EditorReflectionUpdate' from assembly 'TexturesUnlimited' 
    	Line 338856: [AddonLoader]: Instantiating addon 'TexturesUnlimitedDebug' from assembly 'TexturesUnlimited' 
    	Line 338856: [AddonLoader]: Instantiating addon 'TexturesUnlimitedDebug' from assembly 'TexturesUnlimited' 
    	Line 338861:   at KSPShaderTools.Addon.TexturesUnlimitedDebug.Awake () [0x000b9] in <d05d146f0f32458d9a30cf17e61f35a8>:0 

     

  4. FINALLY MANAGED TO GET IT TO WORK (sorry for shout but soooo excited :-) )

     

    Take a look at my new Heavy SSTO designated - SPL - SSTO - Laythe - Cargo Mk3g - Bast (Based on Egyptian deity Bastet - a lion warrior goddess that was later named a protector of cats, mothers and family)

    xJ8wGFn.png

    I hope Bast shall be a good mother to our future Laythe mobile base :-)

  5. In the log file i found this:

    KerbalJointReinforcement: extents could not be properly built for part PWing - SP+
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

     

  6. The only error i see is this one:

    // After I launch my craft.
    
    [Error]: Ignore collision failed. Both colliders need to be activated when calling IgnoreCollision

    Also i am using FAR 0.15.7.2 - Could that one be causing the issue as i believe you mentioned somewhere that some lower FAR versions cause issues in mirrored meshes. If so how can i check it ?

    BTW, sent u a PM

  7. 17 hours ago, Crzyrndm said:

    connectionFactor = 150

    Ok getting there just few more questions please

    1. Ok, but do i need to rebuild the craft (in  SPH) or not (or just reload the game with new values in part.cfg) ?

    2. also there are 2 modules (lifting surface and wing manipulator). Does it matter where i put it ?

    3. What is the max value is 600 ok ?

    EDIT: I tried with values 300 and 600 with no use,

        MODULE
        {
            name = WingManipulator
    		connectionFactor = 1000
        }
    	MODULE
    	{
    		name = ModuleLiftingSurface
    		useInternalDragModel = True
    		deflectionLiftCoeff = 2.0
    		dragAtMaxAoA = 0.5
    		dragAtMinAoA = 0.0
    	}

    Here is what happens:

    I have even tried to rebuild the craft after updating values (as i thought they get modified in the .craft file once you put in the part) - not sure how it works

     

    @Crzyrndm - my thoughts are that due to high mass and big wings strong forces ensue:

    1. To lift wings up

    2. The mass to keep it on the ground.

     

    ...however what is puzzling to me is why always right wing breaks and never the left one ?

    (could it be that connectionFactor is only applied to the wing being edited and not the mirrored one ?) (im just speculating as i find it strange)

     

  8. 13 hours ago, Crzyrndm said:

    BreakingTorque/Force are overriden by the plugin so no, changing that will have no effect on the issue (and they should already be scaled up significantly by the plugin). The variable you want to set is "connectionFactor" in the wing module (default is 150, higher == stronger) which scales that connection force

    That would explain the million wing breaks that i was experiencing. However where do i set that connectionFactor. It is not in part.cfg for the given wing.

    - is it already somewhere ? if so where ? (its not in part.cfg - this is 1.1.3 version so 11.1)

    - do i add it somewere ? if so where ? - Gamedata - pwing - wing - part.cfg, OR .craft file or somewhere else, please be specific

     

    EDIT: I found it in pWings.dll, but i can not edit .dlls. Is there a simple editor that woudl allow me to edit it ?

     

    If this works you will get credit on my next engineering vid  ( the one building Laythe -  Rover-Base - deploying SSTO  - wow that was a mouthfull) :-). I literally cant play without pwings :-)

  9. Hi,

    I have an issue with 1.1.3 Pwings 11.1.

    I am trying to use them with OPT Spaceplane parts - Humpback which is huge. However regardless of how thick i make them (Both Mark 2 and SP+) just before takeoff they snap off (i assume as they are huge they get ripped off due to vertical lift forces). I tried modifying the parts::

        breakingTorque = 800 (originally 100) - OPT uses 600-800 for comparison and they dont get ripped off
        breakingForce = 800 (originally 100)

    (which is more inline with other OPT wings), BUT do i need to rebuild the whole plane or will this change be applied to wings regardless of the fact i modified the part.cfg afterwards.

     

    Second question is even AM i fixing the correct values ? or ?

    I do not have the picture of the pwings on aircraft as i have never been able to take off (will repost SPH pic in a couple of hrs) but for the time being this is what the plane looks like with OPT wings i am trying to replace (as for Landing on Laythe i need bigger lift surfaces as i want a glider rather than dart (which is now))

    XvSem7g.png

    The side tanks are 2,5m just for scale

  10. On 2016-11-23 at 3:16 PM, Alphard said:

    Hi GrunfWorks, I'm your big fan. What computer do you use, as you have such a huge amount of mods while your KSP seems to work perfectly?

    I have an i7 3850 (i think) with 16 GB ram and GeForce GTX 780. The KSP does not always run perfectly but after the 1.1. it runs quite nicely, 25 FPS on normal stuff, 17 on bigger. However I always try to accelerate video playback for the FPS to be atleast 25 for you guys. You would notice it as the music plays a bit quicker :-)

  11. 22 hours ago, nascarlaser1 said:

    Would MS paint or gimp work for sketching? I have those preinstalled on my PC, so if I can use something installed already it will help with my already slow pc.

     

    p.s. You draw better than me lol.

    If you are good with GIMP then absolutely. I used it a couple of times but am not nearly as skilled as i need to be :-)

  12. @RoverDude

    I am having several issues and questions regarding the use of 0.625 Alcubierre Drive:

    1. I am constantly seeing the bubble as yellow orb both in VAB and during Flight. Is there a way to disable it from showing ?
    2. Do both engine AND Exotic matter converter need to be activated (Activate engine AND Start Exotic Matter) for it to run, or you just need to have enough Exotic matter in storage ?
    3. Why am I getting: Can not extend when stowed when I try to deploy Solar panels or Antennas within the warp bubble (although the throttle is set to 0). Happens regardless if the engine is activated or not
    4. When i activate engine, but do not start exotic matter (although i have 5000 of it in tank), I hear engine sound but regardless of how much i set throttle, nothing happens. Am i doing something wrong ? I was under impression that Converter -> fills Exotic Matter from massive E/C while engine can run without it, or ?

    The game is Alcubierre Drive 0.4.4.0 in 1.1.3 and FAR, below is the full modlist

    Is there any way to get it to work, as I really want to play with this version of Alcubierre drive, and not the Interstellar one

×
×
  • Create New...