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Electrocutor

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Everything posted by Electrocutor

  1. Is there any chance that you could add support for the science modules included with: USI Sounding Rockets DMagic Orbital Science Surface Experiment Pack ?
  2. No, it's just the way of doing reflections. I created my own mod that uses a single long-range ReflectionProbe per vessel and is set to time-sliced individual faces; it removes all the chugging. I'm now working on blending a short-range probe per part that starts at the center, but moves to the closest collision face when a kerbal or another vessel is nearby. This is inherently expensive, though; so I am trying to build some logic that makes better sense. There is also the issue of KSP using multiple main cameras, which causes the projection of reflections to get wonky (at least I think that is what's causing it).
  3. It's not updated yet, but he has the source code there. I sent him a PM: hopefully he could quickly update it if he's still around.
  4. Okay... so I found something very interesting. Metallic 255 and Smoothness 255 = 100% reflectivity Red Channel = Metallic value Green Channel = Smoothness value Alpha Channel = Occlusion value ... however I cannot seem to get it to work...
  5. Updated the reflections for USI windows. It now properly works with the life support transparent cupolas now too. https://drive.google.com/open?id=0B_LTOcS7EtOyVEF6WUhPQzN6RzA
  6. For anyone interested, I enabled reflections on all of the USI parts that have glass meshed. In the future, I may darken some of the windows as some of them are very bright, like the Malemute. https://drive.google.com/open?id=0B_LTOcS7EtOyVEF6WUhPQzN6RzA Requirements: TextureReplacer As with my post on the TextureReplacer thread, I suggest using a reflectionInterval of 60 on it to avoid a performance hit.
  7. Take a look at my previous post. The first section shows the list of things that need to be copied over to fix them. http://forum.kerbalspaceprogram.com/index.php?/topic/154587-12x-temporary-mks-karbonite-support-thread/&do=findComment&comment=2926298
  8. It might also help if you gathered ideas from people and made a coming-soon list table in the OP of items that you plan to make in the future. Here's a few off the top of my head: Class Items Pilot Captains Hat, Sunglasses, Flight Goggles Engineer Hard Hat Scientist Bifocals, Steam-Punk Goggles Tourist Camera Kolonist Chips, Soda Cup w/ Straw, VR Headset Mechanic Wrench, Oil Can Miner Hard Hat w/ Lamp, Pickaxe, TNT, Jackhammer Technician Laptop, Two-Way Radio Geologist Cowboy Hat, Bandana Biologist Sheers, Watering Can Farmer Shovel, Pitchfork, Straw Hat Medic Medkit, Stethoscope Quartermaster Clipboard Scout Binoculars Season Items Spring Umbrella, Basket w/ Colored Eggs Summer Supersoaker, Snorkel Fall Jack-o-Lantern Helmet, Scary Mask Winter Snowball, Santa Hat
  9. The download was merged, but the items all remain separate; hence my earlier post about needing to copy files back and forth between the two due to missing textures. As far as I can tell for version priorities of what to download for updates, this is how it is currently:
  10. My example there was merely one my own thoughts, the purpose of my suggestion is about consolidation. For example, everything in submarine and survival is also in exploration, why is there both a karbonite and karboniteplus if they go together, many files are duplicated between mods, making it unclear which has the most recent changes and what exactly is included for different ones. For example, even if you pull down constellation which includes tools, you still need download tools to get the latest version.
  11. While I'm thinking about it, I'd like to make a suggestion to consolidate USI a bit with less overlap if possible. This seems like a clean separation to me: CommunityResources CommunityCategories UmbraSpaceIndustries\USICore Contains all files shared between multiple USI mods under \Assets All USI mods reference this path for these shared files Kontainers ReactorPack SafetyLight DERP2 FX UmbraSpaceIndustries\Exploration Airbag Floats SoundingRockets Karbonite KarbonitePlus AES HERP SurvivalPack Otter Karibou Malemute Orion WarpDrive UmbraSpaceIndustries\Kolonization MKS PackRat ART FreightTransportationTechnologies UmbraSpaceIndustries\LifeSupport LifeSupport UmbraSpaceIndustries\Konstruction Konstruction Akita
  12. Yes, // in front of each line. Otherwise, I think you can also use /* stuff */ to span a block.
  13. Okay... quick summary... 1. Firespitter is chuck full of all sorts of errors, but I think the only thing MKS relies on is the .dll itself. Even though Constellation includes all the Firespitter parts and things, I don't think they are utilized. (so I ignored them) 2. Fixes. More accurately, textures that are either in the wrong place or need to be multiple places 3. Missing Textures 4. Value Errors 5. Null Reference Exceptions 6. Cfg data without module dependency check
  14. I'm not sure what "individual" entails. Many of the repos have duplicate files. Since I don't see any repo that is the source for everything, I can only assume that RoverDude has some sort of script to pump out the files into each of the repos from wherever his source code is at. I will build a list of the easy things this evening and post it here. Some of them are just referencing files that are in the wrong place too.
  15. So... Just for a test, I created a clean KSP install, ran it once, then copied the current release of USI Constellation into it. I Opened KSP, started a new sandbox game, then quit. After this, the KSP log was quite full of warnings and errors on USI parts and things: missing textures, missing sounds, invalid floats, null reference exception, etc. Is this normal? I do not get so many warnings and errors on any of the other mods except Firespitter.
  16. Bug Report: The .cfg has several entries for docking ports and landing legs that seem to have been partially commented out, but you should finish commenting them to prevent loading errors.
  17. TextureReplacer has some ability to do this, I created a sample pack from Scart91's suits to demonstrate it here; but I would like to expand on this further. I wanted to work on this on my own a bit, but cannot figure out how to extract the game's existing suit textures to edit.
  18. I like where this is going... I wonder if we could rally kerbal-centric modders and build a single composite mod that allows easy, progressive, and randomized Kerbal customization. This way, as they progress through their career, they work their way up in the world and also dynamically use different IVA models, textures, and props depending on the situation.
  19. I sorted out Scart91's files a bit into a usable package that also includes support for USI Kolonist traits/classes. You can find it here. I'm hopeful that he might help me figure out how to get the base textures from the game to edit. My end-game thoughts are to have kolonist-specific suits; so for example, the farmer might have denim overalls with a plaid shirt for IVA.
  20. Well, I hope he comes back around and gets in touch with me. In the mean-time, here is a sample TexturePack utilizing his files. Let me know if anything is broken. I've only bothered to convert the diffuse textures into dds for now and haven't bothered to resize anything yet. IMPORTANT If you start a new game, then you're fine; but if you add this to an existing game, it will not work right unless you edit the save file and add the config data for TextureReplacer into it. TextureReplacer by default overrides .cfg configurations with the data that already exists in the save, which is almost always blank. https://drive.google.com/open?id=0B_LTOcS7EtOyQUg4bmV0cTBjV1U Requirements: TextureReplacer Features: Females have 5 randomized faces Males have 12 randomized faces Jebediah, Bob, Bill, and Valentina have an elite suit progression: 0.Used, 1.New, 4.Elite; each specific to their class Normal pilots, engineers, and scientists have a suit progression: 0.Old, 1.Used, 4.New; each specific to their class Tourists have a special old suit just for them USI classes all get a particular Old or Used suit except Kolonist Kolonists randomly select from an generic old, used, new, or new(style2) suit Screenshots: Pilots Scientists Engineers The Big Four And... Tourists
  21. Greetings, Could you please tell me how you got hold of the Kerbal head and suit textures from the game assets? I'd like to try my hand at editing them, but cannot figure out how to get them. Otherwise, if you'd like to help me do some art, I could help you do some dds and cfg work... My intent is to create a set of suits for IVA, EVA, and specific parts for each class with differentiation between experience ranks that fully encompasses all the 'classes' of stock and USI. Stock: Pilot, Engineer, Scientist, Tourist USI: Kolonist, Miner, Technician, Mechanic, Biologist, Geologist, Farmer, Medic, Quartermaster
  22. Upon further testing, I can confirm that the drastic, pulsing performance hit from TextureReplacer is only present when an object that uses TRReflection is within rendering range. The processing hog seems to be the real reflection renderer. By changing the reflectionInterval, you can change the time between the lag spikes. For a fix, I would suggest spinning the process that creates the reflection image into its own thread, so that the whole game won't just sit around and wait for it. Within that thread, before starting the render, make sure that a previous render is not currently still under way. For now, the workaround I have used is to simply set the reflectionInterval to 60 so it only updates about once per second.
  23. I would recommend the following changes: Add visibleRange = 5500 to layerVolume under Kerbin-MainClouds of clouds.cfg Add visibleRange = 6250 to layerVolume under Eve-CloudsLow of clouds.cfg Add visibleRange = 3500 to layerVolume under Laythe-CloudsHigh of clouds.cfg There is no reason to burn so much GPU while standing on the ground to render volumetrics that make almost no visual difference at such a distance. You can evaluate whether or not to make these changes by standing on the ground and looking up to the clouds from the same spot, taking a screenshot and noting the frame-rate; then comparing them.
  24. Greetings, So, after getting annoyed with constant periodic game hanging and poor fps, I decided to do some investigation about where all my performance was going... The result was that TextureReplacer was causing horrendous fps and physics dips in spikes around once every 100-200ms. This behavior can be exacerbated by adding additional mods or config settings (it doesn't matter what or which) that will cause physics lag, processing time, or fps drop. Eventually, it will become so bad that it also affects the physics processing time even though the CPU is hardly even being used. Once it reaches the state where your physics flash between green and yellow even just sitting at the launch pad on a brand new save, you can then remove and re-add TextureReplacer from your GameData folder to observe what it is causing. This is not being caused by any incompatibility with any other particular mod, but rather with this mod itself; it merely takes a bit of a loaded game to notice the difference. For example, if you have a clean game and only add TextureReplacer, you will not see a noticeable difference unless you are actually clocking the framerate (and are not capped). Having EnvironmentalVisualEnhancements, Kopernicus, SVE, and SVT all running have very little impact at all on the game, while TextureReplacer causes a dramatic difference, so it is not simply a matter of being a graphical mod. ---- RangeMachine, could you please look at the Big-O of your/Shaw's code a bit to see if you can find some ways to optimize it and reduce the amount of code running during game tick events? The usefulness of this mod cannot be overstated, but for now, I will have to remove it from my list until it no longer affects the game speed so dramatically. ---- Unrelated, I have a couple enhancement requests: For suits, allow normal maps for each of the 1-5 level textures; this way they can differ in design while still looking correct for shading. For suits, allow jet packs and visors to also have optional level 1-5 textures/normals. Add the ability to apply an additional texture layer to existing objects; for example, adding a mostly transparent texture with cracks or scratches to specific parts. Get in touch with Avera9eJoe about WindowShine, he seems to have found a shader that will fix reflection preventing other shaders like part highlighting.
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