stephm

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  1. hi ! Félicitation it's very impressive, i don't play with beyond, but tested on a fresh install only scatterer and eve and Parallax i have this trouble on runway look like a mirror !! and the shader on ground have this effect on the object z position . Wheel seem under the ground ! same thing for Kerbal Tested in 4Kuhd (i play in 4k) , i have sometime 12fps , or 35 fps that depend (type of planet) but something affect the fps, put the light on kill FPS 30~35 to 12~15 fps it's a great feature shaders look amazing ! log : log beyond+parallax
  2. bonjours ! Après mainte effort pour expliquer mes problèmes sur le forum anglais au sujet du dernier Part Tool, qui hormis les shaders à l'air de fonctionner pour les anglais ! je rencontre plusieurs problèmes, quand j'utilise la fonction "save to config", ça me génère des virgules à la place des points pour les nombres. de plus quand je spawn un internal je n'ai pas les instruments de chargés seulement un et il est mal placé. j'ai un message d'erreur de ce type : FormatException: Input string was not in a correct format. System.Number.ParseSingle (System.String value, System.Globalization.NumberStyles options, System.Globalization.NumberFormatInfo numfmt) (at <567df3e0919241ba98db88bec4c6696f>:0) System.Single.Parse (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) (at <567df3e0919241ba98db88bec4c6696f>:0) System.Single.Parse (System.String s) (at <567df3e0919241ba98db88bec4c6696f>:0) ConfigNode.ParseVector3 (System.String vectorString) (at <0cc91c95455a453ab3e0c1566aca0585>:0) KSPPartTools.PartUtils.LoadSpace (KSPPartTools.InternalSpace newSpace, UrlDir+UrlConfig urlCfg, ConfigNode cfg) (at <0cc91c95455a453ab3e0c1566aca0585>:0) KSPPartTools.PartUtils.SpawnSpace (UrlDir+UrlConfig urlCfg, ConfigNode cfg) (at <0cc91c95455a453ab3e0c1566aca0585>:0) KSPPartTools.PartToolsWindow.DrawSpace (UrlDir+UrlConfig urlCfg, ConfigNode cfg) (at <0cc91c95455a453ab3e0c1566aca0585>:0) KSPPartTools.PartToolsWindow.DrawSpaces () (at <0cc91c95455a453ab3e0c1566aca0585>:0) KSPPartTools.PartToolsWindow.OnGUI () (at <0cc91c95455a453ab3e0c1566aca0585>:0) System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <567df3e0919241ba98db88bec4c6696f>:0) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <567df3e0919241ba98db88bec4c6696f>:0) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <567df3e0919241ba98db88bec4c6696f>:0) UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:359) UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:353) UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:329) UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect, System.Boolean floatingWindow, System.Boolean isBottomTab) (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:374) UnityEditor.DockArea.OldOnGUI () (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:341) UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:298) UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:483) UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:466) UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:447) UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/Events/MouseCaptureDispatchingStrategy.cs:93) UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:280) UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:156) UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/Panel.cs:190) UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:255) UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:78) UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179) je pense que mes problèmes vienne de l'erreur "FormatException: Input string was not in a correct format" ! j'ai corrigé dans Windows le format des nombres et mis point a la place de virgule, ca ne change rien, j'ai cherché sur internet ce fameux formatexception et il y a des problèmes avec Unity mais ca relève uniquement de problème de programmation. j'ai vérifié que les net Framework était bien installé, les 3.5 et 4.x Je ne sais pas comment résoudre ce problème ! merci .
  3. hi ! happy for you, the screenshot KSP_Internals.png don't show on page ??, for my problem with . and , i trying to change my windows regional parameter, in format number changing the symbol decimal to . and it's the same thing .... i have in cfg file this format number 6,566 not this 6.566 Last EDIT i'm tired of this : in a doubt , i tested Part tool on fresh install stock of KSP no mod, but this time full english not french translation, and i have the same problem, the uvmap are lost mirrored on Y axis i think same problem with the ksp addon blender (resolved , i understood the problem by reading forum) the prop don't spawn with the copkit, only one and is a location 0,0,0, and of course i have this format number in internal.cfg file 5,65 instead of 5.65 bye !
  4. hello ! big thanks for these wonderfull PROPS, it's fantastic and cool a little try to update for my purpose the DE_IVA mod ! : BAGS a few hour to install these lovely bags, because the UVmap in blender are mirored Y , i spent hour to find why my bag was not correctly oriented in ksp, giving false information to have a good quaternion in blender....... no unity at this time, a good chalenge lol Some Prop instrument added on left and right off the DE_IVA mod, need a better control of twr for fine ajustement added on right THRUST_limiter, with GIMBAL and TOGGLE motor ON, on the left a new primitive made in blender, Primitive_speciale_Beveled with two switch Delete_NODE and Delete_TArget. Some Manuals for good information for a better fly the box primitive i make and light was placed this time with UNITY, very quickly this Camera is a very beautiful PROP take some screenshot on moon Some RAMP added too, setting up with blender only, not to hard to install !! I have some ideas to create some new prop but it's take time..... thk alexustas , and the author of # DE_IVAExtension v1.0.2 DemonEin EDIT 5/9/2020 hi !, today i have tested the PROP in folders InternalLights and InternalLightBox01 the prop don't work there are no illumination in cockpit . EX : this prop : InternalOmniLight_1m-CP01 do nothing ! // Cockpit omni first group. Range 1m PROP { name = IntOmniLight_1m-CP01 MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = InternalOmniLightAnim variableName = MATH_COCKPITLIGHT_BRIGHTNESS_01 scale = 0,10 } } } question : they need a specific SWITCH to work or not . this prop : InternalLightBox01 don't work too, no light with internal cokpit light on for example PROP { name = InternalLightBox01 MODULE { name = JSIActionGroupSwitch animationName = IntLightBoxAnim perPodPersistenceName = TurnInternalCockpitLights actionName = dummy switchSound = ASET/ASET_Props/Sounds/beep-21 switchSoundVolume = 0.01 } } thk !
  5. hi everyone i'm back after many years and problem, in the past i have made a landing gear with unity at that time. Since the 1.9 i'm try to playing again, now i'm on 1.10.1 and i have decided to upgrade the DE_IVAExtension mk3 for me with some prop of aset ex : mk3 added some instrument on the right and cosmetic props it's just cfg work and blender placement, UNITY don't work for now. i need to create a new prop primitivebox in asset, trying with blender export mu don't work i don't know or is the problém !! ' (resolved) Naturaly i have been tented by UNITY again and the latest PartTool in forum. UNITY version 20192.20f1, TextMesh Pro : TextMesh Pro - Release 1.0.56.2017.3.0b2 (dll only) - set data dir to Kerbal Space Program/GameData -> Spaces do nothing with lot of error NullReferenceException: Object reference not set to an instance of an object UrlDir+<get_AllConfigs>d__53.MoveNext () (at <0cc91c95455a453ab3e0c1566aca0585>:0) UrlDir+<GetConfigs>d__55.MoveNext () (at <0cc91c95455a453ab3e0c1566aca0585>:0) System.Collections.Generic.List`1[T]..ctor (System.Collections.Generic.IEnumerable`1[T] collection) (at <567df3e0919241ba98db88bec4c6696f>:0) KSPPartTools.GameDatabase.GetConfigs (System.String typeName) (at <0cc91c95455a453ab3e0c1566aca0585>:0) KSPPartTools.PartToolsWindow.DrawProps () (at <0cc91c95455a453ab3e0c1566aca0585>:0) KSPPartTools.PartToolsWindow.OnGUI () (at <0cc91c95455a453ab3e0c1566aca0585>:0) System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <567df3e0919241ba98db88bec4c6696f>:0) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <567df3e0919241ba98db88bec4c6696f>:0) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <567df3e0919241ba98db88bec4c6696f>:0) UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:359) UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:353) UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:329) UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect, System.Boolean floatingWindow, System.Boolean isBottomTab) (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:374) UnityEditor.DockArea.OldOnGUI () (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:341) UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:298) UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:483) UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:466) UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:447) UnityEngine.UIElements.EventDispatchUtilities.PropagateEvent (UnityEngine.UIElements.EventBase evt) (at C:/buildslave/unity/build/Modules/UIElements/Events/IEventDispatchingStrategy.cs:64) UnityEngine.UIElements.MouseEventDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/Events/MouseEventDispatchingStrategy.cs:59) UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:280) UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:156) UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/Panel.cs:190) UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:255) UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:78) UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179) - set data dir to Kerbal Space Program/GameData/squad -> work the internal cabin are here props too - spawn Mk1-3 don't work and make error in console : error 1 Cannot clone model 'Squad/Spaces/Mk1-3/model' as model does not exist UnityEngine.Debug:LogError(Object) KSPPartTools.PartUtils:CompileModel(UrlConfig, ConfigNode, Single) KSPPartTools.PartUtils:SpawnSpace(UrlConfig, ConfigNode) KSPPartTools.PartToolsWindow:DrawSpace(UrlConfig, ConfigNode) KSPPartTools.PartToolsWindow:DrawSpaces() KSPPartTools.PartToolsWindow:OnGUI() UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179) error 2 Model was not compiled correctly UnityEngine.Debug:LogError(Object) KSPPartTools.PartUtils:CompileModel(UrlConfig, ConfigNode, Single) KSPPartTools.PartUtils:SpawnSpace(UrlConfig, ConfigNode) KSPPartTools.PartToolsWindow:DrawSpace(UrlConfig, ConfigNode) KSPPartTools.PartToolsWindow:DrawSpaces() KSPPartTools.PartToolsWindow:OnGUI() UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179) error 3 Cannot create space UnityEngine.Debug:LogError(Object) KSPPartTools.PartUtils:SpawnSpace(UrlConfig, ConfigNode) KSPPartTools.PartToolsWindow:DrawSpace(UrlConfig, ConfigNode) KSPPartTools.PartToolsWindow:DrawSpaces() KSPPartTools.PartToolsWindow:OnGUI() UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179) only Placeholder, mk1PodCockpit, GenericSpace3 spawn in the scéne, after some test : if i remove this in internal.cfg file in mk1-3 internal the model spawn in unity, it's ok but no props charged , i don't now how do that !! tested the SquadExpansion directory, model are here but no spawn all these model have the tag "MODEL" in internal.cfg same thing with mk2Expansion spaces but the mod MarkIVSystem by nerta work, there is no tag "MODEL" in internal.cfg file, again the props don't load with the space !! the second problem is texture shader don't work the color of texture in unity is pink , in inspector shader is show correctly as for example KSP/specular but the image for _MainTex are not loaded. it's the same thing for every part or prop. (ok got it about DDS problem) If y decide to change the shader in the menu there are a KSP folder with folder PARTICULE within. the KSP shader are in folder FAILED TO COMPILE/KSP. the ksp shaders are here. voilà big thank for people make thing in ksp, sorry for my english i'm french (it's very difficult to understand all thing in modding in ksp no french traduction) bye ! edit : i don't know how configure part tool to have prop loaded with space, and what is the point in menu KSPAssets option KSPdia, how it work ? (found answer in forum) edit 2 : found the problem for setting gamedata for part tools ksp folder 1.10.1 with all mods this gamedat folder don' work in unity --- ksp folder 1.10.1 with a few mod for visual enhancement and the mod Bluedog_DB nasa setting Set Data Dir to gamedata work , i have all the space and all props super it's working , spawn and internal IVA work for all but without the internal props in internal it's seem that a mod problem ! i don't know ! or a number of mod to hight ????? how setting Part Tools and unity to have props loaded in internal thk ! EDIT 4/09/2020 hello i try an other way to edit props in iva to catch the position and rotation parameter , i and use legacy shader : And it's seem there are an another problem the uvmap don't load correctly ! i tented to use the probuilder editor open uv editor, but it's work only for probuilder object .... (ok for that found answer) Adding PROP using the Save to Config work is great but a little problem with the numeric "." after save config : PROP { name = Primitive_special_beveled position = 0,4528,0,2222,-0,6905 rotation = -0,6997448,0,0,0,714393 scale = 1,1,1 } don't work because for example the number 0,4528 , the correct number is 0.458 Must be like that : PROP { name = Primitive_special_beveled position = 0.4528,0.2222,-0.6905 rotation = -0.6997448,0,0,0.714393 scale = 1,1,1 }
  6. hello ! je suis toujours en HP mais je commence àparler un peu plus avec mes PSY c'est déja un bon point !!! Pour KSP 1.02 @SKALOU oui je teste et j'adore cette nouvelle version ça charge mieux, l'aéro c'est spécial je dis ça en comparaison avec mes test basé sur l'aéris 4 et les précedentes versions, disons que je trouve que maintenant sans FAR c'est quand même agréable, j'ai mis du temps avant d'arrivé àmettre l'aéris en orbite mais une fois que l'ont a pigé le coup cela semble plus réaliste avec cette version. Bien que je trouve bizarre la maniére dont le reacteur s'emballe vers les 12000 mètres, (on dirait un stato !) c'est plus intéressant et le challenge de pièces qui chauffe c'est cool aussi . J'ai tout de même commencé une partie carrière mais complète science+contrat et ça occupe pas mal déja sans avoir besoin de mod, parlant de mod j'ai remis ceux qui m'intéresse toujours autant par contre je peux maintenant me passer du mod B9 et kéthane, j'utilise plus des mods genre KAS KIS le jeu est vraiment très interressant actuellement !! Cette version me fait une peu l'effet de la 23.5 ou j'ai construit le plus de truc, elle est pas mal aboutie celle ci (1.02) voilàMerci àtous pour vos encouragement:cool: et àbientôt steph
  7. Rapide passage pour dire bonjours et expliquer ce qui m'arrive depuis le 5 novembre 2014... Pour ne rien vous cacher j'ai fais une tentative de suicide et depuis ce fameux 5 novembre je suis hôspitalisé, en toute franchise je suis àl'asile psychatrique ! pour dépréssion donc. Donc voilàj'ai un peu perdu de vue Ksp et tout ce qui va avec, je n'ai pour l'instant pas trop de motivations, bien que récement j'ai enfin téléchargé la toute derniére version et je suis un peu largué... Pour l'instant ma réintégration sociale et psychatrique surtout et plus importante, et je peux vous dire que c'est pas évident ! Dans toute cette catastophe j'ai quand même gardé mon portable avec des versions 23.5 et 0.24 de ksp et àl'hôpital j'ai pu me changer les idées bien que ce ne soit pas évident! Comme maintenant j'ai le droit de sortir, je me permet de temps en temps de jeter un coup d'oeil au forum, mais je crains que pour l'instant l'envie de modder n'est plus là... J'ai refais une install en 0.90 avec mes mods préférés pour essayer de reprendre gout àKSP! J'avais des posts sur le forum anglais, si quelqu'un peu expliquer en anglais pour moi ce qui c'est passé notament àCpt Kipard par ex je vous en remercie. Je reste avec Ksp et serait peut-être un peu absent du forum un moment, pour l'instant je me contente juste d'une lecture du forum au sujet des mods sorties et de ksp lui-même! sans trop approfondir... Pour le train d'atterissage je sais pas si les fichiers sont toujours dispo, mais j'avais tout mis en ligne le train sous blender, fichier unity etc pour ceux qui voudraient le reprendre ! Donc voilà! vous savez tout ! dés que ca ira mieux j'éssayerais d'être un peu plus présent steph
  8. hi ! (it's Flight management system FMS sorry ! also Flight managementComputer FMC ) FMS bye !
  9. I love the PDF instrument c'est superbe !! Would be great a basic FMC to put some point nav to fly over kerbin !! steph
  10. hi ! They are no bug with unity wheelcollider, it's just a question a good setup parameter !! here an example with the new B9_Utility_Landing_Gear_HDG1A tested on Aeris4 (as front gear) and it's work very well love the sound and effect !!!, you have to lock steer for lift off to keep plane straight ! Based on this 20 t gear, for bigger gear you have to tweak the frictions based on Spring force !! And every thing work ! steph
  11. hi ! Using previous version of b9 in 24.2 (just some part like b9 gear, for front gear) this is the cfg file I use and he work great ! may be I'm wrong but setting for gear need some adjustment ! (Old B9_Utility_Landing_Gear_HDG1A revised) looking in the new lovely B9 pack, and you have almost the same config than old! Just tested one gear and rolling between 80 100 m/s give the same result like previous b9 pack. and it not working perfect, all parameter are needed, if you don't specify the rest of parameter the UNITY defaut parameter are used and they are not good at all in KSP (based on my test) For stiffness according unity manual base is 1 so you need decrease this value for better result !! I know I have a to much little experience to give some useful advice but the cfg parameter setup (over) work better than original parameter !, but probably I'm wrong too !! steph
  12. hello ! during last two week I try to "really play" now with 0.24.2, and to try match the 0.23.5 ksp version, I have (and I continue to play ), in 0.24.2 it's a new fight again the memory problem !! In my previous 0.23.5, I use active texture management with aggressive option, but for now I don't have all the mods (compatibility issues), so I using ATM with the non aggressive MOD. to benefit the beauty of some mods I have downloaded. I 'll discovers in the Squad/spaces section big same repetitive textures in the 9 spaces folders. it's possible to force in space folder or by texture replacer to have only 2 textures for theses 9 folders ? thk steph edit: testing 0.24.2 with all texture in png and correctly tagged for normal. I noticed they are some texture non used in squad texture and some incoherence ! really need to be upgraded all these stock part..(just my opinion !!) Read all the pages post, I understand how to replace but does not solve the repetitive texture.
  13. hi ! Bravo for this lovely part pardon (stock part) ! .. So much well integrated with stock part, I love the cockpit part !! steph