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Errol

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Everything posted by Errol

  1. Minor update, just noticed that most of the included .PNGs were not actually being used because they were not named correctly. I also decided to add the license to the Human Colored Heads folder. New version up now. https://www.dropbox.com/scl/fi/h94cfqnzlsybetaelxnu9/HumanColoredHeadsRecoloredv0.5.zip?rlkey=x7esp71pwrc374i6td0p8zyvf&dl=0
  2. I just noticed a possible bug with scatterer/EVE/deffered lighting. Clouds do not receive lighting from engines.
  3. Another possible compatibility bug with deferred lighting? I've just noticed doing night launches that Engine Lighting does not illuminate the clouds at all. I can't remember if it was like this before the deferred lighting mod came out, but either way, it would be a massive improvement to how dramatic night launches are.
  4. I do have reviva, and I'm able to switch IVAs just fine. What I'm looking for is a way to create and execute maneuver nodes from inside the probe control room, preferably from flight directors desk and not from one of the large MFDs at the front. This particular prop, the MAS ALCOR MFD2 includes an excellent maneuver node sub screen, and I think it would be more useful than the old, original rpm MFDs that are currently there in your KSA_MissionControl. (The old rpm MFDs are broken for me right now too, but that is beside the point and I believe has to do with the new deffered lighting mod from blackrack and it's require patched version of RPM)
  5. @JonnyOThan Just discovered this for the enhanced probe controlled room and I'm loving it! One small request though, could you add the MAS ALCOR MFD2 to the flight director's station? I really like it for it's maneuver node editing options. Screenshot from SABS iva for mk2 inline cockpit for reference.
  6. I would pay for access to these forums to be maintained. Can we set up a patreon or something for the moderation team and server space? I support several ksp modders on patreon, and spacedock, it would only make sense to also support the forums in the same way.
  7. I believe that there is a conflict between this mod and blackrack's new deffered rendering mod/TUFX while in editor. It appears to cause an excess of bloom, perhaps TUFX profiles being applied more than once?
  8. @blackrackbug report: Installing the new deffered rendering mod I'm getting this weird visual bug where everything looks washed out and overexposed, there is also a ton of glare/haze around the sun. I suspect it's caused by deffered rendering because removing deffered rendering fixes the issue, although it does look very similar to a bug I had when I first tried the new true volumetrics. Back then I was able to fix it by turning off all Anti-aliasing except for TUFX. Now though, no combination of settings for stock AA and TUFX seem to affect what is going on at all. Here is my log: https://www.dropbox.com/scl/fi/eltbohvtkepekmsqarc7c/Player.log?rlkey=jnzulnesyltsystwqe2jfjagr&dl=0 I am using RaymarchedVolumetricsEarlyAccess01_07_24, the fixed dll for volumetrics v4 from the deffered compatibility page and blackrack's TUFX profile. Here is what it looks like: EDIT: I believe I've tracked down the conflict to the Night Shift mod which changes how lighting in editors works. Might be worth adding to the compatibility chart on git. EDIT2: I found out that the scatterer sunflare mod on ckan conflicts with the new deffered rendering in editor as well.
  9. This sounds like it would generate large clouds of debris, and isn't all that different from already conducted missile tests against satellites. The problem you run into is trying to impart enough energy into your payload to get it suborbital without completely destroying it, which I don't think would be possible. If it were able to survive traveling down the barrel of the canon, it would surely get destroyed on contact with the atmosphere trying to travel at near orbital speeds at sea level. This is why rockets carry fuel with them, so they can accelerate gradually through the atmosphere. My favorite solution is giant ground based lasers that slowly melt the satellites, causing the the orbit to decay faster than normal.
  10. So are you saying that the normal sequenced firing was primarily used to mitigate g-force?
  11. Just doing some research on Gemini for my career save with engine ignitor, and I've discovered that the retro rockets were fired in sequence, one after the other, rather than all four at once, but I can't seem to find any reasoning behind this engineering decision. Does anyone know anything about this? I can't imagine they were trying to mitigate g-forces, I keep trying to figure out if this added some sort of redundancy or safety margin. I could conceive of the idea that they could vary the number of retros used in a return sequence, to compensate for different mission profiles and altitudes....but I would like some sort of confirmation on the purpose of this.
  12. A suggestion I have for you is to try this mod which gives you throttle setting action groups, then using the MJ scripting module's action group triggers; ------------------------------------------------------------------------------------------------------------- @sarbian A question I have about the MJ is scripting module is how the target body function is supposed to work? I can't seem to get it to do anything. I am playing with OPM, and see all the extra bodies in the list. I'm also using an MM script to further alter orbital parameters of all the bodies. Perhaps I need to test the target body scripting function in a more stripped down, clean install with just MJ and go from there.
  13. I am having the same issue...does anyone know anything about this?
  14. This pretty much seems to be my experience too. When I installed this mod I was expecting a part failure maybe every few flights, not several part failures every single flight within minutes of takeoff. I found a " DefaultSettings.cfg " in OhScrap > Plugins > PluginData and tried changing the value " minimumFailureChance = 0.01 " to " minimumFailureChance = 0.001 " with no noticeable effect. I'm not sure if this settings.cfg is supposed to only affect new save games, or if it is supposed to apply to all previously existing save games as well, but after dozens of flights trying to improve part reliability (and seeing the part generation number in PAW going up with each newly built identical craft) and no noticeable improvement.....I'm also kinda at the point where I'm wondering if I would be better off with DangIt, Kerbalism, kerbal launch failure or Baris instead of this. Does anyone know if it is possible to just globally turn down the rate of all part failures in this mod? The difficulty settings screen tab for this mod is just a list of failure types that can be enabled or disabled, and seems to have none of the values from the defaultsettings.cfg file. I've even tried scouring through the persistent.sfs for any possible mentions of them......does anyone know where/how the values from the defaultsettings.cfg are supposed to be stored or changed for saves....or what they are supposed to do?
  15. ̶̶̶I̶̶̶s̶̶̶ ̶̶̶i̶̶̶t̶̶̶ ̶̶̶p̶̶̶o̶̶̶s̶̶̶s̶̶̶i̶̶̶b̶̶̶l̶̶̶e̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶t̶̶̶u̶̶̶r̶̶̶n̶̶̶ ̶̶̶o̶̶̶f̶̶̶f̶̶̶ ̶̶̶p̶̶̶a̶̶̶r̶̶̶t̶̶̶ ̶̶̶h̶̶̶i̶̶̶g̶̶̶h̶̶̶l̶̶̶i̶̶̶g̶̶̶h̶̶̶t̶̶̶i̶̶̶n̶̶̶g̶̶̶ ̶̶̶f̶̶̶o̶̶̶r̶̶̶ ̶̶̶p̶̶̶a̶̶̶r̶̶̶t̶̶̶s̶̶̶ ̶̶̶t̶̶̶h̶̶̶a̶̶̶t̶̶̶ ̶̶̶h̶̶̶a̶̶̶v̶̶̶e̶̶̶ ̶̶̶f̶̶̶a̶̶̶i̶̶̶l̶̶̶e̶̶̶d̶̶̶ ̶̶̶i̶̶̶n̶̶̶ ̶̶̶f̶̶̶l̶̶̶i̶̶̶g̶̶̶h̶̶̶t̶̶̶ ̶̶̶t̶̶̶h̶̶̶a̶̶̶t̶̶̶ ̶̶̶y̶̶̶o̶̶̶u̶̶̶ ̶̶̶j̶̶̶u̶̶̶s̶̶̶t̶̶̶ ̶̶̶d̶̶̶o̶̶̶n̶̶̶'̶̶̶t̶̶̶ ̶̶̶w̶̶̶a̶̶̶n̶̶̶t̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶g̶̶̶l̶̶̶o̶̶̶w̶̶̶ ̶̶̶r̶̶̶e̶̶̶d̶̶̶ ̶̶̶a̶̶̶n̶̶̶y̶̶̶m̶̶̶o̶̶̶r̶̶̶e̶̶̶?̶̶̶ ̶̶̶I̶̶̶ ̶̶̶d̶̶̶o̶̶̶n̶̶̶'̶̶̶t̶̶̶ ̶̶̶w̶̶̶a̶̶̶n̶̶̶t̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶p̶̶̶e̶̶̶r̶̶̶m̶̶̶a̶̶̶n̶̶̶e̶̶̶n̶̶̶t̶̶̶l̶̶̶y̶̶̶ ̶̶̶d̶̶̶i̶̶̶s̶̶̶a̶̶̶b̶̶̶l̶̶̶e̶̶̶ ̶̶̶t̶̶̶h̶̶̶e̶̶̶m̶̶̶,̶̶̶ ̶̶̶j̶̶̶u̶̶̶s̶̶̶t̶̶̶ ̶̶̶b̶̶̶e̶̶̶ ̶̶̶a̶̶̶b̶̶̶l̶̶̶e̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶a̶̶̶c̶̶̶k̶̶̶n̶̶̶o̶̶̶w̶̶̶l̶̶̶e̶̶̶d̶̶̶g̶̶̶e̶̶̶ ̶̶̶t̶̶̶h̶̶̶e̶̶̶ ̶̶̶p̶̶̶a̶̶̶r̶̶̶t̶̶̶ ̶̶̶h̶̶̶a̶̶̶s̶̶̶ ̶̶̶f̶̶̶a̶̶̶i̶̶̶l̶̶̶e̶̶̶d̶̶̶ ̶̶̶a̶̶̶n̶̶̶d̶̶̶ ̶̶̶d̶̶̶i̶̶̶s̶̶̶m̶̶̶i̶̶̶s̶̶̶s̶̶̶ ̶̶̶t̶̶̶h̶̶̶e̶̶̶ ̶̶̶h̶̶̶i̶̶̶g̶̶̶h̶̶̶l̶̶̶i̶̶̶g̶̶̶h̶̶̶t̶̶̶i̶̶̶n̶̶̶g̶̶̶ ̶̶̶a̶̶̶s̶̶̶ ̶̶̶a̶̶̶ ̶̶̶n̶̶̶o̶̶̶t̶̶̶i̶̶̶f̶̶̶i̶̶̶c̶̶̶a̶̶̶t̶̶̶i̶̶̶o̶̶̶n̶̶̶.̶̶̶ ̶̶̶E̶̶̶v̶̶̶e̶̶̶n̶̶̶ ̶̶̶j̶̶̶u̶̶̶s̶̶̶t̶̶̶ ̶̶̶t̶̶̶h̶̶̶e̶̶̶ ̶̶̶a̶̶̶b̶̶̶i̶̶̶l̶̶̶i̶̶̶t̶̶̶y̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶t̶̶̶o̶̶̶g̶̶̶g̶̶̶l̶̶̶e̶̶̶ ̶̶̶h̶̶̶i̶̶̶g̶̶̶h̶̶̶l̶̶̶i̶̶̶g̶̶̶h̶̶̶t̶̶̶i̶̶̶n̶̶̶g̶̶̶ ̶̶̶o̶̶̶n̶̶̶ ̶̶̶a̶̶̶n̶̶̶d̶̶̶ ̶̶̶o̶̶̶f̶̶̶f̶̶̶ ̶̶̶g̶̶̶l̶̶̶o̶̶̶b̶̶̶a̶̶̶l̶̶̶l̶̶̶y̶̶̶,̶̶̶ ̶̶̶i̶̶̶n̶̶̶-̶̶̶f̶̶̶l̶̶̶i̶̶̶g̶̶̶h̶̶̶t̶̶̶,̶̶̶ ̶̶̶s̶̶̶o̶̶̶ ̶̶̶y̶̶̶o̶̶̶u̶̶̶ ̶̶̶c̶̶̶a̶̶̶n̶̶̶ ̶̶̶h̶̶̶a̶̶̶v̶̶̶e̶̶̶ ̶̶̶a̶̶̶ ̶̶̶c̶̶̶l̶̶̶e̶̶̶a̶̶̶n̶̶̶e̶̶̶r̶̶̶ ̶̶̶v̶̶̶i̶̶̶e̶̶̶w̶̶̶ ̶̶̶f̶̶̶o̶̶̶r̶̶̶ ̶̶̶s̶̶̶c̶̶̶r̶̶̶e̶̶̶e̶̶̶n̶̶̶s̶̶̶h̶̶̶o̶̶̶t̶̶̶s̶̶̶ ̶̶̶a̶̶̶n̶̶̶d̶̶̶ ̶̶̶s̶̶̶t̶̶̶i̶̶̶l̶̶̶l̶̶̶ ̶̶̶b̶̶̶e̶̶̶ ̶̶̶a̶̶̶b̶̶̶l̶̶̶e̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶c̶̶̶h̶̶̶e̶̶̶c̶̶̶k̶̶̶ ̶̶̶o̶̶̶n̶̶̶ ̶̶̶w̶̶̶h̶̶̶a̶̶̶t̶̶̶ ̶̶̶h̶̶̶a̶̶̶s̶̶̶ ̶̶̶f̶̶̶a̶̶̶i̶̶̶l̶̶̶e̶̶̶d̶̶̶?̶̶̶ EDIT: found the answer in the PAW
  16. The default settings are generally pretty good. I recommend using all of the following mods together if your system can handle it: -Scatterer (patreon version with included EVE true-volumetrics integration) -EVE redux (if using the publicly available version of scatterer from this thread) -TUFX (post processing effects) -Parallax (better surfaces and scatters (rocks and trees) with tessellation) -Planetshine (celestial body albedo cast onto vessels) -Distant Object Enhancement (distant object rendering and dynamic skybox dimming) -TextureReplacer (window reflections and better skybox) -Engine Lighting Relit (engines emit light) -Restock(+) (stock part art overhaul with a priority on consistency of style across older and newer parts) -Waterfall (best engine plume effects, make sure to grab the .cfg for stock or restock if using that) -smokescreen (additional engine plume effects) -RealPlume (improved plumes for any engines not covered by waterfall) -Reentry particle effect renewed (plasma tails) -Destruction Effects (fiery unplanned rapid disassembly; specifically for when joints break) -Blast Awesomeness Modifier (unplanned rapid disassembly fieryness relative to contents; specifically on part destruction) ---------------------------------------------------- I know you were asking specifically about visuals, but there some other overall improvements that are also highly recommended: -Rocket Sound Enhancement (dynamic audio muffling relative to air pressure) -Ship Effects Continued (sound effects for acceleration) -Docking Sounds (docking ports go Ka-chunk) -KSP Secondary Motion (antennas and other physicsless parts can wiggle) -Kerbal Krash System (parts deform and get progressively damaged before exploding) -Navball Texture Changer Updated (choose your navball) -ZTheme (ksp darkmode UI) ---------------------------------------------------- Lastly, some might argue that this suggestion is not actually an improvement, but rather a step towards the uncanny valley. However, I would be remiss to not make use of an opportunity for some shameless self promotion. -Human Colored Heads Recolored (give your Kerbals some dramamine/gravol so they look a lil less sea-sick all the time...) All of these except Human Colored Heads are available on ckan.
  17. Too late, all aboard the hype train!!!! Woo Woo!! I only jest. But on a more serious note....@Lisias do you have a patreon or something? Also, not sure if this is helpful, but the solar panel suggestion made me think that there's also the comm net planetary occlusion thingie. Could set up the sun as a hidden really long range transmitter, and all vessels as hidden receivers of this hidden transmitter. This could(?) have the advantage of not caring about orientation of the vessel at all.
  18. I mean, the transitions are generally pretty short, why not just make it binary? Like, on or off, is any part of the sun exposed or not? And then just have the dimming fade in or out as a (relatively short/quick) fixed time animation? As for what is in the game already, what about the shadows? Like, the planets cast shadows on the vessels, can you detect when that is happening?
  19. @LisiasThank you so much for your continued support of this amazing mod. I have a feature request. At first I thought this was a bug, perhaps a mod conflict with kopernicus or scatterer because I know they mess with how suns work (kopernicus has to even replace stuff for solar panels to be able to work in multi sun systems)... So I tried DOE in a clean install with nothing else to observe if this is expected behavior, and it seems like it is. Anyway, the issue I'm having/noticing is that dynamic skybox dimming seems to be getting applied whenever the camera is pointed at the sun, regardless of if you are being occluded by a celestial body. So in low orbit near sunrise and sunset you don't get to see the stars at all, you are just in complete blackness if you point the camera where the sun is being hidden. On higher orbits when you are being eclipsed briefly, again if you look towards the planet/eclipse the whole sky goes black. I tried fiddling with all the DOE settings, but none of them seemed to be able to make the star visible behind planets, but not visible when just looking at the sun unobstructed. I'm not sure how difficult it would be to detect when your craft is being shadowed rather than lit up by the sun due to a celestial body in order to disable dynamic skybox dimming, but this would go a long way on improving visuals. It would make scatterer eclipses way more dramatic.
  20. Mod + IVA key ( ' alt + c ' for windows by default)
  21. Seems like the " Is Kerbal Quality Specified " option is not working for me. Hired kerbals just have the values that the sliders are set at. Log: https://www.dropbox.com/scl/fi/cokkehfuy6tqaz9ckximx/KSP.log?rlkey=nmsy0c031ogg4mfuj63i7zlng&dl=0
  22. Yes, I am using that trick. Forgot to mention that. This is the first time I'm bothering with steam, thought it might be convinient for track time spent in game, but there is also a mod for that I can just use. Just tested launching KSP directly instead of through steam, and what do you know, fixed my issue with DOE and Auto Actions. I'd read that using that PD launcher killing trick could break steam interface elements, I was unaware it could mess with things in game as well. Thanks for the speedy and helpful responses!
  23. I'm using version the latest 2.1.1.15 from ckan. I will say that I'm playing a heavily modified game of ~200 mods or so. I did notice the comments around issue #38, but couldn't fully understand what that issue was. I'm only going to mention a couple settings in my steps, but it has been reverting all settings I try to change. Launch KSP 1.12.5 (through steam) Load my sandbox savegame Opened the DOE's Settings Dialog (from stock app launcher button, space center scene) Set Use Blizzy's Toolbar to ON and Use KSP Launcher to OFF Pressed Apply Return to main menu Load my sandbox savegame again (to confirm changes were applied; DOE settings icon is in blizzy's toolbar) Quit KSP (through main menu) Launch KSP 1.12.5 (through steam) Load my sandbox savegame The DOE settings icon has reverted to being in the stock app launcher again. Here is my log from after quitting ksp. https://www.dropbox.com/scl/fi/ocrovicrkrsi3p8a8ya4v/KSP.log?rlkey=k7d7527lna48tdfula7uj3s65&dl=0 EDIT: not sure if this is relevant or not, but I'm also having trouble with default settings changes for the mod Auto Actions not persisting...
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