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About X52

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    Bottle Rocketeer

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  1. Hi everyone, I try to understand the Camera System in KSP and hope I can get help here. Is it possible to correctly Render everything (all the Layers with Objects that are Visible on screen except the UI) with a single Camera? And If not, how would I do it with multiple Cameras. Currently when I create a Camera and set the render Layers like this: camera.cullingMask = (1 << 0) | (1 << 4) | (1 << 9) | (1 << 10) | (1 << 15) | (1 << 16) | (1 << 18) | (1 << 20) | (1 << 23); Then the Cockpit Interior is not correctly rotated and the sky is just a blue Square over the ship. also, I have the problem that if I copy a camera other than the main Camera the game crashes after a view seconds. Would be nice If someone could point me in the Right direction. Edit: With two Cameras I can Render the sky correctly, but I can't rotate the sky camera without the sky turning into a small blue square. I can rotate the sky itself by setting ScaledSpace.transform but it behaves really odd (the rotation speeds are faster than I would expect them to be and I don't know how to scale them correctly)
  2. I'm trying to set up Xamarin Studio for my first plugin. It seems the wiki entries about this are out-of-date because they say I should install monodevelop which I could't find for windows. (I want to develop on Linux and windows so an IDE which works on both would be nice) The wiki says I should set the target framework to .net 3.5 but I can't find this in Xamarin. I can compile the solution but when I put the .dll into ksp I get this error: [EXC 09:29:39.878] FileNotFoundException: Could not load file or assembly 'System.Runtime, Version=, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies. I don't know what to do and could't find something in the wiki or the forums. I hope someone can help me.
  3. Love this mod, and I´m currently starting to mod the new KSP version. Is it working in 1.2.1 or should I wait?
  4. X52

    DarkMultiPlayer [KSP 1.4.2] [Alpha]

    If DMP is just updating positions, than that would explain the lag i mentioned. Best way of achieving a smooth multiplayer experience is not only updating position, but also speed vectors (and in case of KSP acceleration vectors) and letting the client interpolate until the next update from server arrives. This way a single package is bigger, but the game feels smooth between packets. UDP is much faster because there is not so much handshaking going on, the down side is packets can get lost. This would be no problem for vessel locations, but for login and other data that has to be reliable TCP is the Protocol of choice. That´s the reason some games use both in combination.
  5. X52

    DarkMultiPlayer [KSP 1.4.2] [Alpha]

    Is it normal that crafts of other players are lagging or can i do something about it? I tried to set up a Server in my local Network and everyone is jumping around (testet it with 2 and 3 players all on local network). I never used DMP before so i don´t know if this is normal or if some settings have to be changed.
  6. Thanks! It works! you do a great job, thanks a lot!
  7. here is my output_log using http://www.file-upload.net/download-9587746/output_log.txt.html
  8. here is my output_log: http://www.file-upload.net/download-9582014/output_log.txt.html i found this for example: NullReferenceException: Object reference not set to an instance of an object at SmokeScreen.SmokeScreenUI.OnDestroy () [0x00000] in <filename unknown>:0
  9. i found this: NullReferenceException: Object reference not set to an instance of an object at SmokeScreen.SmokeScreenUI.OnDestroy () [0x00000] in <filename unknown>:0 and: NullReferenceException: Object reference not set to an instance of an object at ModelMultiParticlePersistFX.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0 at EffectList.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.SaveEffects (.ConfigNode node) [0x00000] in <filename unknown>:0 at ProtoPartSnapshot.Load (.Vessel vesselRef, Boolean loadAsRootPart) [0x00000] in <filename unknown>:0 at ProtoVessel.LoadObjects () [0x00000] in <filename unknown>:0 at Vessel.Load () [0x00000] in <filename unknown>:0 at Vessel.MakeActive () [0x00000] in <filename unknown>:0 at FlightGlobals.setActiveVessel (.Vessel v, Boolean force) [0x00000] in <filename unknown>:0 at FlightGlobals.SetActiveVessel (.Vessel v) [0x00000] in <filename unknown>:0 at FlightDriver.Start () [0x00000] in <filename unknown>:0 i uploaded the complete log here: http://www.file-upload.net/download-9582014/output_log.txt.html
  10. it happens with every ship, as long as i use a non-stock engine. i´m using 32bit ksp and only have B9 Aerospace | Release 5.2.3 installed.
  11. Hi, i already mentioned it in the B9 Threat, but i have a problem caused by smokescreen. If i stat a ship from vab its OK, but after i switched vessel or switched to space center and back to the vessel, it´s invisible except of the engine. the Ship is not controllable and no kerbals are showing. if i remove smokescreen, it works fine. what should i do?
  12. Because of my disappearing ships: i looked in the debug console and found the following errors: 3 times: [Exception]: NullReferenceException: Object reference not set to an instance of an object and one time: [Log]: SmokeScreenConfig could not load config It is definitely Smokescreen that is causing my invisible ship problem. if i remove the smokescreen folder everything works fine. But i don´t know what type of problems could occur without SmokeScreen. I hope someone can help me.
  13. I have a strange bug, hope you can help me: When i construct a ship and start it, everything is fine. When i switch the vessel or reload the game (or switch to space center and back) only the engine of the vessel is left, and i cant throttle up or down. on map view the orbit is in gray instead of blue and i cant switch vessel until i go back to space center. it only happens when using b9 parts on the vessel. If i use sock only (but whit the mod installed) everything is fine. I used a clean install and only installed B9 (i use 32bit KSP)