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jrodriguez

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About jrodriguez

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    Abareator

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  • Location
    Spain
  • Interests
    Science, Space, Kerbal, Challenges

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  1. I think it should not be blocker, at the end of the day I just need a camera transform to position properly all the Camera copies. Let me know if at some point you have a branch with Neptune camera thing and I will begin adapting the mod
  2. They stay, IVA works just fine, however in mapview KSP renders differents stuff that will affect the camera views (terrain, skybox and light sources) At this moment both. I'm looking for MuMechModuleHullCamera modules and using the cameraTransformName etc to properly set all the Camera copies for each camera that wants to be displayed.
  3. At the moment it is locked to 768x768. I could unlock it but the impact on both GPU and CPU can be quite significant, specially on low end PCs
  4. You can disable the TerrainExtender in settings.cfg TerrainExtenderEnabled = False . But bear in mind that if you are far from them, the terrain colliders will be disabled and your vessels will go into Oblivion! I have decided to come here to explain it after your inquire Honestly I have never seen that flickering issue with Hullcam. I guess it could be due to the fact that I always use it with PRE (Physics Range Extender). Regarding the cam fix code in PRE, I spent quite some time trying to figure out how to mitigate the flickering that begins when an active vessel gets
  5. I think EVO includes a new TUFX profile. It is very easy to test it, just open the TUFX UI and disable the AmbientOcclusion or reduce the intensity to a very low value like 0.01
  6. This is a problem with the AmbienOcclusion in TUFX. I suggest to reduce the intensity and radius to something like 0.01 or even to completely disable it.
  7. It is actually possible but up to certain limits. I have some videos as an example:
  8. Kerbal runs on DX 11 by default I think he has been away for quite sometime now
  9. I will need to add some logic to avoid switching to flags. The switch is expected for normal vessels. Basically it is a way to do a "physics ease" for those vessels that are landed and entering into Physics zone.
  10. ups, my bad! Thanks for the heads up Now it is fixed, code pushed to the repo and binaries updated.
  11. Hi all, I have release a new version of PRE for KSP 1.11: = v1.20.0 Recompiled for KSP 1.11.0 Improved physics ease/landing method when TerrainExtender is Enabled You can find it here: https://github.com/jrodrigv/PhysicsRangeExtender/releases/tag/1.20.0 Enjoy!
  12. Hi guys, I did a new release of VesselMover recompiled for KSP 1.11. You can download it from here: Release VesselMover for KSP 1.11.0 · jrodrigv/VesselMover (github.com) and from CKAN.
  13. Just to let you know guys. I haven't released a version for KSP 1.10 because at some point I expect that the Runway Project dev team will become officially the new BDArmory dev team. They are doing great improvements to BDArmory and I highly suggest to use their brach. However, If you are interested in multiplayer then you will still need to use my custom BDAMultiplayer for the moment. Finally, as soon as a there are a new BDArmory ReContinued thread I will close this one. I might continue contributing to the new fork
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