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Everything posted by jrodriguez

  1. 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
  2. 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 too far from the origin. The flickering starts to be noticeable after 50 km or so. By increasing the FlightCamera.fetch.mainCamera.nearClipPlane this flickering is mitigated ( at the cost of losing the near view of your vessel if the camera position is very close to the vessel). The code that I have in PRE dynamically increase or reduce the nearClipPlane. However, there is something that I don't understand. With PRE this was only an issue when I had two vessels loaded that are far from each other, the greater the distance the worst it gets (expected). But if you only have one vessel loaded and the hullcam camera that is active is from your active vessel, you should not experience any flickering at all. And finally this leads to me think that if PRE is fixing the issue when only one vessel is loaded, it has to be related with the default nearClipPlane value that I'm forcing: _initialClippingPlane = 0.21f; @linuxgurugamer On a different note I'd like to share with you a new mod that I have been developing for the last few weeks. It depends on HullCam actually ( I haven't done yet an official release, but I think It should be ready in one week or so) Not only this, but also I have created a gRPC server and a crossplatform Desktop client to extract the cameras and watch them on different computers:
  3. 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
  4. 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.
  5. It is actually possible but up to certain limits. I have some videos as an example:
  6. Kerbal runs on DX 11 by default I think he has been away for quite sometime now
  7. 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.
  8. ups, my bad! Thanks for the heads up Now it is fixed, code pushed to the repo and binaries updated.
  9. 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!
  10. 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.
  11. 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
  12. It is not a fix really, what I have done is to remove the Scaled object for the 64k surface textures because: 1. It does not work if you are flying or landed. 2. It consumes quite a lot of memory for just having some better visual when in orbit.
  13. It is not a bug but a KSP limitation. Personally I have deleted that surface cube map because it doesn't make sense to use it only in orbit
  14. Yes because they are completely unrelated. This mod only shows some FX destruction particles when a joint between parts breaks. Real Plume/ Smokescreen provides a higher quality exhaust particles for engines.
  15. It is not a bug, in fact the switching is done on purpose if the vessel that is going to be loaded is not debris, to avoid that the just loaded vessel can collide with the unloaded terrain. You can disable the terrain extender on the pre settings file but as you can guess, the terrain will not be present and the command module will likely be erased by the Kraken itself
  16. Thank you, I will do a request to update the link. By the way, I just did a new release for KSP 1.10.1 https://github.com/jrodrigv/DestructionEffects/releases/tag/v1.12.0
  17. I have done some testing with your new city lights and I have found an issue with the DXT format. The format seems to be DXT10 and KSP is failing to load the textures. I think since KSP 1.8 only DXT1 and 5 are supported. Could you try to convert them to DXT5? Thanks!
  18. This is amazing guys! Thank you for all the improvements to EVE. I'm currently working on setting up my RSSVE setup for KSP 1.10.1. I will upload a video comparing the FPS between my previous KSP 1.9.1 setup.
  19. Hi all, I just did a new recompile of Vessel Mover for KSP 1.10.1 You can download it from here: https://github.com/jrodrigv/VesselMover/releases/tag/v1.10.0 Enjoy!
  20. I think there is an option to trigger stage on proximity that allows to set a distance. Also you can use Smart Parts mod to trigger action groups whenever you want
  21. Yeah it is a tricky scenario that I'd like to improve. I made the decision of switching focus to a landed vessel when is being loaded because otherwise it might be possible that the terrain is not getting loaded and the landed vessel will crash/RUD due to this. I could add a UI option to disable the vessel switching and let the users deal with unfortunate events.
  22. I think it has been implemented that way on purpose. The only thing that matters for heatseekers missiles is infrared emissions = heat emitted by engines . An engine with afterburner active is is emitting more heat than without.
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