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Posts posted by jrodriguez
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34 minutes ago, EritoKaio said:
Oh my! I never thought this would be possible to do. Testing it right now for my next launch!
I do have a request, can we get an option to turn off the telemetry? I already have my own kOS script that exports that data to a file that I read in a custom overlay I made for OBS.
Speaking of overlays, I need to make a new one for all these cameras!Sure. Would you mind to create a feature request on my Github? @Zoeille made me the same request actually
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21 minutes ago, RealKerbal3x said:
I'm pretty sure it's a reference to the SpaceX droneship of the same name.
It is!
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Hi all,
I have finally made the official release, I think all Hullcam fans will find it very interesting
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MAKING POSSIBLE TO WATCH ALL YOUR BOOSTERS AND STAGES AT THE SAME TIME!
WITHIN KSP OR ON DIFFERENT MONITORS OR PCs!
Requirements:
- KSP 1.12.5
- NET 7 runtime https://dotnet.microsoft.com/en-us/download/dotnet/7.0
- Latest HullcamVDS https://github.com/linuxgurugamer/HullcamVDSContinued/releases
Highly recommended mods:
- Physics Range Extender
- Scatterer 0.0838 or newer https://github.com/LGhassen/Scatterer/releases
- If you want to use TUFX you need to use this version -> TUFX JR edition https://github.com/jrodrigv/TUFX/releases
Mod Only Installation:
- Download the zip file for Windows, Linux or Mac from https://github.com/jrodrigv/OfCourseIStillLoveYou/releases
- Copy the GameData folder into your KSP root folder
Desktop & Server app setup:
- Execute the server located in \OfCourseIStillLoveYou.DesktopClient\OfCourseIStillLoveYou.DesktopClient.exe
- Execute the desktop client located in \OfCourseIStillLoveYou.Server\OfCourseIStillLoveYou.Server.exe
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By default the mod, the server and the desktop client will connect to localhost:5077 but you can modify it:
- Server: OfCourseIStillLoveYou.Server.exe --endpoint 192.168.1.8 --port 5001 .
- DesktopClient: Open the settings.json inside OfCourseIStillLoveYou.DesktopClient and modify the endpoint and port.
- Mod: Inside the mod folder there is a settings.cfg file with the endpoint and port.
- Execute the OfCourseIStillLoveYou.Server.exe first, then OfCourseIStillLoveYou.DesktopClient.exe and finally start KSP
Tutorial
Full multi-camera tracking heavy launch SpaceX style -
5 hours ago, linuxgurugamer said:
Oh. Then if I redo the mod using Neptune Camera it will cause you a lot of problems.
The flickering which I observed (others please chip in with your observations) occurs while close to the ground and disappears at somewhere between 5 and 15 km in height
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
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16 minutes ago, theJesuit said:
Also, if you are streaming, What happens when you IVA or go into mapview. Do the screens disappear?
They stay, IVA works just fine, however in mapview KSP renders differents stuff that will affect the camera views (terrain, skybox and light sources)
35 minutes ago, linuxgurugamer said:What does it depend on? The parts or the code?
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.
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35 minutes ago, theJesuit said:
This will be an instant download methinks. Can you adjust the resolution of the cameras?
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
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17 hours ago, IsaQuest said:
Same happens to me. I used physics range extender to fix this (it has a cam fix option), but it is annoying because when i land boosters, it lifts up all landed objects and switches me away from the booster. If you could find another solution, it would really help!
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!
2 hours ago, OrbitalManeuvers said:I've posted in that thread asking if the mod author has any thoughts on their fix for that problem. Maybe it's something that will give LGG a clue for HullCam, too. I'll post back here and tag LGG if anything interesting comes of it.
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:
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5 minutes ago, StarExplorerNeptune said:
Thank you! Thanks for helping and thanks for making some incredible mods that changed ksp!
But it started when I downloaded EVO, so why would it be TUFX?
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
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On 4/4/2021 at 4:29 PM, StarExplorerNeptune said:
@ItsJustLuci I keep getting this awful flickering problem, where when I move my camera, the terrain starts flickering and there is a weird shadow around my craft. Do you know how to fix?
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.
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On 3/16/2021 at 11:29 AM, Cheesecake said:
No, that`s not possible in KSP.
It is actually possible but up to certain limits.
I have some videos as an example:
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1 hour ago, oldman78 said:
Do I still have to force Kerbal into dx11? for this to work properly ?
Kerbal runs on DX 11 by default
55 minutes ago, Why485 said:@Shadowmage Any word on getting this pull request merged to fix the gamma not being loaded correctly? https://github.com/shadowmage45/TUFX/pull/25
I think he has been away for quite sometime now
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This is awesome mate
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5 hours ago, yeetbot4000 said:
Having a similar issue to the guy on October 6th, except i'm flying a ship over the mun and it switches to a flag that i had planted while saying "extending terrain: focusing landed vessels".
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.
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50 minutes ago, HebaruSan said:
Hi, the version file indicates compatibility with no versions:
"KSP_VERSION_MIN": { "MAJOR": 1, "MINOR": 11, "PATCH": 99 }, "KSP_VERSION_MAX": { "MAJOR": 1, "MINOR": 11, "PATCH": 99 }
The min and the max are both the same and there is no actual KSP 1.11.99 version.
ups, my bad! Thanks for the heads up
53 minutes ago, HebaruSan said:Hi, the version file indicates compatibility with no versions:
"KSP_VERSION_MIN": { "MAJOR": 1, "MINOR": 11, "PATCH": 99 }, "KSP_VERSION_MAX": { "MAJOR": 1, "MINOR": 11, "PATCH": 99 }
The min and the max are both the same and there is no actual KSP 1.11.99 version.
Now it is fixed, code pushed to the repo and binaries updated.
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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! -
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.
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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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2 hours ago, hypervelocity said:
can you elaborate a little bit on your manual fix @jrodriguez? do you mean you see the textures you would see from orbit even below the 140km mark for Earth's atmosphere? or am I misinterpreting what you say?
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. -
1 hour ago, yougung said:
Terrain is disappearing in atmosphere. How can i fix this bug?
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
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14 hours ago, IsaQuest said:
Is this mod compatible with real plume and smokescreen? and is this hard to run?
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.
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9 hours ago, dresoccer4 said:
'ello! quick q: does this mod enhance regular rockets/space stations/landers as well? i watched the vid and it was only planes, so wanted to see if it was worth it for just doing regular space stuff.
thanks!
Yeah. Everything.
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2 hours ago, Tortoise said:
I'm experiencing a sort of game-breaking bug with this mod, in 1.9
I use it because it's required with BD Armory. However, the bug occurs when I'm reverting a flight to launch, or flying in LKO nearby Kerbin.
I have an external command module sitting on the grass right outside of KSC (it broke off of a rover that I was testing), and each time I revert my flight to launch, or fly near KSC, my vessel immediately switches from the one I was piloting, to the external command module. At the top of my screen, it says: "[PhysicsRangeExtender]Extending terrain: lifting vessels."
Could you please fix this?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
KSP 1.12.3 | OfCourseIStillLoveYou | Watch all your Hullcam cameras at the same time from everywhere!
in KSP1 Mod Releases
Posted
Very cool! Well done!