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Everything posted by jrodriguez

  1. If you are experiencing any issues I'd recommend opening an issue on the GitHub account, attaching KSP.log and clear steps to reproduce it. As you can imagine before doing a release I perform some testing. And one of the tests that I usually do is to load and place vessels around Kerbin within 100 km range. Besides I also landed several vessel on the Moon using RSS within 100 km. Everything worked as expected. None of them crashed.
  2. Unplayable? I have been using it since weeks ago. I even have EVE working in KSP 1.9.1 Check one my previous post where I posted a youtube video demo (There is a download link on the video description)
  3. The vessel might be re-rooted? Everytime I see vessel going RUD is because they have been built with an old version of KSP and/or with a mix of re-root and part clipping
  4. Completely agree with you. I think @R-T-B you already did more than expected. You can't make everyone happy. In my opinion this is already as good as it can get without investment a ridiculous amount of time doing troubleshooting. Following the 80%-20% rule. You already covered more than the 80% but if you want to fix the remaining bugs you could potentially burnout. So my suggestion is to do whatever you fancy more to do without taking into account people complains.
  5. Are you ready for something epic? @linuxgurugamer I know this is not following the rules but I had to do it
  6. It has been several years since I don't participate in a challenge, however I think I can break all records in this one haha And I will do it in RSS AND IT WILL BE A POWERED LANDING
  7. Remove everything and install everything again but using CKAN. I'm pretty sure you have done a wrong installation of module Manager by downloading the master branch
  8. Yes. It is required. I suggest to disable the terrain extender option in the PRE settings file (inside PRE mod folder)
  9. New BDAMultiplayer beta version 0.3 is here to download, read the README of the repository for installation instructions. https://github.com/jrodrigv/BDAMultiplayer/releases/tag/0.3
  10. You should check some videos I uploaded to my YouTube account sometime ago.
  11. Just want to add that the amount of time I have put into developing, fixing and balancing the hitpoint system to make something more or less sensible for the smallest and the biggest of the parts, could be difficult to imagine.
  12. Hi all, I have done a new release of BDArmory for KSP 1.9.1. You can download it from here: https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.3.4 Changelog: v1.3.4 NEW FEATURES: Recompiled for KSP 1.9.1 FIXES Shaders compatibility for Mac / Linux Missiles problem regarding locking and losing lock. Affecting heat and radar missiles. (Thanks to TheKurgan to find the problematic commit) By the way, I will do a pre-release of BDArmory Multiplayer for KSP 1.9.1 soon. Even if I don't usually play multiplayer I would like to contribute to this difficult moment where most people should stay at home due to Covid-19 by offering the possibility of a multiplayer destruction.
  13. Awesome. I confirm the shadows flickering is gone in the latest release. GTX 1080TI owner here
  14. @R-T-B Thank you for all the effort. It works pretty well! I just uploaded a new video doing a Earth test of the latest release with RSS.
  15. Would you mind to test this BDArmory version? https://1drv.ms/u/s!AixZLrjtqp-Rgswh2rsG5TEv36pfTA?e=gkkfNf I have fixed the shaders there, if it works fine I will do an official release @Box of Stardust I'm thinking that it might be possible that @TheKurgan found the root cause. Would you mind to test also https://1drv.ms/u/s!AixZLrjtqp-Rgswh2rsG5TEv36pfTA?e=gkkfNf ? Thanks
  16. New release here! https://github.com/jrodrigv/PhysicsRangeExtender/releases/tag/1.19.0 Changelog: = v1.19.0 - Recompiled for KSP 1.9.1 - Fixed critical issue causing KSP to crash when extending terrain in other planets like Moon in RSS. - Fixed NREs issue when extending terrain in orbit around the Sun - Increased Crash Tolerance in landed vessel when loaded to avoid RUDs due to physics.
  17. This looks amazing @pingopete looking forward to give a try! Regarding TUFX and KS3P I think the best option at the moment is to mix both of them.
  18. Thank you for the feedback I'm working on a fix for this issue and some other opened issues
  19. Hi all, This is the current profile I'm using for a realistic Earth view in RSS. I still doing changes because at the end is always a trade-off specially regarding light intensity (Autoexposure/PostExposure are the key values here). This profile is specially tailored for earth-orbit view and ground view. However, other celestial bodies like Moon are a bit darker or brighter depending on its "albedo". Also the Earth view from Moon is much more brighter than in reality but as I said before, it is a trade-off. TUFX_PROFILE { name = Default-Flight // Current profile name. Please make copies of the default profiles and specify new names if you wish to change settings. hdr = False antialiasing = FastApproximateAntialiasing EFFECT { name = AmbientOcclusion Intensity = 4 NoiseFilterTolerance = -5.38364744 BlurTolerance = -5.02830172 UpsampleTolerance = -5.63522005 ThicknessModifier = 0.00999999978 Radius = 1 } EFFECT { name = AutoExposure Filtering = 0,82.5999985 MinLuminance = -3.36037779 MaxLuminance = -5.7 KeyValue = 0.02 EyeAdaption = Progressive } EFFECT { name = Bloom Intensity = 0.200000003 Threshold = 1.5 SoftKnee = 0.709999979 DirtIntensity = 5 } EFFECT { name = ColorGrading GradingMode = HighDefinitionRange Tonemapper = ACES ToneCurveToeStrength = 0 Temperature = 6 HueShift = -6 Saturation = 2.8499999 PostExposure = 4 Contrast = 6 Gain = 1,1,1,-0.5 } EFFECT { name = ChromaticAberration Intensity = 0.0299999993 SpectralLut = KS3P/Textures/SpectralLut_RedBlue } } @Shadowmage I'm using a spectralLut from KS3P but I'm not completely sure if this feature is currently supported. I can't see on the UI if the defined spectrallut is being used (I have created a Fork and I'll investigate it)
  20. That's right. There is no way to keep the tracking windows open when using a different active vessel.
  21. Yes but if you switch you will not be able to see the camera tracking window (this is because the camera tracking window is bound to the vessel that has the camera tracking module)
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