Jump to content


  • Posts

  • Joined

  • Last visited

Everything posted by jrodriguez

  1. 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)
  2. uhm as you can see on the video. I'm not really controlling the rocket, the rocket is controlled by itself (mechjeb) I'm only acting as an spectator, enjoying a beautiful and success launch.
  3. If a Pull Request is made and it works, of course You will need to tweak the radar to have an increased locking range (I'm using like 2000 km in that video) , you will need to change the camera tracking FOV resolutions to be able to continue zooming , increase the bdarmory settings ranges and attach a weapon manager to the rocket that you want to track. By the way I have plans to create a separate mod to include just a tracking camera for rockets and satellite tracking using the BDArmory camera but without any logic regarding radar locking or anything related with BDArmory.
  4. Nicely done I'm happy to see someone implementing new things.
  5. - HDR is not working properly with EVE clouds. All the sky is black so I decided to not use HDR for the moment. - I think it not a good idea to mix KS3P and TUFX. I'm using the latest Multi Scale Volumetric occlusion because it has better performance and once tweaked it doesn't look bad
  6. I think the weapon should fire explosive bullets like the 30x173HEBullet and the weapon cfg should have airDetonation = true Regarding the other questions I can't give you an answer without investing few hours sorry. You will have to install Visual Studio, Unity Studio and start debugging the code and profiling to find the root causes and implement the solutions
  7. 2) Thanks for the feedback I guess I did not test to switch the mesh. 3) I know the ideal thing is to include new specific textures for B9 ProcWings but I'm not an expert in creating textures so for the moment I made the decision to just use the ones included in ProceduralParts. 4) If you have the time to add those features/improvements feel free to do Pull Request or even a fork. I only decided to make public the TU support because I did it for my own benefit and a lot of people were begging me to make it public but I don't have plans to make any further improvements. I will do the basic maintenance or bug fixing to keep the mod alive. Thanks, I will include that config as part of the release, cheers.
  8. I have spent most part of the weekend creating a profile for RSS/Earth. This is the result .(DX 12) Thanks @Shadowmage
  9. jaja es muy loco lo tuyo. No, nos han dando absolutamente nada de información por ahora.
  10. Hi all, I just did a new release of this mod compatible with KSP 1.8.X and KSP 1.9.X https://github.com/jrodrigv/B9-PWings-Fork/releases/tag/v0.93 Changelog: Shaders should work again in OpenGL TU support added (it is mandatory to install https://github.com/KSP-RO/ProceduralParts/releases/tag/v2.0 and https://github.com/shadowmage45/TexturesUnlimited/releases/tag/ I would like to say thank you to @DRVeyl and @nepphhh for their beautiful work with ProceduralParts and the new metallic textures And of course @shadowmage45 for his amazing TU mod (and TUFX of course...) Summarizing: @Jebman82 Would you mind to test it to see if the new shaders using SM 3.0 are working in OpenGL mode?
  11. I have recompiled CameraTools for KSP 1.9.1 You can find it here: https://github.com/jrodrigv/CameraTools/releases/tag/v1.14.0
  12. Don't get me wrong. I'm a Dev myself and KSP modder. I really hope that the Scatterer can be fixed with just one line of code to deactivate the single camera setup. My main concern is that these things can go from one line of code, to require a nasty serenity patch or to even require a new KSP release. By the way, is the Ambient Occlusion the new Multi Scale Volumetric Occlusion?
  13. Thank you @Shadowmage I was about to implement the same for KS3P when @Poodmund talk me about this I will give a go using DX12 (I might recompile the shaders if necessary) After the Scatterer blocker issue with the single camera setup I have the feeling that DX12 is going to become mandatory for me.
  14. The current release of BDArmory is targeting SM 5.0 for its shaders. I guess that it will not work unless you have a DX11 compatible GPU/OS I will consider targeting a lower version in the future for better compatibility with Mac Haven't tested it yet. I will let you know.
  15. Hi @Lisias, I can confirm the same happens in ProceduralParts mods when incresing the size of a tank. Maybe it would be possible to add some code to detect when a part has been cloned and check if the amount of resources is less than the parent part and if it less then restore the correct amount.
  16. I have to check not sure what it is. There is no team anymore Unless a someone wants to develop it. I honestly don't think I will implement it. There is a real time s camera, you can see it activating debug labels and lines during a Dogfight. I believe the signature will change after detaching parts but not completely sure.
  17. I just did a test and it was successful with the MK2 long cargo bay. I added 2 x AIM 120 and 2 x Sidewinder , each one placed in its own rail. Drop time increased to 1.5 seconds and In Cargo bay set to true. Also ensure that the Clearance Check is active in settings to avoid any issues .
  18. Thanks for letting me know. I haven't really tested it yet. I will try to do some debugging when I have time.
  19. Pretty sure you have done a wrong installation. You can review the Closed issues on GitHub, you are not the 1st one How to scroll?? Can you actually scroll the categories?
  20. Not sure if I can consider the alignment thing a bug. I didn't even realize before lol.
  21. NEW FEATURES: Recompiled for KSP 1.9.0 Localization en-us and zh-cn (Thanks to tinygrox!) FIXES Some NRE here and there. Fixes to Laser accuracy (Thanks to Gedas!) Part Categories for BDArmory is now activated by default
  • Create New...