Shadowmage

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About Shadowmage

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    Sr. Spacecraft Engineer

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  1. Working on an official KSP 1.8 update, which should be available before the end of the weekend. Likely won't be many functional changes in the code, just a clean up and recompile for ensured compatibility. What likely will change is that TU will only handle icon-shader replacement for TU-specific shaders; the only reason it handled stock shaders previously were the stock-DX11 compatibility issues. I have not heard anything back from SQUAD about the 'fixes' that were mentioned regarding icon shaders for non-KSP shaders in 1.8; I cannot see any fixes in the current behavior of the program, nor have I so far been able to locate any potential API changes that would allow for mod control over icon shaders.
  2. Even as a PC player, I can see the appeal for an option like this. A bit specialized/niche, certainly, but as it could be an optional feature, not much reason to not have it. There have been times in the past (Before in-flight action group editing) where I needed to perform a complex series of clicks across various parts, where speed was an issue. Can't do it while paused, so have to try and do it unpaused. Add in a potentially rapidly spinning vessel making parts hard to click on, and a time slow-down or time-stop mechanic could be a very good solution.
  3. After looking into the package, it appears that I somehow packaged up a previous DLL version (issue with my project management and build script; been away for too long and forgotten too much about my tools and setup). I have re-uploaded the 0.16.14.33 release with a correct package, and verified that it has the correct modified date on the binary. For those experiencing problems, could you verify if the new package fixes the issues? ( https://github.com/shadowmage45/KSPWheel/releases/download/0.16.14.33/KSPWheel-0.16.14.33.zip ) Edit: This may or may not work for CKAN related issues. I have no idea where it gets its downloads from. If a problem still exists with CKAN, it may require an increment in version number and package/publish of a new release/tag.
  4. Hmm... indeed sounds like there might be a CKAN related issue at play here. I'll do some additional testing and see if I can root out the problem, but some log files and additional info from those having the problem would likely be helpful.
  5. Updated release is available: https://github.com/shadowmage45/KSPWheel/releases/tag/0.16.14.33 Just an official recompile and repackage for KSP 1.8. Should be no functional changes compared to prior versions aside from compatibility with the latest KSP versions. I'll be working on updating TU next, and Kerbal Foundries shortly after; hopefully both before the end of the weekend (barring anything nasty needing to be fixed). Please note that this version of KSPWheel should be compatible/usable with the existing KerbalFoundries releases (and SSTU / anything else that uses KSPWheel).
  6. I haven't had a chance to really look at it, but it should continue to function as long as there weren't any changes to the KSP-API in regards to contracts. If it doesn't throw errors during loading (e.g. 'could not load library'), then it should work fine. The mod is so small and simple that it would require changes to very specific parts of the KSP code to break it; not saying that it can't happen, but it hasn't yet even across many different KSP version updates.
  7. Thanks for the report -- testing of KS3P integration is on my TODO list for the 1.8 update for TU, so we'll see what I can uncover during my investigations. As it seemingly only impacts specific models, and seems to have some connection to UV mapping, it may well be that Unity has introduced some new UV map related features that I'm not utilizing fully/properly from within TU. I'll post up details on the TU thread if/when I get a chance to investigate.
  8. Now I just need to find the time to package it up properly and do a real release Now that the holidays are over, and my previous project at work has been finished up (finally!), I'm hoping that the next few weeks will be a bit quieter and will allow me to catch up on some of my non-work-related tasks. If things play out like they are currently planned, I should have 3-4 months of lower priority projects and training for an upcoming position transition, which should mean plenty of headspace for some modding for a bit. Still a few unknowns, and always potential for the plans to be changed, but so far the future is looking much better for modding updates. Going to try and make some time during this week to pack up the updated KSPWheel, and after that a TU and an official Kerbal Foundries (PBR) update. KSPWheel should be available before end of week, with TU and KF following not far behind.
  9. Updated dev version is available: Fixes shader references to use the 'LegacyShaders/XXX' shader names. Will update to use the equivalent newer shaders as time permits. Tested to work under KSP 1.8.1; loads properly without any new/unexpected errors, and dust-effects work while in-flight. Updated DLL is available from the dev branch, direct download link: https://github.com/shadowmage45/KSPWheel/blob/dev/GameData/KSPWheel/Plugin/KSPWheel.dll?raw=true I'll be doing some further testing this evening/this week, and package and publish an actual release if it all appears to be working. Likely they are stored in your save game file. The mod provides default values for if no existing value is found, and then KSP stores the value in your save game data (as the settings are all per-save-game). To find what the defaults are, you can look here: https://github.com/shadowmage45/KSPWheel/blob/dev/VSProject/KSPWheel/PartModules/KSPWheelSettings.cs#L9 (subsequent lines will have the default values for other settings)
  10. Updated dev version is available: Fixes shader references to use the 'LegacyShaders/XXX' shader names. Will update to use the equivalent newer shaders as time permits. Tested to work under KSP 1.8.1; loads properly without any new/unexpected errors, and dust-effects work while in-flight. Updated DLL is available from the dev branch, direct download link: https://github.com/shadowmage45/KSPWheel/blob/dev/GameData/KSPWheel/Plugin/KSPWheel.dll?raw=true I'll be doing some further testing this evening/this week, and package and publish an actual release if it all appears to be working.
  11. Wish I could give more than 1 like for that. Yep, that is likely the culprit -- need to rebuild the asset bundles for the new Unity version, and fix up any other refs that were broken (shaders, etc). Thanks again for the info; been a bit out-of-touch with KSP development as of late, and going to take some time to work back into things.
  12. Thanks much for the testing and log output. Sounds like I'll have to do some in-depth debugging to find where the issue lies, as there have otherwise been zero changes to the KF codebase. Hoping to get some free time this weekend to do some real modding work, and htis is likely near the front of the work queue.
  13. KSPWheel recompiled dev-test version is available: https://github.com/shadowmage45/KSPWheel/blob/dev/GameData/KSPWheel/Plugin/KSPWheel.dll?raw=true Grab the DLL and replace your existing one; all existing configs/etc should continue to work, but this release should clean up any particle-system related errors (and/or other errors related to the changes in the Unity API). NOTE: No testing has been done, simply fixing the compile errors and library references. It should work, but no guarantees.
  14. Initial 1.8 recompile is available: https://github.com/shadowmage45/KSPWheel/blob/dev/GameData/KSPWheel/Plugin/KSPWheel.dll?raw=true (download the DLL and replace the one in your current install; AVC might still complain as the metadata is not updated yet, but meh...) Fair warning: I have done zero testing on this. Merely updated the references, deleted the deprecated particle-effects referencing file, and recompile vs. the newer libraries. I'll do some testing before I package and publish a release, but feel confident enough that this recompile will work fine, that I'm willing to post up the link here for anyone interested.
  15. Yep, thanks. That would be the culprit, and should be easy enough to fix up (should be able to remove that entire file). Will make sure to get this fixed up for the next releases.