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Delbrutis

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Posts posted by Delbrutis

  1. 1 hour ago, quazarz said:

    Anyone else feel like the change for jetpack to be an inventory item, and a substantial one at that, is a little too punishing? I would rather have one inventory slot than two slots that can usually only fit one item, and often at the expense of the jetpack... 

    Well I will be looking into making a MM patch to move the Jet packs to a higher tech level. Early career mode EVA should be more challenging. Might move the small handlebar ladder down on tech tree so Jeb has something to hold on.  "Wont that be fun ":D   

  2. On 12/19/2020 at 11:28 AM, darthgently said:

    Maybe...maybe, allow Kerbals to cross-train to other traits, so you could have Scientist/Engineers, Engineer/Pilots etc.

    I have always thought this would be a really useful idea . "Just my personal input" But I like the Idea of a seven point level cap and the Kerbal needs to stay one point ahead in their primary profession over any cross trained skill.  A example would be if Jeb starts as a level one pilot he has to take another level in pilot before he can cross train  another skill . He could then take a level one in science or engineering or both. But he must take another level of pilot before he can add a second level in either of those slots .   Kerbals  could only ever reach level five in their primary skill but would have a lot of cross training capability. Jeb could stay at level three "average " pilot and take two slots of engineer and science . He would never be a great pilot but But this would make him a really good all around Kerbal for missions  .  Maybe Jeb does not like science he could take a full level five in piloting and two levels of engineer. Hiring the right Kerbal would still be important if you  want to max out a profession but you would still get a lot of flexibility to develop them.              

  3. Very nice! Updates keep getting better. Those foil tanks sure look familiar ? Single nozzle Poodle is a nice surprise. And the new suit switcher looks great! But since we will be getting a suit rework "Can you please!" finally give us the option to remove the Ugly Parachute backpack while on EVA off world ?  F9hjdEA.png

    And while I am asking . It would be nice to be able to turn on the new suit illumination without the forward spot lights . And since we have new Unity-Shaders maybe visor reflections Anyone ? Notice the real time helmet visor reflections and lack of ugly backpack .eDPYZcI.png I can only hope the new suit features don't break Texture Replacer  too bad. A really nice looking update. "Great Work Guy's!"

     

    Thanks

  4. 13 hours ago, Manwith Noname said:

    You'll also want to find a suitable replacement for...

    
    shader = SSTU/PBR/StockMetallicBumped

    So doing a find replace for PBR/Metallic and TEXTURE worked great on my old configs. Thank's for the suggestion ! Now part of my older configs are working but 85% of my shaders are using  SSTU/PBR/StockMetallicBumped Would you happen to have a suggestion on what would be a suitable equivalent  shader ? Or is their some place with documentation listing what shaders are  available so a person could experiment  with finding a replacement ?

    Thanks

     

     

  5. On 2/19/2020 at 4:28 PM, Shadowmage said:

    Please let me know if you needed any further assistance with this, or if the updated shader packs do not resolve your issues.

    So I finally got some time today after work to update the GL shaders with the one's you posted the link to. Good news is new versions of SSTU and T.U.R.D Work great ! Bad news older TU configs still seem to not be working under  OpenGL ?  Same exact configs seem to work fine under DX11. Maybe some of the GL legacy shaders are gone from the new Unity and still exist under DX11? If the most Updated packs are working maybe it's working as intended?  But I am mostly using edited versions of  Electrocuter's configs and Vandest's awesome mk1-3 retexture. and they seem to still be having  the washed out texture issue's. I can live with being able to use SSTU and T.U.R.D gives me a usable replacement for my stock configs. So it's no big deal if this is something that can't be fixed. Just thought you needed to know since this looks like it is effecting more than just my older config files. 

    SSTU next to my configs and Vandest MK1-3 pod re-skin  OpenGL with recompiled shaders

    LRuSc6k.png

    Same set up under DX11 windows

    DSQN8G9.png

    SSTU textures Looking better under DX11 and old shader configs working fine.

    New version of T.U.R.D Seems to be working well under GL  I tried a older version and it had some issues as well.

    c6nryLA.png

    Thank's again and no worries or rush on anything SSTU is working fine. And since most of my game playing time is in KSP and X-plane anyway. It looks like I will need to be Building a new windows box so I can upgrade to KSP2 and DCS-world . DCS-world alone was not enough to make me spend the money but the recent problems with KSP and KSP2 coming out soon?  I am starting to feel justified in spending the money. 

    Thank's! 

  6. 8 hours ago, Shadowmage said:

    Took a couple minutes of my lunch to recompile the shader packs, and it looks like that is all that should be needed:

    That is great news. Now I might finally be able to start a 1.8.1 JNSQ career game with Restock and SSTU. I Really appreciate this! I know GL users are a small percentage of players. Can't thank you enough for putting all your time in so the rest of us non technical users can enjoy playing the game.

    Thank you very much!

  7. 1 hour ago, Shadowmage said:

    Can you check if the older TU versions still manifest the problem?

    I don't even have to check I am still running a couple of 1.7 saves with TU 1.5.8.23 and they are working fine. That build mostly worked in 1.8 under windows "Small Icon Issues"  But it has the exact same washed out saturated texture issue as the new build under Linux. I was assuming it just needed a recompile of the GL shaders ? But obviously that's not the case. Stock 1.8 & 1.9 Seems to look fine under Linux for me so if it's unity I don't know what Squad is doing to make it work on their end that's not working with TU?  Hope that helps narrow it down.

     

    Thank's .   

  8. 6 hours ago, Shadowmage said:

    Did you see these problems on older versions of KSP?

    Don't ever recall seeing this particular problem. I remember a few versions of TextureReplacer having issues with helmet reflections when GL shaders were not compiled  right. But that would just give you a pink cube. I have been using TU since 1.3.1 and it has worked fine for me through 1.7.3 .  I tried deselecting the Custom Editor Reflections And that seemed to work for the stock editor issue. I really appreciate you taking the time to look at this. Let me know if you need me to look at anything else?

     

    Thank's again !

  9. So here are the screen shots and the log files we talked about earlier. The first two were on a clean install of 1.8.1 by itself. And a install with only Tu V 1.5.9.24 with Module manager 4.1.3 . The other is clean 1.8.1 with only SSTU 0.12.50.162 .  

      This is stock 1.8.1 KSP.

    1cuAIVZ.png

    This is with just TU and MM .

    f1ixKcq.png

    This is clean install with new SSTU package only. The strange contrast over saturated textures are also what happens to my personal TU configs.

    LC71SoN.png

    Log files  https://www.dropbox.com/s/9nxbaqbi0ozb2ha/KSP-W-SSTU.log?dl=0

    https://www.dropbox.com/s/6gql7ti549r9rwb/KSP.log?dl=0   

    Thank's  for looking at this.  My computers getting old anyway. With KSP2 coming out I'll probably have to break down and build a new machine. And end up with windows installed on it or this one.

  10. 48 minutes ago, Shadowmage said:

    Screenshots of the issues, and log files, would go a long way towards having the information to even address this

    I will try and get a log and a couple of screens up after I get off work tonight. Might be late I am on west coast time and don't get of until 6:00. I will post this in the TU forum where it belongs. I know Linux is a small percent of users and a pain to support. So I really don't expect much . Honestly I'm worried that this new DX11 camera thing and the new shaders is going to end up breaking EVE and Scatterer for Linux and mac users .  Some of the issue may be my old config files but they appear  to be Working under windows.  I'll be sure to get those screenshots  and the log later. Thank's for the response. I was mostly just curious  if it was something with my set up or a general issue with GL users.  I hope Everyone Appreciates the time you put into this I know I sure do. 

    Thank's Again !

     

  11. Maybe I need to go over and post this in The Texture Unlimited forum since it seems to be a TU problem but are the GL shaders for Linux users supposed to be working in the latest version? Mine appear to be just as broken with TU 1.5.9.24 in 1.8.1 as they were in the last version ? Just installing TU results in Over saturated textures and broken dulled stock reflective textures. Seems to work fine under windows  DX11. But is still a no go with reg OpenGL or forcing GLcore under Linux ?  Cant do it right now. But if you need it I can grab a couple of pics to upload  and a log? Just wondered if this was just me or if others are having problems with Linux.

     

    Thank's  !

  12. On 11/8/2019 at 10:05 PM, IgorZ said:

    Hmm. We've been thru this before. Looks like they've changed the models again. I had to remove restock mod due to it increases loading time (and I mostly develop and debug, rather than play). Will check it out. Thanks for the report!

    So I looked at The restock-lights.cfg . And did a quick before and after. This line ":HAS[~RestockIgnore[*]]:FOR[ReStock]" Has been added to @PART[spotLight1] and @PART[spotLight2] . I have no clue what this line does or why it was added ? But removing it from the config file seems to make everything work again. No guarantees it won't screw something up but it seems to be working fine for me. 

  13. On 11/8/2019 at 6:18 AM, Gordon Dry said:

    I tried it last night with KSP 1.8.1 and no launch parameters (so DX11).
    All VAB part icons were borked so I removed it again.

    I tested on my work laptop "Its my only windows machine" and I don't have access to grab a screenshot right now. But my part icons looked fine with the latest TU and KSP1.8.0 under windows 10 DX11.   I was using a clean install with my personal TU configs. But I just dropped in my config folder and I might have had Electrocutors Unofficial patch to fix the part icons So possibly it still works for 1.8.0 ?

  14. Take your time. I was just surprised I had not heard anything about other people having issues. That and the fact that TU appears to be working fine under windows had me wondering if it was something more than just a shader recompile that was going to be needed? Squad has kind of a spotty record of not testing for Linux and Mac builds and leaving out or breaking major components with new releases. And 1.8.0 was a pretty big change. Thanks for all the hard work 1.8.+ is the first update I can remember since 1.3 that actually improves performance instead of making it worse. But I really miss my shiny windows.  

     

    Thank's

  15. So does anyone know what changed In 1.8+ for Open-GL GL-Core users? TU seems to be working fine in 1.8+ under DX11. But is totally broken under GL . I know there is no official 8.0 support yet "not asking" Just had not seen any comments on it in the forums? And was curious if it is a Dll Recompile issue or was there some mod braking change to GL shaders in 1.8+? 

    Thank's

     

     

  16. On 9/9/2019 at 3:11 PM, Shadowmage said:

    Shouldn't be any breakage on the config end of things either -- as far as I know at this time, nothing should really be broken by the update.

    Well I hate to be the bearer of bad news and it is most certainly not your fault. Might not even be fixable on your end? But it looks like TU is totally screwed up under GLCore for Linux users. Shaders   work fine under Windows Dx11 as do all my old configs. But installing just TU under GLCore without even config files kills all the native shaders. And config files oversaturate everything they touch. Not asking for anything just a heads up and wondering if anyone else on Linux GLCore is reporting problems?

  17. 11 hours ago, blowfish said:

    It was distributed with the Unity scene, it’s not that much work to get the emissives functioning and re-export.  Especially since they don’t require an animation anymore.  I got it working for one engine a while back but got bored and didn’t do the rest.

    That's good to know I have not installed Unity on my computer in a long time Because I'm a terrible artist! I should not be let anywhere near a texture or 3d model. I am hoping Restock or Restock+ will be out soon with the fix for PJ engines. But it's nice to know that you no longer need a animation. Thank's

  18. 9 hours ago, blowfish said:

    My recollection is that they came with emissives but they weren’t used 

    They did come with the DDS sheat for the emissives but they were not working. My understanding was they were never implemented in the model and without the original Unity build file they would have to be completely rebuilt to get the emissives working? Those models have been out for a long time with no version with working  emissives ever showing up. I should not be surprised to see them now. If anyone is capable of rebuilding those models from scratch it would be Nertea and all the other awesome modellers working on this project.

     

  19. 15 hours ago, blowfish said:

    It's from Porkjet's overhaul pack mostly

    You Have a actual copy of PJ's Overhaul pack with the heating emissive working !!!! Will those be Included with the revamp ? Or where could such a mythical beast be found?  All these parts look amazing I am so looking forward to seeing this pack released when it's finished. A big "Thank You" in advance to Everyone Involved.

  20. On 1/13/2019 at 7:34 PM, SpinkAkron said:

    I changed my other mind back to plan A and used rescaled stock engines rather than using the one from Missing History.  I want to avoid having required mods if it can be avoided.  I got rid of the Ven's parts for the same reason. Instead I made a set of .625m tanks from rescaled stock. I don't see any reason to avoid using rescaled parts. I certainly do not have the inclination to spend a couple weeks making them from scratch.  They're fine for now, in any case. I'll look at using upgrades at some point but for now I'm more concerned with getting the tech tree and stock part placement complete. 

    I expanded the precision engine line back and forward to split out specialized engines.  Nodes are still un-named and it's all an experiment at this stage.  Missing History got some more attention.   Antennas are still scattered all over the place. I'll do them next.

    Download updated.

    Like the direction that this is going . And I agree that not requiring mods would be the Ideal way to balance the tree. Just my two cents and to lobby for the mod I would like to see balanced in this tree the most. You might take the time to look at this  https://spacedock.info/mod/1880/RLA Reborn  

    I have used this mod with my game for as long as I can remember. If someone told me I could only use one part mod I am pretty sure that I would pick this one. Although When restock+ comes out I might have to change my mind.  I'M going to try this out this weekend. I'll let you know what I think of the starting balance.

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