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Hello, everyone! I am using an older AMD GPU (Vega) and I have really bad performance on the Mun, maybe 10 fps. While I am on Kerbin everything runs mostly okay at 60fps, with only occasional drops to lower rates. Is there a way to fix this? In OP's troubleshooting guide I can only find references to Nvida GPUs. (And the link to download OP recommended settings.cfg is dead, too.)
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
NippyFlippers replied to Gotmachine's topic in KSP1 Mod Releases
I'll try. Maybe it helps. Thanks for the answer. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
NippyFlippers replied to Gotmachine's topic in KSP1 Mod Releases
Here ist the log file: https://speedyupload.com/d/5fs1GHBhTWAGi7 When I, for example try to reattach a tank with 4-way symetry, I get these random placements, sometimes they are even randomly offset in several axis: -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
NippyFlippers replied to Gotmachine's topic in KSP1 Mod Releases
Since the last update I am expericencing bugs with part symmetry every time when I am detaching and reattaching parts in build mode. -
Aviation Cockpits (New prop cockpits)
NippyFlippers replied to Mallikas's topic in KSP1 Mod Releases
After the last KSP update the game crashes when using this mod. Any chance for a fix? -
NippyFlippers' Flying Boats and Open Cockpits
NippyFlippers replied to NippyFlippers's topic in KSP1 Mod Development
You should be able to edit the file now.- 19 replies
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NippyFlippers' Flying Boats and Open Cockpits
NippyFlippers replied to NippyFlippers's topic in KSP1 Mod Development
I sent you a PM with a link to a google drive folder. The other rocketeers will have to whait a bit until it is finished.- 19 replies
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NippyFlippers' Flying Boats and Open Cockpits
NippyFlippers replied to NippyFlippers's topic in KSP1 Mod Development
It is not the stock model and I am going to replace them with a totally new design, anyway. For now it is just based on the stock part. It differs from the stock seats, has textures and UVs made by me. Not planning to release it that way, yet. First this pivot thing needs fixing, then new seats, then release.- 19 replies
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NippyFlippers' Flying Boats and Open Cockpits
NippyFlippers replied to NippyFlippers's topic in KSP1 Mod Development
The seats are just meshes, childs of the same "seatExternalCMD" pivot as the actual seatPivots are, as you can see in the hierarchy. And the kerbals are in a seated pose, so that works fine two. Orientation is also okay, everything faces the same direction. I am honestly at my wits' end. See here:- 19 replies
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NippyFlippers' Flying Boats and Open Cockpits
NippyFlippers replied to NippyFlippers's topic in KSP1 Mod Development
No, no. It is meant to be external seats. This is supposed to be a mod for open cockpits and flying boats, after all. The two kerbals are just clipped into the mesh and into each other, because the origin/empty is placed right there where their butts are. (See picture) The good part about is, that it shows me, that the script is working and KSP understands that this thing can seat two kerbals. I tried to do it the same way NESD(Open cokpit) and C. Jenkins Lack (SXT) organized their open cockpit's external seat pivots. But somhow there is something iffy going on between Blender and KSP. Could it have to do with the use of quaternions, instead of euler? Am I using the mesh origins wrong? It kind of works if i just copy paste from other mods, but that feels wrong. I want to understand what is going on, here.- 19 replies
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NippyFlippers' Flying Boats and Open Cockpits
NippyFlippers replied to NippyFlippers's topic in KSP1 Mod Development
I can't get my head around how KSP keeps messing up the positioning of the seats and seat pivots. Can anybody give me a hint? The seat meshes and the seat pivots are childs of the parent object named seatExternalCMD. But when I excport that from Blender somehow KSP places the kerbals in the main parent of the cockpit and the seat meshes get the transform of their parent objects applied two times over. What is this? Also I'd love some help with scripting for the usage of multiple textures in the same part. I'd like the meshes of the seats and cockpit to use their own texture file.- 19 replies
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NippyFlippers' Flying Boats and Open Cockpits
NippyFlippers replied to NippyFlippers's topic in KSP1 Mod Development
Found a little time to get some more work done. See OP for changes!- 19 replies
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NippyFlippers' Flying Boats and Open Cockpits
NippyFlippers replied to NippyFlippers's topic in KSP1 Mod Development
By now I have made 4 parts: A windshield, the cockpit, a hull segment and a tail section. But there is still stuff to do: The windshield's glass needs opacity adjusted, somehow it is not easy to transfer the look from Blender into the game. The colliders are wonky and during attachment parts tend to rotate while I hover them over my parts. The rotation is off by 90° There are visible seams around the edges. Maybe higher res textures are needed? Seats texture still missing. More detail on the textures, it looks bland. Alternative color scheme in stock grey are needed.- 19 replies
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NippyFlippers' Flying Boats and Open Cockpits
NippyFlippers replied to NippyFlippers's topic in KSP1 Mod Development
So, it seems I need an Alpha Channel, but what is a good value? The windshield now works, but I need to fix the transparency, the origin is off, the collider a bit too large and the shader needs to be smooth. I am grateful for any tipps about common mistakes. Here is a preview, you can see how the glass is barely visible:- 19 replies
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NippyFlippers' Flying Boats and Open Cockpits
NippyFlippers replied to NippyFlippers's topic in KSP1 Mod Development
I figured it out, but have one question: Do I even need an alpha map/alpha channel in the final texture?- 19 replies
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