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  • About me
    CAS Pilot
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    Flying Close air support in the desert
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  1. Thank you! i appreciate that someone out there is still following this. Taking steps to get setup with this again, a large drawback was the tragic loss of my M2HB Model literally the day of completion before import. as it was the basis for the new tanker parts line. so im beginning to rebuild that model from scratch while getting a proper dev enviroment setup again.
  2. im still here, i still play KSP as i have for nearing 8 years now, i have been swamped with my career as a Refrigeration technician for the past several months and it has been precluding me from having the energy to persue my hobbies such as 3D Graphical artistry and Modding, i will return to this soon:tm:.
  3. More Updates, A-10 Cockpit nearing completion, K52 is awaiting prop-out. Now for the question, MoarDV Avionics, Or Good old fashioned RPM? Not sure which of either to use, i know RPM like the back of my hand but MAS offers streamlined production and much more advanced feature sets.
  4. Odd, wonder what broke it, You should be on KSP ver 1.9.1 as 1.12 is incompatible with BDA, Please make sure all dependencies are Installed. Bringing this up to speed, Man i have a habit of turning up no where for a while, sorry about that, switched industries recently and work has been killer. this is still getting touched on when i have time, new Cockpit in the works while i mourn the loss of my A6 and E2C models still.. And some B52 finish ups.
  5. got it, sweet. the flight dynamics of the shuttle are a touch wonky but i love SOCK and this mod so far.
  6. Is there something missing from this/SOCK? the robotic arm/htRobotics folder is missing any form of plugin, causing null ref errors when placing parts and preventing them from working.
  7. Reworking the B52 Cockpit Interior now, your CPU will be screaming, its 104k Tris, granted everything else in this pack is more then that for just a single weapon soo.. dont ask why i spent 2 hours divising a work flow for easily modeling electrical tape. i have ran out of texture coordinate space 4 times now...
  8. i ran KSP and made mods on an AMD E300 APU, it can be done, though 1.3ghz is extremely painful , but yeah, what kinda mod?
  9. this thread is kinda old but i figure i should help anyone who has this primary issue of Non compiling shaders, with that dead link for the correct shadowmap here is a bandaid fix Crossposted from another thread i have - Missing Custom shaders binary curt. this code i found while googling and as far as i can tell is just default Unity code and is MIT licensed- https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/CGIncludes/UnityShadowLibrary.cginc And i changed 2 lines in AutoLight.cginc to make it all function. will be crossposting this to a thread i had seen that was similar Heres a link, just put the files in the Assets/Parttools/Shaders folder and replace the AutoLight.cginc with the new on. https://www.dropbox.com/s/e7a8phoz9zdbxq3/ShaderFix.zip?dl=1 lines changed - Commented out the top line mentioning the custom library and uncommented out the bottom one. probably not necessary but it worked for me I dont know if it will still look for the custom library or not, i just put it in there but my drunk a%$ is pretty sure its defaulting to Unity's default shadow maps, which is fine for editing parts and the likes as KSP as a game has its own shader set it will compile, and i dont think its far off from default until you start messing with the new stuff that got introduced in the more recent versions. 2022 edit, as i come back into modding i actually reencountered this issue on a fresh Unity/PT Install and had to recursively work my way back to this solution before finding my post in this thread through google, that was nice...
  10. So, i fixed it. Missing Custom shaders binary curt. this code i found while googling and as far as i can tell is just default Unity code and is MIT licensed- https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/CGIncludes/UnityShadowLibrary.cginc And i changed 2 lines in AutoLight.cginc to make it all function. will be crossposting this to a thread i had seen that was similar Heres a link, just put the files in the Assets/Parttools/Shaders folder and replace the AutoLight.cginc with the new on. https://www.dropbox.com/s/e7a8phoz9zdbxq3/ShaderFix.zip?dl=1 lines changed - Commented out the top line mentioning the custom library and uncommented out the bottom one. probably not necessary but it worked for me I dont know if it will still look for the custom library or not, i just put it in there but my drunk a%$ is pretty sure its defaulting to Unity's default shadow maps, which is fine for editing parts and the likes as KSP as a game has its own shader set it will compile, and i dont think its far off from default until you start messing with the new stuff that got introduced in the more recent versions.
  11. Shaders appear to be broken in the most recent Parttools On Unity 2019.2.2f1, most recent parttools update, uninstalled default Textmesh and installed the one linked in the thread, no go. KSP shaders fail to compile, All of them, for that matter, so its not just the original error with IVAs being funky.
  12. the answer is F-ing insane. i put this thing in KSP with no problem about a year back, unfortunately it never saw the light of day because Western Digital. For a more practical example you can go basically as far as anyones sanity could hold up detailing a model just for KSP, be mindful of potato computers though,
  13. Kindof similar issue, on KSP 1.9 i can get bombs to work, but AIM-9s do not lock, do fire tho. oop, nevermind, a reload fixed it.
  14. ignoring the Old thread message for a bit My friends had all playtested this mod at one point, and one of them has dug up the last experimental version ever created, combined with life stresses easing off and my recovery of alot of the source files (turned out i wasnt as lax on my own preaching of data security as i thought), this mod may yet live stay tuned. update: Got some of my props back in, confirmed what i do have is functioning in 1.9.1, only broken part is the LAU-115C and the LAU-68C, an ejection rack and a rocket launcher - easy.
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