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  • About me
    CAS Pilot
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    Flying Close air support in the desert
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  1. 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...
  2. 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?
  3. 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.
  4. 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.
  5. 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.
  6. 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,
  7. 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.
  8. 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.
  9. If its the version linked in the OP i've already recovered that, although it contains really only reference configs and old versions of the color pallets i used for textures, In the works was an entire revamp of all bombs and weapons included, Pretty much everything was revised and new and was set to release in early january. Thanks for the offer though, Good news is that alot of those models and files were sent off to a few friends of mine for testing not too far back, so i can recover most* of whats lost. there a total of about 20 to 25 parts or so at one point, so it will take a while to rebuild. If and when i get everything straight and am back to actively working on it i'll post a new thread for the new version, and let this one serve as a warning to backup your data, especially if you already have (had) 2 hdds like i do, no excuses.
  10. So, Unfortunately im going to have to announce that this version of this mod is dead, not due to burnout but because all source files and in works projects were lost due to catastrophic harddisk failure. I may attempt to scratch together what remains of my files are laying around on the net from this project and rebuild at a later date but as of now there will be no more updates, when i get the chance i will attempt to get the most recent development build that was sent to a friend uploaded so atleast some of what was teased can be enjoyed.
  11. Motor was reversed the way it should be. instead of neutral traverse it acts almost like regenerative steering, in which the entire vehicle moves forwrad but one track moves much slower than the other.
  12. Parts are not welded onto the hull, I added each track on each side and moved them to be centered with each other. I've not tested them in other crafts. but its a somewhat recurring issue i cant seem to pin down the cause of for this vehicle, even before i switched to a weldment hull. On 1.7.3 if its of any note.
  13. it seems to occur only after ejecting the command pod on a vehicle controlled with a command seat. The hull of the vehicle is made using Ubiozur Weldments and armor parts from BDAc so i can post it, but it will require custom files.
  14. Is there a known bug with a mirrored or left hand side track (specifically the large track with 7 roadwheels) not receiving any torque until super late, and only ramping up slowly and to less than half of the torque of the Right hand side/nonmirrored track?
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