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BIOZ

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  1. I didn't know # can be used this way. I've tried it on my configs, it works perfectly. Many thanks!
  2. Hello everyone! Is it possible to copy a sub-node from one node to another? I have: I want: I tried this, but it gives nothing: The closest thing I've came up with: And it gives:
  3. Same here. I'm unable to enter the VAB/SPH with FAR installed. [EXC 18:05:50.969] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. System.Reflection.Assembly.GetExportedTypes () (at <9577ac7a62ef43179789031239ba8798>:0) FerramAerospaceResearch.ToolbarTypes+<>c.<getType>b__5_0 (AssemblyLoader+LoadedAssembly a) (at <21ad72cae05f439aaf4873ff81e9ad5a>:0) System.Linq.Enumerable+SelectManySingleSelectorIterator`2[TSource,TResult].MoveNext () (at <351e49e2a5bf4fd6beabb458ce2255f3>:0) System.Linq.Enumerable.SingleOrDefault[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) (at <351e49e2a5bf4fd6beabb458ce2255f3>:0) FerramAerospaceResearch.ToolbarTypes.getType (System.String name) (at <21ad72cae05f439aaf4873ff81e9ad5a>:0) FerramAerospaceResearch.ToolbarManager.get_Instance () (at <21ad72cae05f439aaf4873ff81e9ad5a>:0) FerramAerospaceResearch.ToolbarManager.get_ToolbarAvailable () (at <21ad72cae05f439aaf4873ff81e9ad5a>:0) FerramAerospaceResearch.FARDebugAndSettings.SaveConfigs (ConfigNode node) (at <21ad72cae05f439aaf4873ff81e9ad5a>:0) FerramAerospaceResearch.FARSettingsScenarioModule.OnSave (ConfigNode node) (at <21ad72cae05f439aaf4873ff81e9ad5a>:0) ScenarioModule.Save (ConfigNode node) (at <a5c262f7fe724eb9918d4487db8b635e>:0) ProtoScenarioModule..ctor (ScenarioModule module) (at <a5c262f7fe724eb9918d4487db8b635e>:0) ScenarioRunner.UpdateModules () (at <a5c262f7fe724eb9918d4487db8b635e>:0) ScenarioRunner.GetUpdatedProtoModules () (at <a5c262f7fe724eb9918d4487db8b635e>:0) Game.Updated (GameScenes startSceneOverride) (at <a5c262f7fe724eb9918d4487db8b635e>:0) GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) (at <a5c262f7fe724eb9918d4487db8b635e>:0) GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) (at <a5c262f7fe724eb9918d4487db8b635e>:0) VehicleAssemblyBuilding.OnClicked () (at <a5c262f7fe724eb9918d4487db8b635e>:0) SpaceCenterBuilding.EnterBuilding () (at <a5c262f7fe724eb9918d4487db8b635e>:0) SpaceCenterBuilding.OnLeftClick () (at <a5c262f7fe724eb9918d4487db8b635e>:0) SpaceCenterBuilding+<OnMouseTap>d__49.MoveNext () (at <a5c262f7fe724eb9918d4487db8b635e>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 18:05:50.970] [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs: RSSTimeFormatter 1.6.1.0 GameData\RSSDateTime\Plugins\RSSTimeFormatter.dll
  4. Yes. ANTI_ALIASING affects them too. I checked my game with all options (off/2/4/8), and my clouds are not showing only when I start my game with parameter ANTI_ALIASING = 1. Setting it to 2/4/8 right in the game makes them appear back. Clouds are still there even if I turn anti-aliasing off after it was 2/4/8. I watched your video, my problem is not exactly the same as yours. My clouds are showing or not showing during the whole flight, it doesn't depend on the altitude. Have you tried to launch your game with only EVE (with folders in GameData: Squad, EnvironmentalVisualEnhancements, and AstronomersVisualPack)? Have you tried EVE with default config BoulderCo?
  5. @Dominiquini Well, cloud disappearing clearly is a bug, and behavior of this one looks quite random. I'd suggest you to try both 2 and removing the line.
  6. @Dominiquini It's "settings.cfg" in the game folder, where "KSP_x64.exe" is. Open it with the text editor and search for the line "ANTI_ALIASING".
  7. I've encountered volumetric clouds not working bug too. Thanks to previous posts I searched for the place in the settings file which breaks clouds, it happens to be this: ANTI_ALIASING = 1 Removing this line or changing the value to 2 (default) fixes clouds for me. KSP 1.11, EVE 1.11.3.1, Windows.
  8. @darthgently All shaders are stored in 'eveshaders.bundle'. Here is the link if you need it http://www.mediafire.com/file/g8inh701av5k7mb/
  9. @darthgently, are you running KSP on Linux or in OpenGL mode?
  10. Hi, @Lightsworn. I've made a small fix for the clouds, looks like it works on my end. Could you please test it in your ksp? https://www.mediafire.com/file/yputinel0nof6jx/
  11. Huh. That's strange because in the installation zip scatterer is included to dependencies. Yeah, me too. Right now I have a few ideas where to look for this bug, but nothing to promise. I think we'll have to stick to scatterer for some time. Here is the bug you've mentioned, right?
  12. Hi, @Lightsworn! I tried to recreate your bug, but the bug I encountered is only this: I've tried to recreate it on KSP 1.10.1, Spectra 1.4.0, scatterer 0.0621c, R-T-B's Kopernicus 1.10 Release 19. Spectra requires installed scatterer. I see you don't have scatterer folder in your GameData. Did you test EVE with it?
  13. @R-T-B, yeah, looks like it's a shader issue. Probably it related to the depth buffer, but can't say for certain. Position of the clouds is correct, so I assume the problem is somewhere in "frag(v2f IN)" function.
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