Battou
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Posts posted by Battou
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Sorted out. Somehow commnet was disabled in difficulty settings and surface experiments dont work without it.
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Hi.
I have deployed Control station, Comm dish, 3 solar panels - all with 0ne star engineer near KSC, placed 3 experiments there with One star scientist. There is enough power, but Control station says that there is no connection to Comm Net. Why???
Is 1.11 broke Surface experiments? Or are they not supported by Kerbalism?
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Trying to load a save after adding Restock causes HighGainAntenna missing error along with some RCS. In case you have not stubbled apon it yet.
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7 hours ago, taniwha said:
@Battou Yes, export of animated Euler angles is still pending. I had no reason to attempt to support them until now
Oh, got it. Will wait.) Thank you!
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On 5/25/2020 at 2:03 PM, taniwha said:
I already have it working for import. Export will be a little more interesting (more in what to when the rotation mode is neither quaternion nor YXZ).
Ive noticed update to repo. Tried to import Solar panels and it worked. But when I tried to export I got this:
Traceback (most recent call last):
File "D:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_object_mu\export_mu\operators.py", line 63, in execute
return export_mu(self, context, **keywords)
File "D:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_object_mu\export_mu\operators.py", line 34, in export_mu
mu = export.export_object (context.active_object, filepath)
File "D:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_object_mu\export_mu\export.py", line 163, in export_object
anim_root_obj.animation = make_animations(mu, animations, anim_root)
File "D:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_object_mu\export_mu\animation.py", line 296, in make_animations
clip.curves.append(make_curve(mu, muobj, curve, path, typ))
File "D:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_object_mu\export_mu\animation.py", line 172, in make_curve
property, mult, ctyp = property_map[curve.data_path][curve.array_index]
KeyError: 'rotation_euler'location: <unknown location>:-1
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5 minutes ago, Delay said:
Not sure what you mean. Do you want each instance of a part to have its own map? That's not possible, but what could be done is making multiple texture sets pointing to different metallic maps. Not exactly 'unique for every mesh', but close enough, I suppose.
No. I mean something like that:
KSP_MODEL_SHADER
{model = Squad/Parts/Command/mk2CockpitInline/model
model = Squad/Parts/Command/mk2CockpitStandard/model
model = Squad/Parts/Utility/mk2CrewCabin/model
MATERIAL
{
shader = SSTU/PBR/Metallic
inheritTexture = _MainTex
inheritTexture = _BumpMap
inheritTexture = _Emissivetexture = _MetallicGlossMap, metalSmoothness
PROPERTY
{
name = _Metal
float = 0.20
}
PROPERTY
{
name = _Smoothness
float = 0.80
}
PROPERTY
{
name = _Detail
float = 0.9
}
PROPERTY
{
name = _Shininess
float = 0.85
}
}}
And so each "mode" used "metalSmoothness " texture file from their folder
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Is there a way to assign to _MetallicGlossMap a texture that is unique to every used model but have same name. So every model in KSP_MODEL_SHADER used its own _MetallicGlossMap texture?
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I read that EVE clouds are supported after all? But I have strange issue with reflecting atmosphere when in orbit. In reflection its like atmosphere sphere object is partially disappear closer to craft. Here is a screenshot. Any way to fix it? Already tried to force dx11.
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2 hours ago, taniwha said:
Oh, that's because they're animated via Euler angles which I didn't know was even supported (thought Unity animated via only quaternions).
This will make things... interesting
Glad that I pointed you into this.)))) Hope you can figure out how to handle it.)
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44 minutes ago, taniwha said:
That's odd. Quite often they're smaller due to useless meshes being omitted. Only things I can think of that would inflate the size are additional animation keys and additional vertex data (normals, tangents, colors)
Dont know. Any .mu file that I import and then export, even if I havent done anything, is always bigger.
45 minutes ago, taniwha said:This is even odder. Have you confirmed that the solar panels are animated correctly in blender?
No, they are not. Upon import animations are wrong in blender, they do not unfold. Its like some animations do not import. try for yourself, take 1x6 solar panel from ReStock mod and try to import.
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Oh, and I noticed that exported file always about 1.5-2 times larger than original before import.
Also!))) Importing and then exporting extendible solar panels breaks their animations. They just extends as block through closed door and do not unfold.
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10 hours ago, taniwha said:
oh, still adding those? hmm, well they're not needed if the collider was originally on its own transform. That might be worth submitting an issue.
Thanks! Submitted. Good to know that I can just delete that addition.
Another question. I tried to import Centrifuges from Station part extension redux but they do not import correctly or when exported become messed up in game. Do complex animation or whatever do not supported yet?
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2 hours ago, taniwha said:
Things do get changed going through blender. Sometimes export (particularly PartTools) errors get fix, other times some optimizations, almost always certain triangle vertex indices. The process is not idempotent. However, for colliders, it's entirely possible the collider was on a separate game object in the original import but got merged into the parent game object on export. This is actually a feature (optimization), but can be overridden: find the collider object in blender, go to object properties, Mu Collider panel -> Separate. If you enable that, it will force the collider to be exported on its own game object. This is normally automatic if the parent object has more than one collider child object, but when there's only one collider child object, it will be merged into the parent unless Separate is enabled.
I thought I Made it so separate was set when importing if the collider was on its own object. If that is not the case, please submit an issue as I have a gazillion things on my plate and I'm likely to lose track of something here.
Odd thing. Tried marking separate and still get error. BUT removing ".collider" from collider transform names resolved issue. Do those ".collider" addition to names needed?
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I noticed that applying different materials to separate meshes in model do not work if part uses
MODULE
{
name = ModulePartVariants}
Is there any way to overcome that other than creating patch to replace if with B9 part switcher?
Using B9 resolves issue, but it is very inconvenient.
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Hi. I have problem with importing and then exporting some parts from Station Parts Expantion Redux mod. Such as HUB modules. B9 complains about COLLIDER* transforms not found by name. Seems like in some cases colliders get changed during import->export. Can you look into it?
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Found a reason! In your ReStock config 3.75 fuel tanks for some reason are in different category with much less _Metal than 3.75 adapters, hemisphere tanks and ect. Why?
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Hi! Is it just me or 3.75m fuel tanks do not get affected by this mod for some reason?
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[deleted] nvermind
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11 hours ago, Galileo said:
Not until EVE is updated. This cannot do anything until then.
EVE got updated! And module manager. According to CKAN they support 1.8
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When using this mod my RCS thrusters do not stick to rocket, they fly off or stay at launch site
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on 1.6.1 it breaks part categories in VAB
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AVC reads 1.5.1.9 version instead of 1.6
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getting 12 warnings from ModuleManager 4.0.1, more than one NEED and ect
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On 1.6.1 this mod brakes Part category selection.
[1.12.x] Community Tech Tree (July 3)
in KSP1 Mod Releases
Posted
In 1.11 I find all command pods in wrong nodes, the ones with RCS.