Zah

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About Zah

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  1. Zah

    [1.5.1+] Hullcam VDS Continued

    Is anyone else's Wide Angle Camera without a texture? I've had this for a while now, on multiple installations, but it's always been low priority so I never got around to ask
  2. Let's say I use an installation with MM3 for just welding and then copied the weld files to an installation with MM4, would that work?
  3. Doesn't work for me in 1.6.1.
  4. Can confirm, fixed in all three mods.
  5. Thank you so much! I will check tomorrow, already in bed.
  6. Kerbal Flight Indicators is a sort of alternative NavHud, I just pointed it out because it seems to have a different CameraClearFlags mode ("Nothing" instead of "Depth") but still has the transparency.
  7. BTW, https://github.com/PapaJoesSoup/KerbalFlightIndicators shows the same issue. It has '.clearFlags = CameraClearFlags.Nothing;' in KerbalFlightIndicators.cs
  8. Adding to this, the transparency only shows up for me on surfaces that reflect sunlight. I didn't do elaborate tests with different light sources, it was more of a coincidence that I noticed this. Two screenshots from the same game. Other parts e.g. the stock fairings, have the same problem. https://imgur.com/a/0aJBfZS
  9. Thank you! With the camera "always on" in PWB Fuel Balancer it was more apparent than in NavHud so I started testing. Took about three evenings of cycling through 200 mods. It was literally the last mod in my binary search because I put it in a group of "non-graphics related". You can imagine how confused I was when I was done with the "graphics-related mods" and the issue was still there. I even looked through texture files trying to find something. The transparency seems to require light (duh) on the surface, in my above screenshot the sun is in the west of KSC. So maybe it's a bug with the way the game does specular shaders? I have no idea how this works in Unity/KSP. Edit: Two screenshots -- same game state. Against the light shows no transparency, but once you have a surface that reflects light you see it. https://imgur.com/a/0aJBfZS A few further screenshots with other parts: https://imgur.com/a/w3liJBXB
  10. Now that I'm closing in, I did some more testing and can also cause the same transparency when turning on Kerbal Flight Indicators or NavHud. So must be the camera they produce. Now if that's something unique to my system (nvidia) or a KSP issue... I've seen the transparency on Das's stream when he used NavHud.
  11. I've seen similar transparency happen with Navhud. But I can produce the transparency just by installing the mod, it's not even activated in the above screenshot. Maybe an issue with the InFlightMarkerCam?
  12. I think I may have found an issue. After a binary search through my mods, I'm almost certainly sure that this mod causes a transparency issue in my installation. Log: https://mega.nz/#!Rwx0wCLa!8yE2AxQL-TYD6NOPgdVdlUXpblTyfhzoPEJbLphNxG0 Screenshot:
  13. Currently preparing a heavily modded install of 1.6.1 (+KJR/Lisias), so far mostly CKAN. And it's not looking pretty... Sigh. Log: https://mega.nz/#!gwASGQiS!U1gy5zRXOUYqC9MNIy8pNFuvo46AZmF5sWgL5Xtvuyo It's completely shot, KJR has no chance of working. Don't even know where to start, so much is broken. Maybe a CKAN issue, too. Exceptions galore. Log ends with a test vessel blowing up on launch xD Edit: hm, why was B9_Aerospace_WingStuff in there to begin with. That's a mess. Seems to work now.
  14. Zah

    [KSP 1.3.0->1.5.*] Mod Pods

    My current attempt is sort of hacky, I just commented out all the modules I don't need in the part config, and then I manually add the RT antenna module. That may just work as opposed to patching. Edit: yes, the window light is an anim. Always used 0, always had flickering. I mean, it animates the antenna AND flickers the cabin light. I, uh, changed the textures myself a little to match the stock textures more https://imgur.com/a/3xPEkt7 Edit 2: PART { name = mk2to3CrewCabin module = Part author = TD mesh = NewModel.mu rescaleFactor = 1.0 node_stack_top = 0.0, 0.6129, 0.0, 0.0, 1.0, 0.0,2 node_stack_bottom = 0.0, -0.7129, 0.0, 0.0, -1.0, 0.0,3 CrewCapacity = 8 TechRequired = highAltitudeFlight entryCost = 12000 cost = 4200 category = Pods subcategory = 0 title = Crew Cabin Size 2 to 3 manufacturer = Podular Mechaniks description = A Sz2 to Sz3 Profile Compliant, eco-friendly crew transportation module, made from up to 80% recycled (paper) aircraft components. attachRules = 1,0,1,1,0 mass = 2.1//4.2 -- lowered because modded to be a can with antenna and crew storage with large battery. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 45 breakingForce = 200 breakingTorque = 200 maxTemp = 1400 skinMaxTemp = 2500 emissiveConstant = 0.8 vesselType = Ship bulkheadProfiles = size2, size3 tags = base contain outpost passenger statio (stor tour INTERNAL { name = Mk2to3Internal } MODULE//0 { name = ModuleAnimateGeneric animationName = Extend //actionGUIName = Toggle Antenna //startEventGUIName = Extend Antenna //endEventGUIName = Retract Antenna //allowAnimationWhileShielded = False allowManualControl = false // added } MODULE//1 { name = ModuleAnimateGeneric animationName = CrewCabinLight actionGUIName = Toggle Lights defaultActionGroup = Light startEventGUIName = Lights On endEventGUIName = Lights Off } //MODULE //{ // name = ModuleCommand // minimumCrew = 0 // RESOURCE // { // name = ElectricCharge // rate = 0.020 // } // hasHibernation = True //} MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } MODULE { name = FlagDecal textureQuadName = Flag } //MODULE //{ // name = ModuleDataTransmitter // antennaType = DIRECT // packetInterval = 2.0 // packetSize = 2 // packetResourceCost = 8.0 // requiredResource = ElectricCharge // antennaPower = 50000 // DeployFxModules = 0 //} MODULE { name = ModuleRTAntenna Mode0OmniRange = 300000 Mode1OmniRange = 4000000 EnergyCost = 0.19 DeployFxModules = 0//antenna! TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleJettison jettisonName = PlainFairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } RESOURCE { name = ElectricCharge amount = 1000 maxAmount = 1000 } //MODULE //{ // name = ModuleSAS //} MODULE { name = ModuleKerbNetAccess MinimumFoV = 21 MaximumFoV = 54 AnomalyDetection = 0.06 DISPLAY_MODES { Mode = Terrain } } MODULE { name = ModuleReactionWheel PitchTorque = 15 YawTorque = 15 RollTorque = 20 RESOURCE { name = ElectricCharge rate = 1.2 } } RESOURCE { name = MonoPropellant amount = 0 maxAmount = 80 } } No matter what I try, even this hack, I get light flickering when activating the RT antenna. Now I know RT doesn't recommend ModuleRTAntenna for pods, but I removed the command-pod module so RT should treat this as an antenna only. I very much like the idea of having a low range antenna when not deployed (for reentry/launch) and a long range antenna when deployed. This is sort of my crew shuttle for within Kerbin SOI and I bring one or two for interplanetary missions so part count matters, I'd love not having to add an antenna part. I've also tried a normal RT MM patch @PART[mk2to3CrewCabin]:AFTER[ModPods]:NEEDS[RemoteTech] { !MODULE[ModuleDataTransmitter] {} %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 300000 %Mode1OmniRange = 4000000 %EnergyCost = 0.19 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } } Same thing. It's weird.
  15. Zah

    [KSP 1.3.0->1.5.*] Mod Pods

    It persists, but I'll have to redo all my testing with the new model now. I get flickering of the cabin light when activating the RT antenna. https://remotetechnologiesgroup.github.io/RemoteTech/modders/modules/ I'll supply more info on what I tried but currently watching DasValdez.