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Neo23

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Everything posted by Neo23

  1. Hello, unfortunately MAS is not an alternative for me. I only use RPM for my IVAs (combined with ASET and custom props) and would have to build them all from scratch and MAS does not support all of RPMs features. So I would like to ask JonnyOThan for at least one final, updated version to be released, please. So that the last 4 fixes can be used by everyone. I would be very happy. Many Thanks. Greetings, Neo.
  2. Hello, I would like to ask if there could be a recompile with the latest commits. I know it is not welcomed to ask for updates, but I have been waiting patiently for 6 months and would really like to use the ATM gauge and other fixes. Unfortunately I cannot compile the source code myself. I would be very happy about an update on github. Thanks in advance and keep up the good work! Greetings, Neo.
  3. Yes, every test was executed in a new game, I had a feeling this might be the case. I had hoped everything would be fully automatic now, like the default suits. Manually changing the suits worked all the time, but in a big career game it is not easy to keep track of every kerbal and I normally choose kerbals and suits in the VAB directly before launch. So I misunderstood the new implementation or made my feature request not clear enough. I am a very shy person and only on very rare occasions I am registering to something. So I have no account to upload files. This is the content of my config file: TextureReplacer { reflectionType = none reflectionResolution = 128 reflectionInterval = 16 isVisorReflectionEnabled = false visorReflectionColour = 0.7 0.7 0.7 hideParachuteBackpack = true CustomKerbals { Jebediah Kerman = Male/NMh_MaleHead5 Bill Kerman = Male/NMh_MaleHead10 Bob Kerman = Male/NMh_MaleHead24 Valentina Kerman = Female/N_HeadFemale9 } ClassSuits { Pilot = Neo_Suit_Pilot_KSP15 Engineer = Neo_Suit_Ingenieur_KSP15 Scientist = Neo_Suit_Wissensch_KSP15 Tourist = Neo_Suit_Tourist_KSP15 } } I have a minimal test setup running with a complete set of suit replacements for the default suits. Vintage and future suits are only slight recolored original files for now to test things before I make real ones. I watched my KSP-Log from starting the game to the end of testing (closed and reopened the file every time of course). My typical test steps: 1. Started the game and checked the log at the main menu. 2. Started a new game and checked the log at the space center. 3. Got into the VAB and filled a normal 3 person command pod with 3 pilots. Switched the suits for two of them. The second one to vintage suit and the last to a future suit. Checked the log file. 4. Launched the command pod with 3 Kerbals and all of the suits and checked the log on the launch pad. 5. EVA the Kerbal outfitted with the vintage suit. Suits change suddenly to default ones. I checked the log file once more. No errors or exceptions occured in the entire testing process. This bug only happens with your new DLL's and is 100% reproducible for me. The normal TR 3.7 DLL is fine and switching back to it made this bug go away immediately. I am sorry if this is not so much helpful. This would be really nice.
  4. I have tested the new DLL for a little bit and I noticed some serious issues unfortunately. The suit fixes do not seem to work. Sorry for my english, I hope I can explain things clearly enough. - With defined class suits, vintage and future suits still get the default suit texture assigned, even with the correct folders and textures in place. Maybe I am not understanding the system correctly? This is the corresponding part from my config: ClassSuits { Pilot = Neo_Suit_Pilot_KSP15 Engineer = Neo_Suit_Engi_KSP15 Scientist = Neo_Suit_Sci_KSP15 Tourist = Neo_Suit_Tourist_KSP15 } And these are the folders with my new suit textures: Neo_Suit_Pilot_KSP15 Neo_Suit_Pilot_KSP15.vintage Neo_Suit_Pilot_KSP15.future Neo_Suit_Engi_KSP15 Neo_Suit_Engi_KSP15.vintage Neo_Suit_Engi_KSP15.future Neo_Suit_Sci_KSP15 Neo_Suit_Sci_KSP15.vintage Neo_Suit_Sci_KSP15.future Neo_Suit_Tourist_KSP15 The default suits are working normally and the new class textures and ranks are correctly applied for them. Only vintage and future suits are still not functional and suffer from the old texture bug. But that is not all, there is even a completely new and very strange bug with DLC suits... - Every Kerbal wich is useing a vintage or future suit and is going on EVA, is suddenly wearing the default suit (not only the textures, but the entire suit changes to default). Getting back into the capsule leaves the default suit active and the vintage or future suit is still gone. Actually, everyone in the command pod change their suit to the default suit after that. - There is no support to replace „EVAjetpackEmmisive“ for suits. It not even works in the default directory as universal replacement. - Not all textures in the default directory get replaced. One example are the engine emissive glow textures from the recent near future, cryo engines and restock mods. Albedo texture replacements work, but no emissive textures (maybe the same reason, why EVAjetpackEmmisive is not working). They only work if I replace the original texture in the mod itself, but not with Texture Replacer. - The default kerbal head texture is not supporting a normal map (to make real looking teeth for example). Kerbal mouth and teeth are using the default kerbal male head texture, as far as I know. This worked in the deprecated Texture Replacer Replaced. Would be cool if this can be added/fixed here as well. Thank you for your continued support. I tried to describe the problems as good as I can and hope it helps a little. Thank you for your work.
  5. Hi, thank you for replying. Yes, this sounds like a good and very user friendly idea to differentiate the suit textures. It would look like this, as I understand it: NewSuitPilot NewSuitPilot.vintage NewSuitPilot.future I like it. I switched some remaining head textures from PNG to DDS and I can not reproduce the issue anymore at this time. It may be gone, but only occures occasionally. I will report back if this issue show up again. Yes, the flickering disappeared. So far I can not trigger this bug again with reflectionInterval = 16. Awesome! Thank you very much for your efforts to keep this mod alive and make it even better. Really appreciate it!
  6. Hello, Kerbonauts. Besides the known problems, I'd like to report some other bugs: - I have set my class suits for all traits in my config file, but there is no option to define the vintage suits for classes. Consequently choosing a vintage suit for some Kerbals, they get automatically default suit textures assigned and the vintage suit looks wrong and bugged. It would be really cool if vintage suits can also be bound to different classes via config file or at least leaving their textures alone if classes are defined in config (if that is easier). - Sometimes kerbal heads are white with no textures after a scene change or switch to another vessel. Happens very random and sometimes not all kerbals on the vessel are affected. - Useing the internal helmet lights, a KIS-Item (KerbalHacks from Enceos), in 1.8.1 let the kerbals head/face flash and flicker very fast if TR 3.7 is installed. Reflections in TR are set to off. (This is not happening with an older TR under KSP 1.8.1 though. And very rarely, most of the time in space.) - More a request than bug report: Please bring back normal maps for kerbal heads. - Another request: Breaking Ground future suit support (class suits too if possible). I really love TR and this is one of my must have mods and I hope these issues can be resolved. Thank you for your efforts and time to make this great game even better.
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