Random Annoying Guy
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Posts posted by Random Annoying Guy
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On 7/15/2022 at 2:28 PM, Random Annoying Guy said:
This occurs at all shader levels
@R-T-BDisregard this, it was just a poorly configured mod
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This doesn't work well with Kopernicus - the ground is glitched in editor (skybox camera clipping issues)
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You can't just mark a mod as finished and keep making updates Beale
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How do i configure a modulepartvariants or moduleb9partswitch to switch between separate .mu models that only differ by geometry?
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On 7/16/2022 at 8:44 AM, zer0Kerbal said:
Module Manager patch
Is a patch needed because the game would reset this to the default value in settings.cfg?
Anyway, the patch doesn't work, but editing settings.cfg works flawlessly, and the exact color seems to be "0.625, 1.0, 0.625, 0.5".
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3 hours ago, zer0Kerbal said:
@Random Annoying Guy, maybe.
If you can find me the specific settings in <KSP_ROOT>/settings.cfg I should be able to write a module manager patch to set it.
The thing is i doubt that this is stored in settings.cfg at all.
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Before 1.1, the green highlight for parts that are hovered over was less saturated. Messing with "Part Highlighter Brightness Factor" cannot replicate that shade. Can it be possible to change the color value used for highlighting parts?
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SPH had a darker floor and less intense shading in 1.1
Setting "pixel light count" to 0 in 1.12.3 darkens the floor to that color.
Weirdly enough, there are screenshots of various 1.1 versions showing a normal SPH, this darker SPH, and even a weird extremely dark SPH.
1.2 reverted the change (except for the part list), possibly due to the upgrade to Unity 5.4.0p4
Can 1.1's lighting be ported to the current version?
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Disabling distortion does nothing
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On 4/18/2022 at 1:15 PM, R-T-B said:
You might be using the Ultra shader level? If so, try it at "high" or lower, less bugs with that. "Ultra" is known to cause a few odditites, as we never really properly supported that mode 100%.
This occurs at all shader levels
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20 hours ago, Knight of St John said:
Nice, but I won't be changing those plumes in my pack. those jet-flames aren't realistic for those types of jet engines. I'll keep my basic heat distortion & smoke plumes I have now.
for the Rapier: your config seems to have it configured as a kerosine jet/ hypergolic rocket engine combo, which to my knowledge is also not accurate.
they look cool though, but I do like to keep a semblance of realism.I'm not proposing this change to your pack, those are just plumes I made based on configs from this pack and that's why i'm posting it here.
Your wet Panther's plume is broken by the way, shock10 has its modifiers out of order.
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RealPlume - Stock inspired jet engine plumes
RAPIER most definitely will not be working
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Click through blocker and Toolbar controller are codependent on each other, it might be a good idea to merge them into one mod
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Click through blocker and Toolbar controller are codependent on each other, it might be a good idea to merge them into one mod
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The new update is 666 MB...
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Custom planet KSC building ground color doesn't work (is black) (?)
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"No surface features?"
The KSC building ground color is also black for some reason
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Can i switch attachrules using this
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19 hours ago, Minmus Taster said:
You think Beale is going to implement this cosmic horror?
hehe
"cosmic"
get it? because it's in space
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10 minutes ago, OKB-279 said:
is there some place i can get this modification?
it's on spacedock
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11 hours ago, OKB-279 said:
is there red and yellow variations for all parts or is this a modification? i think having all colors for all parts would be nice.
mod by me, yes, red and yellow and all the other colors except tan exist.
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On 5/14/2021 at 5:54 AM, finkmac said:
just a black and green one
imagine not having enough RAM
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Does work on 1.11.1?
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can i use this together with realplume if i delete conflicting configs
[1.12.x] Shaddy - A Shader Library for KSP Modding [v2.5]
in KSP1 Mod Releases
Posted
Is there a config for near future solar panels yet?