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Everything posted by OnlyLightMatters
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totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
OnlyLightMatters replied to Halban's topic in KSP Fan Works
A new approach of the Starship concept. -
Hello community. I've noticed that a few colored metals are not present in the configuration files. Here are my very humble suggestions. Copper (appliable to Poodle's nozzles) Rust (kinda metal) In ColorPresets.cfg that would be KSP_COLOR_PRESET { name = copper title = Copper Metallic color = 190, 85, 50 specular = 176 metallic = 255 } and PRESET_COLOR_GROUP { name = Metallics color = brass color = bronze color = gold color = platinum color = silver color = steel color = copper } For Rust I have an issue because I can't find the Detail% identifier in the cfg file. I've tried with detail, no success. Rust would be KSP_COLOR_PRESET { name = rust title = Rust Metallic color = 171, 71, 0 specular = 0 metallic = 79 detail% = 444 } @Shadowmage is it possible to configure this parameter from the configuration file? If yes what is its variable name? Thank you for supporting this mod!
- 1,802 replies
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- physicallybasedrendering
- plugin
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Sorry I'm a bit late to the party but when you run the game and let's say you want to edit a Flight profile, start with : selecting the profile you want with Select->Select profile for scene [xxx] Then in the profile editor, make sure the correct profile is selected EXPORT the profile (even you don't need to) Then only edit the profile I have done that a couple of times and now in my KS3P installation, I have set my own profiles in the DefaultConfig.cfg file and I deleted all the other profiles made by clusta per scene, to be sure I cannot make any mistake. I have a specific profile for the MAP view and another profile for any other scene. Once you are satisfied with your setting, export again and use this file to build your own profiles. You can take a look of my KS3P rendering in the following video I've made.
- 1,022 replies
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- postprocessing
- beautify
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Hey. How do you post process with the vintage color cast? KS3P with a different LUT? TUFX?
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Some pics. This thread does not have enough of them to my taste This mod needs to be appealing Tweakscale 2.5 is mostly used to resize stock parts to 5m so that I could have 5m parts recolored with TURD (Texture Unlimited + Recolor Depot). MH and BG parts are not supported by TURD at the moment. A 3.75m adapter is scaled to 5m for the launcher booster.
- 3,985 replies
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- 2
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- tweakscale
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Hi @Lisias, how are you my friend? I'am back with using tweakscale in my crafts and I discovered that interstage decouplers are scaled with the free method and not the stack one with a given diameter (v2.4.4.6). @PART[Decoupler_0] // TD-06 Decoupler { #@TWEAKSCALEBEHAVIOR[Decoupler]/MODULE[TweakScale] { } %MODULE[TweakScale] { type = free } } So I've taken a look at 2.5.x to see whether it was different or not and I found this. @PART[Decoupler_0]:NEEDS[Squad,TweakScale]:FOR[TweakScale] // TD-06 Decoupler { #@TWEAKSCALEBEHAVIOR[Decoupler]/MODULE[TweakScale] { } %MODULE[TweakScale] { type = free // should be instead // type = stack // defaultScale = 0.625 // TODO: Check how changing this will affect existing crafts } } Yeah this is what I expected too Then in MH patches (2.4.4.6) @PART[EnginePlate4] // EP-50 Engine Plate { #@TWEAKSCALEBEHAVIOR[Decoupler]/MODULE[TweakScale] { } %MODULE[TweakScale] { type = stack defaultScale = 5.0 scaleFactors = 0.1, 0.3, 0.625, 1.25, 1.875, 2.5, 3.75, 5.0, 7.5, 10, 20 incrementSlide = 0.01, 0.025, 0.025, 0.025, 0.025, 0.05, 0.05, 0.1, 0.1, 0.2 } } I'm a bit lost here. Which issue lead you to switch to another scale type for only stock parts? Sorry if you already explained this.
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- 1
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- tweakscale
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totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
OnlyLightMatters replied to Halban's topic in KSP Fan Works
A short & moving story based on my reinterpretation of the KSP main theme. -
Recently I made a reinterpretation of the KSP Theme I played on my piano. Now please find a short and moving story based on this theme.
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April Fool's Day - Clouds
OnlyLightMatters replied to StarSlay3r's topic in Prelaunch KSP2 Discussion
Nice 1st of April guys -
[1.12.x] Textures Unlimited Recolour Depot
OnlyLightMatters replied to Manwith Noname's topic in KSP1 Mod Development
Took a look into TURD files. I spent at least 5mn to understand where the MWNN_ prefix comes from in the cfg files -
[1.12.x] Textures Unlimited Recolour Depot
OnlyLightMatters replied to Manwith Noname's topic in KSP1 Mod Development
Hi @Manwith Noname. I did not find much information about MH & BG parts support but there may be no one. Has this work been done already? On any known roadmap? Not planned in any way? thx -
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Hi DocNappers and thank you for supporting this mod! KSP 1.11.2. I have a few messages in KSP.log regarding CameraTools. I have a bigger issue, the icon mod does not appear in the app's menubar, cannot invoke the control panel window of the mod. Mod DLLs found: Stock assembly: Assembly-CSharp v0.0.0.0 Scale_Redist v1.0.0.0 / v2.4.4.0 ModuleManager v4.1.4.0 BlendshapeModelLoader v1.0.0.0 TexturesUnlimited v0.0.0.0 CameraTools v1.14.0.0 CCK v5.1.0.0 / v5.1.0.0 for KSP v1 KerbalEngineer.Unity v1.0.0.0 KerbalEngineer v1.1.8.3 KIS v1.28.7685.40880 / v1.28 for KSP v1.11+ KSPDev_Utils.2.4 v2.4.7504.27510 / v2.4 for KSP v1 MiniAVC-V2 v2.0.0.0 Kopernicus.Parser v1.0.0.0 ModularFlightIntegrator v1.0.0.0 / v1.2.10.0 Kopernicus v1.0.0.0 KS3P v1.0.0.0 / v6.1.2.3 PQSModExpansion v1.0.0.0 Parallax v1.0.0.0 ParallaxCollision v1.0.0.0 ParallaxInstallationChecker v1.0.0.0 scatterer v0.723.0.0 Stock assembly: KSPSteamCtrlr v0.0.1.35 KSPe.Light.TweakScale v2.2.2.2 Scale v2.4.4.5 v1.14.0.0 displays even if it is the 1.15 which has been installed with CKAN. [LOG 14:17:42.886] Load(Texture): CameraTools/Textures/icon [WRN 14:17:42.890] Texture resolution is not valid for compression: 'F:\Yann\Jeux\KSP-1.11.2\GameData\CameraTools\Textures\icon.png' - consider changing the image's width and height to enable compression If this linked with the icon which does not display in the UI ? And finally [LOG 13:57:43.398] [AddonLoader]: Instantiating addon 'CamTools' from assembly 'CameraTools' [WRN 13:57:43.404] File 'GameData/CameraTools/settings.cfg' does not exist [EXC 13:57:43.405] NullReferenceException: Object reference not set to an instance of an object CameraTools.CTPersistantField.Load () (at <233de726bc1249ecb1fabd9f189881e1>:0) CameraTools.CamTools.Load () (at <233de726bc1249ecb1fabd9f189881e1>:0) CameraTools.CamTools.Awake () (at <233de726bc1249ecb1fabd9f189881e1>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelLoaded(GameScenes) AddonLoader:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) Do you want more information?
- 185 replies
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- cameratools
- camera
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Playing with Parallax, EVE, Scatterer, KS3P, Textures Unlimited, Recolor Depot, KIS in KSP 1.11.2.
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I made a short story of another delivery of Rovemax Industries And I spend some time on my old piano to re compose a variant of the KSP theme, with a bit of melancholia
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Hi @Gameslinx. What would be possible, regarding a custom point of view, to lighten the ground textures? The overall luminosity is very dark on some specific celestial bodies (Eve for instance), even with 100% enhancement in the options. Is there a setting regarding light management I can play with or is the best way to lighten the DDS textures themselves (influence.dds?)?
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Sorry for the little spam but at 06:34 you can actually see some little flaws with Parallax, some of them being quite funny
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You are welcome. You can use this link : https://github.com/OnlyLightMatters/CommunityMaterials/blob/master/Crafts/SPH/The Eagle.craft That was on Eeloo at the location given by KER : 9.25131775394775 / 117.952598650427
- 2,840 replies
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Thank you for your response. I've tried mining with the largest drills and I do not have the problem. I suspect with no proof that the terrain elevation provided by your mod is not considered as the "ground" by the game. Do you want me to provide you by the craft i've used or any other material ?
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I've had a little disappointment lately (KSP 1.11.1, up to date with Bleeding Edge & Parallax). 1/ I have a ship equiped with small drills and they work fine when parallax is not installed. But when it is, i have a message telling the drills are not in contact with the ground. I tried to mine with landing legs retracted, it did not solve the problem. 2/ the crafts are bouncing on their landing legs, is there a way to stop that? I can provide screenshots, videos, logs if needed.
- 2,840 replies
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Combien a-t-il de français sur les forums
OnlyLightMatters replied to Le Lynx's topic in French (Français)
3 Présent ! -
totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
OnlyLightMatters replied to Halban's topic in KSP Fan Works
Planning a round trip to Eeloo with a manned craft but without nuclear engines. There are some Orbital mechanic insights regarding each step of the journey.