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Posts posted by FDAUT
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I am getting massive NRE spams when using Scatterer with OPM and AVP (all latest versions). Everything works just find as far as I can see but this spam seems to slow the game down. Any idea what is causing this or any fixes?
Log: https://www.dropbox.com/s/fcysra0m2nbz8vy/KSP.log?dl=0
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did anyone end up ever finding a fix to this? currently have same issue
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Not sure if this is the right place but we'll see I guess.
Never used blender or anything of the sort before. I would like to increase the number of vertices for the fairing from Procedural Fairings so that it matches with the parts from NFLV as shown in picture. This seems like a fairly easy thing to do in my head but given the nature of the part (being procedural) might that bork that function??? Can this be done using blender with this plugin? Wouldn't mind also know how to make a proper stock-alike texture for the fairing so that it also matches stock/ NF suite if someone can point me in the right direction.
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Hi,
decided i would try out the outer planets mod and as kopernicus was required i installed it. Everything is ok apart from shadows, everything is quite dark (refer to attached pics). I did a little trawling and this seems to be a ongoing issues for some yes no? is there a fix? Obviously not 100 percent sure if kopernicus is the issue but thats my educated guess.
with kopernicus and opm
without
modlist:
Airplane Plus (AirplanePlus 26.5)
All Tweak (AllTweak 0.7)
Astrogator (Astrogator v0.10.3)
Astronomer's Visual Pack (AstronomersVisualPack 3:v4.12)
Astronomer's Visual Pack-8k Textures (AVP-8kTextures v1.12)
B9 Aerospace Procedural Wings - Fork (B9-PWings-Fork 3:0.43.0.10)
B9 Part Switch (B9PartSwitch v2.19.0)
Breaking Ground (BreakingGround-DLC 1.7.1)
Camera Tools continued (CameraTools v1.20.0)
Celestial Body Science Editor (CelestialBodyScienceEditor 12.0)
Chatterer (Chatterer 0.9.99)
ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.17)
CommNet Relays (ContractConfigurator-CommNetRelays v2.1.0)
Community Category Kit (CommunityCategoryKit v5.2.0.0)
Community Resource Pack (CommunityResourcePack 1.4.2)
Community Tech Tree (CommunityTechTree 1:3.4.4)
Community Terrain Texture Pack (CommunityTerrainTexturePack 1:1.0.4)
Contract Configurator (ContractConfigurator 1.30.5)
Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.3)
Cryo Tanks (CryoTanks 1.6.4)
Cryo Tanks Core (CryoTanks-Core 1.6.4)
Cryogenic Engines (CryoEngines 1:2.0.6)
Cryogenic Engines - Near Future Aeronautics (CryoEngines-NFAero 2.0.6)
Custom Barn Kit (CustomBarnKit 1.1.22.0)
Custom Pre Launch Checks (CustomPreLaunchChecks 1.8.1.1)
Deployable Engines Plugin (DeployableEngines 1.3.1)
Distant Object Enhancement /L (DistantObject v2.1.1.6)
Distant Object Enhancement /L default config (DistantObject-default v2.1.1.6)
Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.5.0)
Easy Vessel Switch (EVS) (EasyVesselSwitch 2.3)
Engine Lighting (EngineLighting 1.5.1)
Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.6.1)
Firespitter Core (FirespitterCore v7.17)
Firespitter Resources config (FirespitterResourcesConfig v7.17)
Flight Manager for Reusable Stages (FMRS) Continued (FMRSContinued 1.2.9.2)
Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.3.0)
HullcamVDS Continued (HullcamVDSContinued 0.2.2)
Kerbal Actuators (KerbalActuators v1.8.4)
Kerbal Attachment System (KAS 1.10)
Kerbal Konstructs (KerbalKonstructs v1.8.3.0)
Kerbal Planetary Base Systems (KerbalPlanetaryBaseSystems v1.6.14)
Kerbal Reusability Expansion (SpaceXLegs 2.9.2)
Kopernicus Planetary System Modifier (Kopernicus 2:release-1.12.1-83)
kOS: Scriptable Autopilot System (kOS 1:1.3.2.0)
KSP Recall (KSP-Recall v0.2.2.1)
MechJeb 2 (MechJeb2 2.12.3.0)
ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0)
Module Manager (ModuleManager 4.2.1)
Near Future Aeronautics (NearFutureAeronautics 2.1.1)
Near Future Construction (NearFutureConstruction 1.3.1)
Near Future Electrical (NearFutureElectrical 1.2.3)
Near Future Electrical Core (NearFutureElectrical-Core 1.2.3)
Near Future Exploration (NearFutureExploration 1.1.2)
Near Future IVA Props (NearFutureProps 1:0.7.1)
Near Future Launch Vehicles (NearFutureLaunchVehicles 2.2.0)
Near Future Propulsion (NearFuturePropulsion 1.3.5)
Near Future Solar (NearFutureSolar 1.3.2)
Near Future Solar Core (NearFutureSolar-Core 1.3.2)
Near Future Spacecraft (NearFutureSpacecraft 1.4.3)
Omega's Stockalike Structures: No Textures Required (StockalikeStructures 0.0.12)
Outer Planets Mod (OuterPlanetsMod 2:2.2.10)
PlanetShine (PlanetShine 0.2.6.6)
PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.6)
Probes Before Crew [PBC] (ProbesBeforeCrew 2.93)
Procedural Fairings (ProceduralFairings 1:v6.2)
Real Plume (RealPlume 2:v13.3.2)
Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.8)
RecoveryController (RecoveryController 0.0.4.1)
ReStock (ReStock 1.4.3)
ReStock+ (ReStockPlus 1.4.3)
scatterer (Scatterer 3:v0.0831)
Scatterer Default Config (Scatterer-config 3:v0.0831)
Scatterer Sunflare (Scatterer-sunflare 3:v0.0831)
SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0)
Stock Waterfall Effects (StockWaterfallEffects 0.6.3)
Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 2.0.6)
Stockalike Station Parts Expansion Redux - Internal Spaces (StationPartsExpansionRedux-IVAs 2.0.6)
Structural Tubing Restructured (StructuralTubing 1.0.8.1)
Toolbar Controller (ToolbarController 1:0.1.9.6)
Trajectories (Trajectories v2.4.3)
TUFX (TUFX 1.0.2.3)
TweakScale - Rescale Everything! (TweakScale v2.4.6.8)
TweakScale Companion for ReStockPlus (TweakScaleCompanion-ReStockPlus v1.1.0.0)
Waterfall - Restock (WaterfallRestock 0.2.3)
Waterfall Core (Waterfall 0.8.1)
Zero MiniAVC (ZeroMiniAVC 1:1.1.2.4) -
Getting white bar same as others.
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On 7/7/2021 at 3:28 AM, pckbls said:
I was able to solve this issue by disabling Dithering in Scatterer's settings.
thank you good sir this is what id been looking for for over a week
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also an addition that might be good (but yes this is a problem only a few would have) is be able to change to buttons the keyboard controls are binded to. I use a small form factor keyboard so dont have a numpad so currently unable to manually zoom in without brining up the ui. This would just be a nice qol feature
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On 7/2/2021 at 6:20 AM, DocNappers said:
I think it'd be good to switch the pathing mode to use or have the option of using splines before releasing the next version.
just hear to say after using this mod for a few days I eagerly await this
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i'm having this issue where atmospheres end very suddenly. As in there is no real fade just a very clear and distinct line where the atmosphere starts:
annoyingly it dose not show up as well in screenshots and looks more like what I actually want, a gradual fade out to transparency. I've troubleshooted all day and it seems this is related to scatterer. Only thing i can find is this in the scatterer/config/planets folder :
Scatterer_atmosphere
{
Atmo
{
name = Kerbin
flattenScaledSpaceMesh = 0.6
experimentalAtmoScale = 2
cloudColorMultiplier = 3
cloudScatteringMultiplier = 0.2
cloudSkyIrradianceMultiplier = 0.05
volumetricsColorMultiplier = 1
Rg = 600000
Rt = 608490.375
RL = 0
atmosphereGlobalScale = 1
EVEIntegration_preserveCloudColors = False
HR = 10
HM = 1.2
BETA_MSca = 0.004,0.004,0.004
m_betaR = 0.0058,0.0135,0.0331
m_mieG = 0.78
rimBlend = 20
rimpower = 600
specR = 80
specG = 72
specB = 65
shininess = 75
assetPath = scatterer/config/Planets/Kerbin/Atmo
godrayStrength = 0.7
configPoints
{
Item
{
altitude = 200
skyExposure = 0.25
skyAlpha = 1
skyExtinctionTint = 1
scatteringExposure = 0.23
extinctionThickness = 1
postProcessAlpha = 1
postProcessDepth = 0.08
extinctionTint = 0.5
openglThreshold = 10
viewdirOffset = 0.012
}
Item
{
altitude = 1000
skyExposure = 0.25
skyAlpha = 1
skyExtinctionTint = 1
scatteringExposure = 0.23
extinctionThickness = 1
postProcessAlpha = 1
postProcessDepth = 0.1
extinctionTint = 0.5
openglThreshold = 10
viewdirOffset = 0
}
Item
{
altitude = 250000
skyExposure = 0.2
skyAlpha = 1
skyExtinctionTint = 1
scatteringExposure = 0.2
extinctionThickness = 1
postProcessAlpha = 1
postProcessDepth = 0.1
extinctionTint = 0.5
openglThreshold = 10
viewdirOffset = 0
}
}
}
}I've tried finding out what each of these values actually does but cant seem to find anything, so I had a little play with some values ( i was hoping rimBlend/rimpower was what i was looking for but they didnt seem to do anything) but came up empty handed. Anyone give some ideas or point me in the right direction???
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So im trying to get my planets that have atmospheres to "fade out more" rather than just a very distinct line:The screenshots make it look way less for some reason and actually look like what I want. I'm pretty certain this is a setting in avp for eve, but no idea which one. Bodies without atmospheres had it too but I was able to get rid of it for them by removing the glow.cfg file in the avp configs folder. But Im unable to change anything when it comes to bodies with atmospheres.
1 minute ago, FDAUT said:
So im trying to get my planets that have atmospheres to "fade out more" rather than just a very distinct line:The screenshots make it look way less for some reason and actually look like what I want. I'm pretty certain this is a setting in avp for eve, but no idea which one. Bodies without atmospheres had it too but I was able to get rid of it for them by removing the glow.cfg file in the avp configs folder. But Im unable to change anything when it comes to bodies with atmospheres.
just found these in avp-scatterer folder possibly what I'm looking for??
@Scatterer_atmosphere:BEFORE[AstronomersVisualPack]
{
!Atmo:HAS[#name[Kerbin]]{}
Atmo
{
name = Kerbin
flattenScaledSpaceMesh = 0.600000024
experimentalAtmoScale = 2.4000001
cloudColorMultiplier = 2
cloudScatteringMultiplier = 0.7
cloudSkyIrradianceMultiplier = 0.05
volumetricsColorMultiplier = 1
Rg = 600000
Rt = 608490.375
RL = 0
atmosphereGlobalScale = 1
EVEIntegration_preserveCloudColors = False
HR = 10
HM = 1.20000005
BETA_MSca = 0.00400000019,0.00400000019,0.00400000019
m_betaR = 0.00579999993,0.0135000004,0.0331000015
m_mieG = 0.779999971
rimBlend = 20
rimpower = 600
specR = 85
specG = 85
specB = 85
shininess = 75
assetPath = scatterer/config/Planets/Kerbin/Atmo
configPoints
{
Item
{
altitude = 200
skyExposure = 0.25
skyAlpha = 1
skyExtinctionTint = 1
scatteringExposure = 0.230000004
extinctionThickness = 1
postProcessAlpha = 1
postProcessDepth = 0.0799999982
extinctionTint = 0.5
openglThreshold = 10
viewdirOffset = 0.0120000001
}
Item
{
altitude = 1000
skyExposure = 0.25
skyAlpha = 1
skyExtinctionTint = 1
scatteringExposure = 0.230000004
extinctionThickness = 1
postProcessAlpha = 1
postProcessDepth = 0.100000001
extinctionTint = 0.5
openglThreshold = 10
viewdirOffset = 0
}
Item
{
altitude = 250000
skyExposure = 0.200000003
skyAlpha = 1
skyExtinctionTint = 1
scatteringExposure = 0.200000003
extinctionThickness = 1
postProcessAlpha = 1
postProcessDepth = 0.100000001
extinctionTint = 0.5
openglThreshold = 10
viewdirOffset = 0
}
}
} -
omg I was just scrolling through here looking for some tips on how to use this mod and I see @HatBat ! I thought you were long gone! Your "perspective' vid is the reason I play this game and why I'm trying to start doing cinematics, beautiful vid. Just want to say pls come back Miss the uploads.
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ok am nub. i cant get the flaps on gojira to work properly. they only move a few degrees unless I deploy them. changing authority limter and angle do nothing for normal control just change how they deploy. how does one get full range of motion?
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i just installed the restock + config and my vector engines sound dies after initial ignition. any ideas on how to fix?
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so been trying this out over mech jeb. Works very nicely on my falcon 9 sized landings once settings dialed in always within 15m err. But my super heavy seems to always end up in an oscillation after re-entry burn which ends up flipping it. got no idea whats causing this. any ideas?
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57 minutes ago, ColdJ said:
That is great.
Gord blimey that is !@#$%^&* humongous.
What on Kerbin are you launching?
hehe nothing extreme really, mainly now my 1:1 Kerbal starship , only reason i need a pad that big is because mj landing guidance isn't super accurate (although i only use this for falcon 9 style booster recovery, starship i fly manually).
this is the heinous thing i used for about a year until this revamp of my ksc i did. this is the only sc i have of it and when you came withing a certain distance you could see under it so it definitely wasn't ideal.
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@ColdJ Success!
VARIANT { name = DisableTest deactivateTransforms = model_padburn }
This is what ended up working.
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8 hours ago, ColdJ said:
Add double forward slashes in front of all those lines. Roughly like this. If it goes away then good, if it doesn't then just go back by removing the forward slashes again. The texture is not removable from the game but it can only be added if the module tells it to.
//PADBURN
// MODULE
// {
// name = AdvancedTextures
// namespace = KerbalKonstructs
// transforms = model_padburn
// newShader = KSP/Scenery/Decal/Multiply
// _MainTex = BUILTIN:/launchDirt
// }tried this and as suspected it just left grey textures. but i did stumble upon this in the omega's stockalike structures thread at the very top:
VARIANT { //Static with base Enabled, all meshes active name = Default } VARIANT { //Static with no base, Standard hex meshes disabled name = NoHexBase deactivateTransforms = model_asphalt, model_asphalt_line01, model_asphalt_line02, model_grass, model_pavement }
this was for people who wanted the structures with no bases on them. it says to add this to the static cfg file. my though was to do this:
VARIANT { //Static with base Enabled, all meshes active name = Default } VARIANT { //Static with no base, Standard hex meshes disabled name = NoBurn deactivateTransforms = model_padburn }
but this didnt seem to work it as didnt give me any variant, but im a layman when it comes this this stuff so idk if i inserted this right even. but as far as i can tell it should work.
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9 hours ago, ColdJ said:
I don't know if you fixed your pad problem. It might not be fixable unless there is a setting for distance from centre like attach nodes. When you blow up certain things you also invisibly move away from centre the interaction point of the mesh. This happens with my Kerbals Mobility enhancer extendable ladder. I gave it the ability to Tweakscale and when I blow it up a good bit the Kerbal climbing it looks like it is climbing thin air about a Kerbals width out from the ladder. That is because what you see is only window dressing. The rungs look too far apart but the Kerbal can still climb. Same thing for your pad.
nah haven't found a solution yet. yeah i figured something like this was the case. I'm just hoping that there is a way to edit the file to not include the pad burn. I've had a brief look through and found this in the mm patch in the mod root file:
//PADBURN
MODULE
{
name = AdvancedTextures
namespace = KerbalKonstructs
transforms = model_padburn
newShader = KSP/Scenery/Decal/Multiply
_MainTex = BUILTIN:/launchDirt
}
i suspect removing this though will only get rid of the reference for the effect and not the effect itself. my only option at the moment seems to be make the pad smaller but unfortunately my rocket landings aren't accurate enough to land on the pads at their default size (i just use the mechjeb landing guidance)
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32 minutes ago, Caerfinon said:
You need to post the imgur link that ends in either .png or .jpg for pictures to appear
fixed
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hey, im using the small landing pad in my 1.10.1 build and when i blow it up to the size i want the burn marks on the pad lift off the surface. ive tried to find a way to edit the file to leave them out but haven't had any luck. anyone know how to do that or any other potential fixes
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On 2/15/2020 at 8:44 PM, Araym said:
... actually, I'm actually using it even in 1.9, BUT I did exactly the opposite:
GPOSpeedFuelPump.dll (even after renaming it as GPOSpeedFuelPump.dll ) made the game fail to load/lock at the loading screen...
... meanwhile deleting it and keeping what is already named GPOSpeedFuelPump.dll work flawlessly.For anyone who might need this. This solved my issue and was able to get this mod to work nicely in my 1.10.1 game.
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Hi,
Is there a way to make this mod work in 1.10.1? Been reading up a bit and it sounds like people have got it to work for 1.9.1. I'm trying to make a starship replica but need a way to move the fuel from wherever it is to the very back via action groups for stabilityon landing, this mod seems like the best chance at that.
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On 12/26/2020 at 9:36 PM, Lisias said:
Yep, this is the reason I didn't implemented support for TweakScale for most robotic parts yet. I need to write code specifically for these parts.
I'm working on the new 2.4.4.x series, where every technical debit will be tackled down, including this one, but one at at time - the 2.4.4.0 with some new parts being supported (finally, Variants that change mass and cost!) is expected to be released very soon.
It's a niche solution. Some people just don't care about balance or plausibility too much, all they want is to scale parts and have fun. All Tweak works fine to them, and at the same time demonstrates how good patches, carefully crafted and curated are important for everybody else.
(and since All Tweak prevents itself from messing with parts that already have TweakScale support, I really can't complain about it! This is one of the most well behaving add'ons I know about! )
Yeah had a feeling this would be the case. All good, ill just have to patiently wait for support
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Hey,
Using ksp v1.10.1 with tweak scale v2.4.3.21 as well as all tweak v0.7. I have been trying to rescale the g-32w hinge but what happens is anything i attach to that afterwards becomes scaled to the same factor after launching and returning to the vab or just leaving and returning to the vab. But it appears to only be a glitch in the vab/sph as when you launch again the part is its original size, but this all make building difficult. this glitch only appears to be in the breaking ground robotic dlc parts. i noticed standard tweak scale doesn't allow for scaling of the dlc robotic parts which is why i installed all tweak. but i do remember reading somewhere today that the way all tweak implements the module in a bit hit and miss. really dying for help on this, can provide any gamedata files that would be useful.
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
in KSP1 Mod Releases
Posted
Hi im trying to follow these steps but the link to the setting.cfg file doesn't work anymore. Can @Gameslinx or anyone else share a new one please?