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Everything posted by Coldrifting

  1. @linuxgurugamer Since the only part of this mod that can't be installed to the GameData folder is the Windows-only DLL for mp3 support, have you thought about releasing a version with refactored paths to support CKAN? You could even keep the DLL bundled in the install ZIP file and CKAN could just ignore it.
  2. By the way, if anyone uses JNSQ, I've created a patch for the stock scatters config. You'll need at least version 2.0.3 of parallax. It's still kinda WIP, but here's the link: https://github.com/coldrifting/JNSQ_ParallaxScatters/releases
  3. @GrimTI could be wrong, but I think no water issues are usually caused by bad scatterer configs.
  4. It's still a bit of a work in progress, but I've managed to make a JNSQ patch for parallax's stock scatters and I think it looks pretty decent. Here's some pictures: You can download it from here: https://github.com/coldrifting/JNSQ_ParallaxScatters/releases/tag/v0.9.0
  5. I believe that parallax will override JNSQs biome map, so it may just be a coincidence that things appear to work.
  6. I think you just change the Terrain quality to high or ultra in the settings page from the main menu. EDIT: On another note, I can also confirm that using Kerbal Konstruct MapDecals to remove scatters doesn't seem to work for me either. It works for the stock scatters, but seems to have no effect on noise distribution of parallax scatters. I've tried order values around 0, 100,000, and 1,000,000.
  7. Hey @Gameslinx, I've been working on adapting the stock scatters for JNSQ and I was curious what exactly the minimumSubdivision parameter does? Should it be lowered or raised for 2.7 scale? I've noticed that it is both at the top of the config file for each body, and also contained in each individual scatter.
  8. Thanks, I edited the original config files and it worked. I'm so used to using module manager I guess I didn't occur to me yesterday that somethings might not use it.
  9. I've tried both methods, neither seems to work. In either case I do see the correct biomeblocklist in the configcache file.
  10. Hi, I'm having some problems trying to create a patch to adapt the stock scatters to the resized stock planets of JNSQ. Since JNSQ has differnt biome names, I'm trying to do this through a Module manager patch, and as far as I can tell, the BiomeBlacklist is loading correctly in game when I check the Module Manager Config Cache. But when I load up the game, I get all scatters everywhere. Ignore that they are poking through the runway, I know I have to create a image blacklist file for that. For instance, dry grass shouldn't show up here, since they should be blacklisted in the Lowlands biome. Here's a sample of my config below: Does Parallax Ignore Module manager patches? Any help would be appreciated, I've been tearing my hair out wondering why this isn't working.
  11. I think you would also loose the detailed IVAs for the new command pods, though you could copy them over and use a bit of module manager magic if you really wanted to.
  12. You don't already have Cryo Engines do you? Nice little mod by Nertea.
  13. Just curious, but what's the reason that the CCK is required? It seems to work just fine on my install without. I am using Filter Extensions to create custom categories though, if it makes a difference.
  14. I haven't, but I only asked in this thread, I haven't sent a PM. I'm going to submit a pull request and see if that gets anywhere, and if not I'll release the mod as an script that copies the art assets and xdelta patches them.
  15. Night Shift Download via CKAN Manual Install: Download from GitHub Has it ever bothered you that the VAB/SPH was always stuck in daytime, even in the middle of the night? Well, I got sick of forgetting that I clicked on the VAB at night and forgot until a half hour later when I launched, so I made this mod. Plus I just thought it would be cool. With this mod, the background in the VAB and SPH will be in either a day or night mode, depending on what time you enter it. You can manually change between day and night mode too, by clicking on the toolbar button or pressing ALT+N. Note that time still does not pass while in the editor. Compatibility: Incompatible with Lights Out Relit, as it does many similar things. I thought about adding the functionality of turning of the lights of the VAB/SPH, but I ran into too many issues getting that working with having a lit editor at night. I'm open to pull requests though if someone can figure it out in a graphically satisfactory way. Other than that it should be compatible with most editor mods that don't adjust the lighting of the VAB, and I've used it with the Hangar extender mod without issue. Since the mod automatically goes into day or night mode depending on the time, I've tried to code the it in a way that makes it consistent with alternate space center locations and planet sizes, but let me know if you run into issues and I'll see what I can do. Please let me know if you find any mods that don't appear to be compatible. Known Issues: Sometimes you might see the background flicker when you switch between the SPH to the VAB as the mod has to re-hides some lights. It's usually pretty quick though. Credits: Thanks a bunch to the creators of the LightsOut mod, which provided both the inspiration and technical implementation necessary for me to figure out how to create this mod. The skybox code in particular was very helpful. Also, the Kerbal Object Inspector mod was very nice for testing changes in game. I wish I had found it sooner in this mod's development. License: MIT
  16. I just looked at my config and this is how I was doing it as well. I like to prefix my icons with an acronym of my username to keep them distinct.
  17. Really? I'm not at my PC right now so I can't double check, but I swear I have a custom config with icons in it's own separate folder and it seems to work just fine. I do delete the stock config folder though if it makes a difference.
  18. Version 1.3.0 is out now which fixes a couple of bugs! Here's the link to the release on GitHub. https://github.com/coldrifting/ExtraDockingPorts/releases/tag/v1.3.0 Changelog: Increased parachute drag to better match vanilla parachute configurations. You may need to delete the PartDatabase.cfg file in the root KSP game folder for this change to take effect Lowered default parachute deployment altitude from 1000 to 500. Moved parachutes to the Utility category. Fixed Clamp-o-Tron Modular Parachute (1.25m) part having large bounds in the VAB. Added CLS support (Thanks to Grimmas for the pull request). Good news, I've managed to fix this in the latest release. For some reason I only had to re export the model from Unity to fix the problem. Since they share textures and UV coordinates with their corresponding docking ports, it's a little impractical. I really don't want to work on the models again. In any case I managed to fix the issue, so it doesn't really matter anymore. Fair enough, I've moved them back to the Utility category. I just hate how KSP shoves parachutes and various other stuff there instead of giving them their own category. So I also had problems just messing around with drag modifiers when I started making this mod. The only time I've noticed changes is when I change the Deployed and SemiDeployed drag cube values, but they are annoying to work with. I usually divide or multiply all the values until I arrive at a result I'm alright with. It usually takes a while.
  19. The chute angle is intentional, in order to give a greater visual degree of separation between the parachutes. I can see how that might affect the craft dimensions, but I'm surprised that it factors in the deployed state of the animation. Someone also mentioned some patches earlier. I'll try to test them and include them in the mod when I get some free time. Sorry I haven't been able to respond sooner, I've been pretty busy with school and work.
  20. I usually just use the launch escape tower on top, and once I'm out of the atmosphere it doesn't matter. I can see the use case for reusable crafts though. I might consider trying to add it later. Thanks. I kinda of cheated on this latest part though by using the uv map for a previous part and changing the model as little as possible. But hey, if it works...
  21. Version 1.2.0 is out. Includes a new part: a 1.25m compact docking port (Basically the regular one, but without the collar). Useful for situations where a jr port is too small, but the regular port is just a bit too big.
  22. https://github.com/Parzival-3141/io_object_mu This blender plugin should work with the newer versions of blender, but if you want to import models, you might have to do it twice in a row.
  23. Thanks for the heads-up. Since I was tweaking a lot of the textures, I tried to batch convert PNG to DDS, and it must have missed the mipmaps. It should be fixed in 1.1.1 now.
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