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About pizzaoverhead

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    Acoustic Engineer

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  1. [1.2.x] Soundtrack Editor 4.3 (2017-03-01)

    Soundtrack Editor currently only supports one "speaker" (AudioSource) playing music at a time, (plus a temporary second one for the sound board player), so it isn't able to play both the construction music and the ambience at the same time. The mod operates by creating its own speaker, disabling and unloading the KSP speaker and music system, and doing everything itself. This means lots of code for event and situation tracking, which has proven to be bug-prone. Biomes are one of the situations I hope to track in future. I have code to identify biomes from Collision FX, but it needs to be hooked up properly for STED, and support modded biomes etc.
  2. [1.2.x] Soundtrack Editor 4.3 (2017-03-01)

    You're most of the way there already, though beware that it sounds like you're coming down with a serious case of modder-itis. The prognosis is that you risk never playing KSP again! Thanks for your detailed investigation into this. It sounds like you've caught a lot of problems already! I've been planning to get back to this, but found myself short of time/motivation lately. MonoDevelop is probably the best route to get you compiling, though Soundtrack Editor isn't exactly an easy first project due to some of its dependencies being unmanaged code. The KSP wiki has some details on getting started that could help. In particular, the last section on this page shows how to add references: You don't need to worry about (or use) the post-build event: it copies files over for easier testing, and pdb2mdb is used to set up debugging a mod while KSP is running. Here's the MonoDevelop way to copy the files over, using bash instead. Once you get a build working, you should just be able to drop it in over the existing files.
  3. Enter the Shadows.....

    @J.Random is wondering why point lights aren't used for the sun, as the sun more closely resembles a point light source than a directional one. The confusion is that KSP uses both point light sources and directional sources to represent the sun, whereas only the directional light was affected by the issue being fixed. @J.Random : My understanding is that point light sources are used for the sun for planets in scaled space (i.e. when you are far enough away to see that they're round), but when you're on or near the surface in the flight scene, a directional light source lights the terrain and vessel, as it's more accurate in that scenario. You often have both lights at once: Sitting on the launchpad on Kerbin, the launchpad and rocket are lit using a directional light, and the Mun is lit by a point light. @JPLRepo is this reasonably accurate? Edit: Just reading the Unity light types, would an area or emissive light be more accurate in low sun orbit? Craft there shouldn't have strong shadows as the sunlight is coming from nearly prograde through 180° to retrograde.
  4. [1.3] RCS Sound Effects (2017-06-12)

    I probably should have asked for your output_log.txt file first. Your screenshot shows the issue, just a few lines above the error: Check your configuration file (and especially any changes module manager is making to it from other files), and revert to a stock version if you can. It looks like the thrust transform line of your EFFECT node in the .cfg file for that RCS is missing.
  5. [1.3] RCS Sound Effects (2017-06-12)

    Yes, it's now stock. Since the lighting is broken, the only advantages this mod has over stock is the end firing/valve close sound, silencing it in vacuum, or that you prefer the sounds in this mod. If you want a lighter-weight version of this mod, you can just grab either of the firing sound files from it (cold and hot gas thrusters) and replace the stock ones using a ModuleManager cfg on the EFFECT node. No sounds anywhere in the game or no RCS sounds? Check your in-game sound settings to make sure the volumes are all turned up. Also check the console log on the Alt+F12 menu to make sure there is no red text there.
  6. Ha, thanks! I completely missed that
  7. That's a bug that keeps reappearing every time I think I have it fixed. Thanks for letting me know it's back again, hopefully I'll be able to end it for good this time! This version was built against KSP 1.2.2, but works fine with KSP 1.3, so the title has been updated to reflect this. I didn't release an update for KSP 1.1, as life was busy around that time. The CFX releases for KSP 1.0 and 1.2 aren't compatible with KSP 1.1 unfortunately. The lag is CFX falling apart internally, hundreds of times per second. Anything that was waiting to affect KSP after this, like TweakScale, will be badly affected. Check the Alt+F12 log to see it in action. However, two people did put together their own CFX releases for KSP 1.1. Check out these posts, hopefully one of them works for you:
  8. [1.2.x] Soundtrack Editor 4.3 (2017-03-01)

    Yes, I should have mentioned: It's C++.
  9. [1.3] Reentry Particle Effect 1.1 (2016-10-24)

    The famous film is pretty inaccurate in the graphics department for that section. Real life uses additive particles that build up to a glow in the distance, but are quite thin from the side. Look how the trail forms a bright point in the centre of the screen: To make the effect more accurate, the flames that we have now should be replaced with more of a misty glow. The Space Shuttle's astronauts described it as a white fog over the craft. There should probably be much fewer fragments/sparks too.
  10. [1.2.x] Soundtrack Editor 4.3 (2017-03-01)

    There has been a post-track cleanup/unload for many versions now. I'm pretty sure it's the well known leak in the GUI system. Anything that uses the old GUI system will leak memory over time. The GUI is now one of the most complicated parts of Soundtrack Editor, so completely replacing it will be no easy task. It failed to load from anywhere else. I assume it's Mono doing the loading and searching for DLLs in its path. I'm not sure how to point it elsewhere. This is the stock music system. Once you unload the stock tracks, its music list is empty. It isn't built to handle that, and falls over. I had added a zero-length file to it in the past, but that may not be working currently.
  11. [1.3] RCS Sound Effects (2017-06-12)

    Thanks for the bug reports everyone. There is now a 5.2 bugfix release available to fix the crash issue: Sounds
  12. Enter the Shadows.....

    Great write up @JPLRepo! I always love to see the care and attention put into the game, as well as the process of identifying issues and figuring out which solutions works best. They make a great resource for the Unity community too. Yes, either the near camera's near clip plane or the scroll wheel FoV control changed noticeably between KSP 1.0 and KSP 1.1, reducing how close you could get to the craft without cutting it. Here's a screenshot of KSP, zoomed in to a capsule on the launchpad, up the the point of first clipping: Here's a similar scene in KSP, with no clipping at this zoom level: The clipping only appears when the capsule's window is zoomed in close enough to fill the whole screen. One more level of zoom beyond this causes the first sign of clipping:
  13. [1.3] RCS Sound Effects (2017-06-12)

    Thanks for this. It definitely sounds like it's coming from RCS Sounds. I'll get to the bottom of it.
  14. In KSP 1.0, you should be able to get back into the same seat you left, but the code was quite fragile then (2015), and could be broken by other mods (or a slight breeze). There's been a lot of work done since then that should make it more stable, but it's not yet in a releasable state. If it's KSP 1.3 you're using it with, then all bets are off.
  15. [1.3] Reentry Particle Effect 1.1 (2016-10-24)

    Thanks @Damaske! It takes a long time to get through all the mods that need tested and fixed, so I really appreciate when people post their experiences (good or bad) when a new version arrives.