Why485

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About Why485

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  1. [quote name='sashan']Wow, awesome. Short question - does it work in 1.0.4? I'm holding up my update untill I'm sure all the mods in both installs would work.[/QUOTE] I don't know what happens if you try to run a mod built with the 1.0.5 dlls in an earlier version. I want to say it probably would, but I honestly don't know. [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='Kartoffelkuchen']That's pretty cool! You can even use it for spacecrafts! [url]http://cdn.rsvlts.com/wp-content/uploads/2014/07/%E2%80%9CDragon-starting-its-journey-home.%E2%80%9D-Swanny-This-image-of-the-SpaceX-Dragon-was-taken-from-the-International-Space-Station-just-after-it-was-released-by-the-robotic-arm-on-May-18-2014.--630x630.jpg[/url][/QUOTE] I think they look really cool on space ships. In fact if you put a single white light on ships and set it to be visible from below, your ship will appear as a white dot from a distance. It works really well and I love the way it looks. Here's a ship with a white light on it. (It's on the other side of the capsule) [img]http://i.imgur.com/FiEOmwF.jpg[/img] Here it is from a distance. You can still see it as a white dot. [img]http://i.imgur.com/0NWmLXC.jpg[/img] I'm looking forward to seeing what this looks like when you put it on stations.
  2. I added a bunch of usability features to the nav lights. You can now toggle whether or not the lights are visible from below, as well as if they should have a limited viewing angle. If they do, then you can set by how much. Click the image for a gfy video. [url=http://gfycat.com/GrizzledForsakenBudgie][img]http://i.imgur.com/9Z1OakA.png[/img][/url] The basics of strobes are now in place. There's some bugs I've found related to strobes + persistence, and I've also found some weird bugs that happen with more than one craft in the scene that I need to track down. I'm not sure if switching between craft is what causes the billboards to break or if it's the simple fact that there's more than one. It's not completely consistent when they break. [img]http://i.imgur.com/yZmpLpO.gif[/img]
  3. [quote name='jlcarneiro']These nav lights look great in the demo, but they don't show up in my installation. Am I doing something wrong or are they in a different file?[/QUOTE] They're not released yet. I'm still working on them. I fixed a bunch of bugs, added a lot of UI usability improvements, and got strobe functionality working, but there's some bugs I've noticed with persistence and changing crafts. They're getting pretty close to release. I [url=http://forum.kerbalspaceprogram.com/threads/139602-WIP-1-0-5-Surface-Nav-Lights]opened another thread in the Add On Developments forum[/url] so I can post updates there rather than spamming it here. It's kind of grown into its own mod at this point. [quote name='ObsessedWithKSP']Curse updated to 1.2.2, waiting for approval.[/QUOTE] Thanks again for keeping it up to date!
  4. This started as an extension of my Surface Lights mod, but it's starting to grow into its own thing. I've never been too happy with the nav light mods that are out there, so I started working on my own. The big difference between these and all others is that the lights actually glow (using a custom billboard). This means that I can scale them with distance so that you can still see nav lights from afar like you should be able to. The current ones are just lights, which doesn't do you any good when you barely see the plane anyway. There's still a bunch of functionality left to add like blinking and bunch of usability stuff, but I'm really happy that the core of it is working great. Here's a video of it in action. http://gfycat.com/ScaryClearBobwhite Here's a fancy Imgur album, but you'll need to look at the album on Imgur to be able to really see it. Today I fixed some bugs related to the external camera and got the limited angles working correctly. I've added values so that nav lights (and in the future, strobes) can have limited angles. I'm surprised that no flight sims seem to model this, but depending on the angle of the plane, there are certain lights you shouldn't see. For example, from the front you should see only the red and green, but no rear white. If they are flying right to left, you should see red. If they are flying left to right, you should see green. If they are head on, you should see both colors. Here's a video http://gfycat.com/ElatedIllegalKestrel It's a bit hard to see in a small webm due to compression. It's much more visible ingame and in screenshots.
  5. Update on the nav lights. I've added values so that nav lights (and in the future strobes) can have limited angles. I'm surprised that no flight sims seem to model this, but depending on the angle of the plane, there are certain lights you shouldn't see. For example, from the front you should see only the red and green, but no rear white. If they are flying right to left, you should see red. If they are flying left to right, you should see green. If they are head on, you should see both colors. Here's a video http://gfycat.com/ElatedIllegalKestrel It's a bit hard to see in a small webm due to compression. It's much more visible ingame and in screenshots.
  6. FYI, there's a bug where if you load a saved vessel in the editor, it won't load the saved color of the surface lights. I'm working on a fix for that right now. - - - Updated - - - That bug has now been fixed and the download on Kerbal Stuff is now updated to 1.2.2.
  7. Heh, it's fixed now. Thanks. I've never been too happy with the nav light mods that are out there, so I spent the better part of today working on my own. The big difference between these and all others is that the lights actually glow (using a custom billboard). This means that I can scale them with distance so that you can still see nav lights from afar like you should be able to. The current ones are just lights, which doesn't do you any good when you barely see the plane anyway. There's still a bunch of functionality left to add like blinking and whatnot, but I'm really happy that the core of it is working great. Here's a video of it in action. http://gfycat.com/ScaryClearBobwhite Here's a fancy Imgur album, but you'll need to look at the album on Imgur to be able to really see it.
  8. Because that mod uses the same KSP emissive material, my module has the same effect on it that it does on my own lights. All you need to do is change the ModuleLight plugin name to SurfaceLight, and then add the line "startingRGB = 0.8, 0.85, 1" to the module. Here's an example using the inline 1.25m part (part02-125). The bolded lines are the lines I changed/added: MODULE { [B]name = SurfaceLight[/B] lightName = SIL0225DCLS useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 animationName = SIL0225turnON resourceAmount = 0.0015 useResources = true [b]startingRGB = 0.8, 0.85, 1[/b] } I changed the light to red in the VAB to show that it works.
  9. What do you want then? I'm not really clear on what you're getting at with the stack inline lights functionality, unless you're just talking about making similar inline lights. - - - Updated - - - Without putting any thought into it, I'm not really sure of an easy way to do that because of the way the light module works. I think I would have to write a much more involved custom light if I wanted to merge them all into one light. - - - Updated - - - I just released the updated color and default light settings to Kerbal Stuff and updated the OP a bit to reflect the changes made to it since the initial release. The Curse link is currently out of date. ObsessedWithKSP, if you can update the link and let me know I'll update the OP to reflect it.
  10. So today I was messing with plugins to fix my two annoyances with the lights ever since KSP added tweakables. 1. The lights now default to a color set in the part file. One of the big intents behind these lights was to get away from the ugly pure white default lights in KSP. When tweakables were introduced, it made all lights default to pure white because they now took their color from the tweakable value instead of the what the light was set to in the model. 2. When you change the color of the light, the model reflects the change. Now that you can set an arbitrary color for the lights, the yellow tinge on the light lenses looked out of place. Now, the light texture takes the color whatever you've set the light color to be. The only weird case is the 4 way light, which just uses the last color you set. Unfortunately I can't figure out a way around this aside from making this much more complex than I think is worth doing. Something else I'd like to do, and now that I've opened the plugin can of worms, is create good nav lights using the above stuff. There's already a mod out there for nav lights (that I actually contributed to at one point), but I think now that tweakables are a thing it could be done better.
  11. Oops, forgot to hit publish. It should work now.
  12. It's been a while since I look it, but checking the stock lights it doesn't seem like there's a way to do it. The light itself is provided by the Unity scene, which means its brightness and range is preset. You can make the light dimmer by lowering the RGB values across the board as peteletroll said. I often do that with the landing gear lights because I think they're overly bright. Unfortunately there's no way to as far as I know (short of making a plugin) to change the intensity of the light. This means if you wanted it to be brighter, then you're out of luck. I specifically designed these to be darker and with a yellow tint when compared to the stock lights, as before tweakables you couldn't adjust the stock lights in any way. I wanted something a little darker, and something that would sit more flush. With tweakables, the lights now annoyingly default to pure white, and you can lower the brightness of the stock model as well as clip them into stuff if you want. I still keep this mod around though, mostly because I like how the models look. - - - Updated - - - I just uploaded peteletroll's update to the mod to Kerbal Stuff because I like the format and how nice it looks. Is there a way to allow me to update the Curse link you made or would I have to make a separate one? I'd rather keep that link as it seems to be popular. If I can't update it myself could you update it with the version from Kerbal Stuff? It's identical to peteletroll's but with an updated readme.
  13. Thanks for keeping this updated. I'll upload your version and update OP.
  14. It's more that the lighting in the game isn't the same as in real life. I've been a shuttle night launch as well and it is so bright it's like watching a sunrise, but it doesn't actually light up the shuttle itself the same way the game lights the spacecraft with point lights. The shuttle is pretty evenly lit because all of the light on it is coming from reflections off the ground and diffused light from the exhaust.