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About TheShadow1138

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    Sr. Spacecraft Engineer

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  1. Are you playing a career game, or sandbox? I think I made sure the tech nodes referenced in the part CFGs were correct, but I'm not sure. So if you're playing a career mode game either you haven't unlocked those nodes in the tech tree, or I don't have the tech nodes referenced correctly in the CFGs. If you're playing in sandbox I'm not sure why you're not seeing all of the parts. You could try deleting ShadowWorks, and reinstalling fresh. If you got the mod through CKAN, I have no control over what it downloads, and I would suggest downloading from Spacedock, if you didn't download from there in the first place. You can check your KSP.log file by opening it in NotePad, TextEdit, or your preferred text editor and look for any warnings or errors connected with ShadowWorks parts that you know are not showing up. If you can find nothing in your KSP.log, you could post the file to DropBox, or something similar, so that I can take a look at it. There's not much else I can tell you with the information you've given me at this point. First check to make sure you installed the mod correctly, try re-downloading from Spacedock, deleting your current install and re-installing from the fresh download, and check your KSP.log file. I hope that helps.
  2. There are no RSS configs included in the download. The mod is balanced for Stock KSP. I do not use RSS myself, and don't really have the time for the foreseeable future to download it to try and make configs. I don't know if anyone else has made any either. If you, or anyone else wants to make configs for RSS, I'll gladly post a link in the opening post. Sorry.
  3. I don't know of any mods that interfere with mine. To post a screenshot you need to upload it first to an image hosting site like, then copy and paste the URL of the image and in the forum here click the "Insert Image from URL", paste the URL into the window that pops up and it should put the image in your post.
  4. Try going in to KSP's Settings -> Graphics and setting "Reflection Refresh Mode" to "Low" if it is set to "Off". When I was making my reflective Orion capsule I discovered that it was shiny in the VAB, but dull black on the launch pad. When I changed "Reflection Refresh Mode" to low instead of off, it was shiny and reflective in the VAB and on the launch pad.
  5. The white Orion variant does not have a normal map if that's what you're asking. The textures were almost entirely remade for the ShadowWorks 2.0 update. Without seeing a screenshot of what you are seeing, there's not much else I could suggest except to select a better texture quality in KSP's Settings. Of course, for all I now you're using the highest settings for graphics. If you can, post some screenshots of what you're seeing so we might be able to figure out what's going on for you.
  6. Great! Glad it's working. I tried to make installing manually as easy as possible. Also, no dependencies, but there are ModuleManager patches for RealPlume and MOARDv Avionics System glass cockpit (the RPM replacement). So, if you have either of those mods installed you'll have glass cockpits for the Osiris (Orion) capsule and Horus (Altair) lander, and/or nicer looking plumes. Happy launchings!
  7. I'm not sure why CKAN is complaining. I don't use CKAN, and have no control over what it does with my mod when it's trying to install, and have no idea how it handles installing the ShadowWorks folder in GameData and dealing with the CraftFiles folder. There aren't any plugins in the mod, so there shouldn't be anything that would identify the craft file as ShadowWorks (except for the file name). It may be better to download the mod directly from Spacedock, and just overwrite (not merge) the ShadowWorks folder in you GameData with the one from ShadowWorks 2.0.3. The craft files did not change from version 2.0 to 2.0.3, so you wouldn't need to worry about reinstalling craft files or anything like that. I would say that if CKAN complains about something, try installing manually, just in general. I hope that gets you up and flying.
  8. Thanks again for your help. Once I figured out the problem, it was actually a pretty easy fix.
  9. I believe I'm experiencing the same issue on OS X El Capitan. I run in windowed mode at 1280 x 800, which was sufficiently large in 1.7.x, but in 1.8 the window is annoyingly small at the same resolution. Apparently it is halving the window size as setting the resolution to 2560 x 1600 gives a window the size of 1280 x 800. The only workaround I've found thus far is to set the resolution to 2560 x 1600 , and the UI scale to 1.5. The only issue I can find with this is a drop in fps because it seems to behave as though it is displaying at 2560 x 1600, but is shrunk down to about the 1280 x 800 size. 1.7.2 runs smoothly at 1280 x 800 on my late 2015 MacBook Pro, and the high screen resolution is the only difference between the two instances.
  10. Version 2.0.3 Hotfix This update fixes the new issue introduced by 1.8 with parts that use "Bumped..." shaders, but do not have a normal map behaving as though they have a messed up normal map. Prior to 1.8 KSP appeared to simply ignore the lack of a normal map, but alas no longer, so I have added a flat normal map to those parts so that they now look as they should. Many thanks to @Tibozeboss for bringing these parts to my attention and helping me narrow down what the problem was. The change log is below, and the OP has been updated. Changes 2.0.3 -------------- Hotfix * Re-exported the following parts to add a basic flat normal as KSP apparently no longer gracefully ignores no normal map for "Bumped..." shaders. * EUS * EUSDecoupler * ICPS * DCSS5m * DCSS5mDecoupler * DCSS4m * DCSS4mDecoupler * AresI * AresIIU * AresIDecoupler * Pyrios * PyriosNoseCone Everything should be back to looking normal.
  11. Nice! I've downloaded 1.8 to test, and I'm not making any headway. Firstly, I play windowed instead of full screen and I have to scale the resolution up to over 2048 and then scale the UI to 150% so it's usable. I've exported the EUS with the latest PartTools, and it looks about like it did in your earlier screenshot. It's like the game is placing both textures on the part at once with the one on top having some transparency so that you can see the one underneath. So, when you use the default orange, the white and black alternate texture is visible underneath making some of the orange lighter and some of it darker. Then if you switch to the white and black alternate, there is still some odd shadowing going on. I've checked the model's normals in Maya and everything is good, and it looks fine in Unity. I even tried using a different shader with the same results, and even tried removing the PartVariant module, but the same results. There's some weird things going on I think. Not sure when this will be fixed, or even how to fix it at this point. EDIT: I figured out the problem, and I think it's kind of dumb. Apparently, before 1.8, if you used a "Bumped..." shader, and did not supply a normal map, it simply ignored that aspect of the shader. Now, however, if you use a "Bumped..." shader and do no supply a normal map, it makes the part look like garbage. Using a plain white texture converted to a normal map and added to the shader fixes the problem in KSP. Though, without the normal map the part looks like you would expect in Unity, then looks like garbage in KSP. Not sure why this is a thing now, nor what's up with the window sizing of KSP, but it should be fairly easy to fix the parts that are having issues with this.
  12. Okay. I didn't think that would really make a difference, it was just a thought. I've almost got the new Unity project set up, so keep an eye out for an update.
  13. Thank you so much for letting me know about all of this. Since ICPS and DCSS also show the same issue I believe it is a shader issue because those parts use the same shader as the EUS, as does the Orion and Altair. All the errors it throws about the fx group name is probably due to the deprecation of the legacy particles. So those shouldn't affect gameplay, there just won't be a puff of particles when decouplers are triggered. I've just finished downloading and installing the 2019.2.2f1 version of Unity and am trying to update my unity project with the latest PartTools without having to create a new project. On the off chance that it's not entirely a shader issue, would you mind trying something? In the config file for the EUS change: VARIANT { name = flightOrange displayName = Orange Tank primaryColor = #984918 secondaryColor = #ffffff TEXTURE { _MainTex = ShadowWorks/Parts/EUS/EUSColor } } to VARIANT { name = flightOrange displayName = Orange Tank primaryColor = #984918 secondaryColor = #ffffff TEXTURE { _MainTex = ShadowWorks/Parts/EUS/EUSColor _SpecMap = ShadowWorks/Parts/EUS/EUSSpec } } This is just on the off-chance that the update changes how it looks for the textures if ModulePartVariant is present. I don't think this would be the case, but it's something to consider anyway. Thank you again.
  14. Is the EUS the only part this is happening with? What about the ICPS, or the DCSS (4m or 5m)? I'm wondering if this is a shader issue as I did nothing to the model, I just updated the texture encoding, and the EUS has no normal map. I haven't yet downloaded 1.8, nor the newest version of Unity, nor the newest part tools, but that may be what is required to fix this.
  15. I guess the Unity upgrade in 1.8.0 made the change, not something I was expecting. I guess I'll need to re-export the textures with the DXT5 encoding. Thanks for showing me that, I didn't think that 1.8 would cause any issues with the mod since it's just a parts pack. I would like to think that an announcement was made about that change, but I'm not sure where that announcement would be made and didn't see it if it was announced. If it wasn't announced, then oh well I guess. I'll post an update with the updated textures when I get the chance. EDIT: Found the announcement about the DXT3 in the Add-On Development sub-forum. ShadowWorks v2.0.2 is now available! Changes 2.0.2: * DDS texture encoding changed to DXT5 from DXT3, so textures should show up again! * Removed duplicate TGA textures that have DDS versions in the SRBs folder. * Removed the SLS Engine Mount as a separate part, as it really isn't needed any longer.