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Sabor

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Posts posted by Sabor

  1. With me it's none of those issues.  It basically acts exactly like an aircraft that's overweight trying to take off, if you've ever seen that. Rotating is no problem, but it'll just charge down the runway on its main gear with its nose in the air unable to lift off unless you're going a ridiculous take-off speed (140m/s+). And at that speed the roll is so sensitive you can't control it or stay level to save your life, and I use a controller with analog sticks.  Using stock MK2 parts and wings with the same engines and sort of design and overall weight, everything works as it should

    I've been making shuttles/space planes forever, it's what I like most. And these parts are gorgeous and remind me a lot of the Delta Glider from Orbiter, so I'd really like to get them working correctly

  2. I can't actually get these parts to fly. Just a few fuselage parts, command module, regular engines, and the wings, and it just doesn't fly.  It'll pull up but instead of taking off it just acts as its own speed brake, going down the runway with its nose pitched up but unable to lift off.  With brute force and overspeed it'll fly, but the roll is WAY too sensitive. Much more so than pitch.  You can get this thing to do 160rpm

  3. You could probably make it so Ribbons don't get awarded for missions under 30 seconds in duration or something, but the landing ribbon is no big deal I don't think.  If they fly a mission, the only way they get awarded for it is if they make it back and the mission is ended, so they HAVE to land, right? :lol:

     

    So far I haven't found any issues.  I get awarded correctly everything I've done in the short time I've played.  Speed ribbons, altitude record, landing, first steps, mission completed as Eng/Pilot/Sci, multiple missions, all awarded correctly.  Custom ribbons, editing their titles and descriptions work fine.  The log that shows the time an award was given works.

     

    So far so good, this is on Win10, 64bit, mind

  4. 3 hours ago, Nereid said:

    Then I will send you a link for downloading a release candidate the next few days. I will not do much today anymore and my time on friday is very limited. But maybe you get the current version tomorrow evening (CET).

    Currently the landing ribbon and the altitude award ribbon are clearly broken. The second one should be easy to fix (I think we just get an altitude record of 0 meters at the moment).

    I can also throw some feedback your way if you need it. I run the 64bit version on Windows 10

  5. 6 hours ago, Nereid said:

    Ah. Thanks. I will take a look. 

    PS:  RenderingManager causes the trouble. I will have to change the code. But not today. Its to late and I may introduce way to much bugs if I do such things now. But this link seems to be VERY helpful.

    Glad you're back.  Your mod makes the difference between Kerbal being playable or not for me.  The added persistence and 'character development' it sort of brings to the game makes every mission, failure, catastrophe, and Kerbalnaut meaningful

  6. 27 minutes ago, blackrack said:

    Are there no issues in the debug log? The terrain shadows issue is known as "shadow acne" and is out of my hands, it's more of an issue with how unity does shadows, might be a reason why SQUAD chose to not have terrain shadows.

    The only issues in the log are...

    HKb3sOx.jpg

    And I don't *think* these would cause this performance issue in DX11 but not 9/10

    I guess I'm just going to have to use DX10 and turn off terrain shadows, which is a shame because damn they look good

  7. 3 minutes ago, blackrack said:

    Could you test if the performance issue persists with stock only?

     

    This also doesn't make sense but whatever works...

    The performance does occur with stock only if I use DX11. I don't know what the deal is there. It's fine if I click the runway, pick a craft, and launch.  But if I go into VAB or SPH, build/load a craft, hit launch, I'm hit with that bug until restarting the game, it's unrelated to Scatterer but the only way I can use Scatterer with no graphical issues. DX9 and 10 work perfectly fine performance wise, but then terrain shadows are a bust and go all stripey

  8. I get a weird issue with this game OR Scatterer.  Using DX11, no graphical issues, but I get this problem with performance after using the SPH/VAB until restarting the game. As long as I don't touch either of those, performance is fine,

    RzP0QKf.png

    If I knock DX11 and go to DX10 or DX9, that performance issue goes away, but then I get fat black stripes across the entirety of terrain with exception of my immediate area (About 200 meter circle around me) from scatterer

    yqLbnSB.png

    Is there a solution to either of these problems that anyone knows about?

  9. 32 minutes ago, Nhawks17 said:

    Well that isn't going to do anything to effect the issue. Just replacing the EnviromentalVisualEnhancements folder would've worked. Moving things to the BoulderCo folder did nothing except change where the config reads the textures from. It's not going to harm anything either but just for future reference.

    It's being very finicky the other way around. I drop the SVE Folder in instead, and no BoulderCo folder obviously, I get nothing at all. I drop the EVE portion (Shaders/DLLs) from SVE in rather than use the latest EVE, it works but the clouds disappear.  I Franken-Rig it like above and it works.  It makes no sense and Kerbal just hates on me

  10. 3 minutes ago, Nhawks17 said:

    ....So you're just using EVE..... If you replaced the textures with the BoulderCo ones then you aren't using SVE anymore. The DLL files that come bundled with SVE are not modified and are just a redistribution of EVE. The thing that makes SVE, SVE, are the textures and configs in the StockVisualEnhancements folder, replacing them with BoulderCo is just using the plain old EVE.

    No I've taken yours and overwrote the ones in BoulderCo.  If I tried installing it all correctly.. EvE, then SVE, The clouds disappeared at 55km, this is the only way I could solve it

  11. 5 minutes ago, Nhawks17 said:

     

    The one that I have distributed is a couple of dev versions behind so it might be the cause... I can probably put out a quick update including the newer files. What I really need is for rbray to start working on EVE again :sticktongue:

    What I did to 'fix' it was use EVE's default shaders/dlls, and replace EVE's Boulderco textures with yours.  Then if you want to use your configuration files, go through and edit all of the directory lines that point to the StockVisualEnhancement folder to Boulderco instead.   That exludes some of your .DLL's I believe so I'm not sure how much of this mod I'm missing by doing this

  12. 2 minutes ago, Sigma88 said:

    it was a an old EVE bug

    it was fixed some time ago, maybe the version redistributed here is not up-to-date

    Should I replace the Shaders/.DLL's in EnvironmentalVisualEnhancement or should I replace textures and cfgs in StockVisualEnhancements/EVE ?  That's a stupid question, disregard.  Thanks =)

  13. I can't figure for the life of me why the clouds disappear at 55,000m.  I'm guessing they're supposed to and by that point the in orbit Kerbin texture takes place which has clouds on it.  But it doesn't.  Not until around 180km.  Between 55,000m and ~180km, it's a cloudless Kerbin

  14. no one knows right now it's all speculation and really almost nobody cares as we are all already playing on the better version (no you cant claim otherwise it's objectively better)

    Mods make a game infinitely re-playable. Basically it's outsourced infinite content for you to custom tailor a game you like to be the way you want. That can't be beat

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