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Everything posted by cineboxandrew

  1. Checked again, decals don't even show drag info in their PAW with debug info shown. if anyone can give actual evidence they have aerodynamics I'll look into it but I've yet to see that.
  2. I don't know what to tell you, the parts have no drag model. Even in your F12 screenshot the arrows appear to have zero length
  3. im not convinced there ever where memory leaks. at least not in OnDestroy()
  4. Released Conformal Decals 0.2.12 Changed Updated bundled Shabby to 0.3.0. Does not affect CKAN users Made flag aspect ratio overrides configurable with ASPECTRATIO nodes in the config. User flags added to Squad/Flags should now be the correct aspect ratio All decal aspect ratios can now be overriden with the aspectRatio field Fixed Reverted some changes from last version that were causing issues on launch
  5. The mod is hardcoded to make any image in Squad/flags 8:5 aspect ratio, due to the way the Squad flags are done (squad flags are 2:1 but expect to be stretched by the flag transforms. blame them). Put them anywhere else in game data and they should be the right aspect ratio. In hindsight maybe I should have kept a list of stock flags instead of doing it by folder. To be honest I had no idea users would modify Squad/ Released Conformal Decals 0.2.11 Fixed PR by LinuxGuruGamer: Fixed nullref caused when an entry in _targets was null Fixed memory leak caused by the OnDestroy() methods not being called due to them being virtual
  6. You can use the rackmount parts if you want. I’ve actually considered reviving the mod…
  7. You're going to want to fix the mesh path config, KSP doesn't support backslash paths. Also you probably want to add a license before the forum moderators get on you for that
  8. That’s what happens when you use the mapped specular shader with no normal map. I’m guessing the plug-in corrects that on export
  9. my point is that the shader node editor only affects its appearance in Blender. Editing the nodes has no effect on how it shows up in game.
  10. The mu files do not contain shaders. They only contain the name of the shader. What you are seeing is a result of an invalid shader, which defaults to a mirror effect. You cannot design Unity shaders in blender, it is not possible.
  11. That’s not the shader you made. That’s what you get when you use the standard shader in KSP. Shader information is not included in mu files, it has to be loaded through asset bundles
  12. If anyone has trouble installing through CKAN, run ckan compat add 1.12.2 B9PS is still marked as being for 1.12.2 but it works fine in 1.12.3 EDIT: This has now been resolved. thanks @blowfish
  13. Great! Do you have an official build of the 0.2.0 version that uses Harmony 2 I can use, or should I just use my unofficial build? I can also take over distributing Shabby (and put it on SpaceDock) if you are too busy these days
  14. Release 0.2.10 Fixed Fixed decals not projecting on loading prefabs Changed Re-enabled projecting onto TransparentFX layer Added Allowed for regular expressions to be used when blacklisting shaders Added all Waterfall shaders to the shader blacklist when Waterfall is present
  15. Looks like this is a side effect of the way I fixed the waterfall projection issue. I'm working on a fix. in the meantime you can remove and replace the decals What? conformal decals doesn't need any modules on the part they're attached to
  16. Sounds like a problem with your ISP upload speed. From GitHub actions im uploading a 2.5MB mod in under 5 seconds
  17. Released 0.2.9 Fixed Fixed text decals breaking when used in symmetry Fixed decals projecting onto the TransparentFX layer, such as Waterfall plumes
  18. Ah, thanks. You should probably update the example command in the docs then https://github.com/KSP-SpaceDock/SpaceDock/blob/master/api.md
  19. I'm having trouble uploading through Curl. I get an error that the site is down when I'm able to access it in a browser 5 {"error":false}<!DOCTYPE html> 36 <html lang="en"> 37 <head> 38 <meta charset="utf-8"> 39 <meta http-equiv="X-UA-Compatible" content="IE=edge"> 40 <meta name="viewport" content="width=device-width, initial-scale=1"> 41 <title>SpaceDock - Error</title> 42 43 <!-- Bootstrap --> 44 <link href="https://staticweb.52k.de/css/bootstrap-4.3.1.css" rel="stylesheet"> 45 46 </head> 47 <body> 48 <div class=" text-center"> 49 <h1 class="display-4"><img src="https://staticweb.52k.de/images/sd.png"><br /></h1> 50 <h1 class="display-4">The site is unavailable right now.&nbsp; </h1> 51 <p class="lead">Please check the <a href="https://forum.kerbalspaceprogram.com/index.php?/topic/170865-spacedockinfo-mod-hosting-site">KSP Forums</a>&nbsp;for updates.<br />If you want to help with uptimes you can help us cover server costs by <a href="https://www.patreon.com/user?u=2903335&ty=h">donating to us on patreon</a>.</p> 52 <hr class="my-4"> 53 54 </div> 55 56 <!-- jQuery (necessary for Bootstrap's JavaScript plugins) --> 57 <script src="https://staticweb.52k.de/js/jquery-3.3.1.min.js"></script> 58 59 <!-- Include all compiled plugins (below), or include individual files as needed --> 57 <script src="https://staticweb.52k.de/js/popper.min.js"></script> 58 <script src="https://staticweb.52k.de/js/bootstrap-4.3.1.js"></script> 59 </body> 60 </html> The curl command is here: https://github.com/drewcassidy/KSP-Conformal-Decals/blob/github-actions/.github/workflows/ksp-publish.yml#L117-L127
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