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Posts posted by cineboxandrew
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On 12/1/2022 at 9:26 AM, Probird_23 said:
This probably has been asked before, but is it possible to create heat-resistant decals that shield parts from reentry heating?
Thanks!
Unfortunately not, since the decals don't have physics or aerodynamics. I considered having it increase the max heat of the part they're attached to but modifying *other* parts is a risky gamble
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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.
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On 11/25/2022 at 6:40 PM, KERBALZ said:
Really late reply, but it seems that each decal is somehow causing drag. you can see this if you open f12. While it might not be a lot of drag, it is significant enough in large quantities to completely cr**** a build. Is there any fix for this you could make? This is really stifling my process
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
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23 hours ago, KERBALZ said:
Is there a version of this mod that doesn't effect weight?
Each decal only weighs 500g. I don't think thats your problem
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18 hours ago, dok_377 said:
Does this mean memory leak fixes were also reverted?
im not convinced there ever where memory leaks. at least not in OnDestroy()
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3 hours ago, Gordon Dry said:
KSPBurst: waiting for Burst compiler...
Why are you posting in this thread then.
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Released Conformal Decals 0.2.12
Changed
- Updated bundled Shabby to 0.3.0. Does not affect CKAN users
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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
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On 9/14/2022 at 4:10 AM, DuckDuckCute said:
It worked fine before ,but when I re-install a new KSP game, and then I installed this mod with CKAN, the flag decal only show 512x256 image correctly, and if I put other size image into the flag folder such as 512x512, it get queezed in game play to fit 512x512.
A year before when I played with this mod, I could confirm that it worked like "The image can be any size and the decal will automatically resize to fit the aspect ratio".
I have no idea why this time it falied, I tried to delete the CKAN mod and use github-downloaded mod, but it still failed.
So now I have to make sure all .png I put into the folder is 512x256, so there will be a lot of useless transparent space in the decal part, covering a lot of "mouse-sensor" space in hangar editor.
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
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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
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PR by LinuxGuruGamer:
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You can use the rackmount parts if you want. I’ve actually considered reviving the mod…
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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
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13 minutes ago, ColdJ said:
The original set up by Cold War Aerospace caused the reflection to actually be a distorted lens of what was behind the model rather than a proper reflection
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
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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.
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1 minute ago, ColdJ said:
You've lost me. That is the shader I used. I build in a fork of blender using the .mu plugin. The shaders are part of the materials that the models use.
I made that shader using info gained from the Squad foil tanks and a refective texture used by Cold War Aerospace. If that is not what is in the .mu file then how did making it and having it part of the material set up cause it to be reflective in game. How come I can transfer the material set up to other models and have them be reflective in game?
Is this some kind confusion? I didn't say I invented a shader, I said it is a shader set up in the shader section of the materials in the 3d program that KSP displays in game as being reflective. I have showed you the pics of it in game working. The set up is a screen shot from the shading section.
You are telling me it can't work when I am showing you proof it did. I don't understand your point of view on this?
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.
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21 minutes ago, ColdJ said:
Then how do you explain this?
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
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On 2/28/2022 at 6:45 PM, ColdJ said:
Shader set up for a mirror texture.
Start with standard KSP background colours. Easiest thing is to import a stock foil tank and use it's material to build off. Set your main texture to a light grey pic and your specmap to a slightly darker grey pic. The bump map is the standard light lavender, probably not even needed but I couldn't be bothered removing it. And then set it up with the following. Remember you have to give it a new name over in MU Shader, which is within Materials, if you want your changes to stick.
You know this won’t work in KSP right?
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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
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13 hours ago, taniwha said:
@cineboxandrewI have no problem with any of my stuff being on CKAN, I just don't want to have to deal with it myself.
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
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Just now, ColdJ said:
Of course.
Are you telling me you have a way to create a procedural skin mesh to cover any craft, made up of a random number of pieces, stuck together as the player saw fit, already working?
yes
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Just now, ColdJ said:
You are very intelligent but I reckon the coding involved to measure the individual craft dimensions and mold a procedural skin mesh to it in game ,that looks uniform, would be quite task.
You know I wrote the mod right?
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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
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7 hours ago, Zelda said:
Hi @cineboxandrew! After upgrading from 0.2.8 to 0.2.9, I noticed that decals no longer seem to work on subassemblies. Any that I had applied to a subassembly when it was saved are blank when I select the subassembly later. This is true of both subassemblies created with 0.2.8, and ones created after upgrading 0.2.9. Reverting CD back to 0.2.8 resolves the issue.
Repro steps:
- Apply a decal to a part (such as a flag decal to a tank)
- Save the tank as a subassembly
- Select the subassembly. Note that the decal is blank
Pictures showing the result: https://imgur.com/a/nc1cxfC
Nothing in the logs stands out, though of course I'm happy to provide them if you would like to look. I tried reinstalling, but got the same result.
Is this an issue with upgrading versions of Conformal Decals in general, something related to this particular update, or something related to my specific install?
Thanks!
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
11 hours ago, ColdJ said:Basically impossible, the MM patch to overide every type of parts stock texture would be a nightmare.
Better for the player to choose what parts they are using, make up alternate texture files and use the Part Variant module to implement them.
What? conformal decals doesn't need any modules on the part they're attached to
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On 3/11/2022 at 5:10 AM, ColdJ said:
Finally got my latest mod to upload. It took over 5 minutes to upload 25mb but when I downloaded to make sure it was all there it only took 2 seconds, so something is definitely off with the process.
At least it actually made it. So I am happy.
Sounds like a problem with your ISP upload speed. From GitHub actions im uploading a 2.5MB mod in under 5 seconds
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15 hours ago, KSP dogfight master said:
Hi, I am wondering if a feature could be added where a toggle can apply the decal globally to every part of the craft, not just the part it is attached to, say i wanted to apply a camo the the entire craft.
I'm working on that. its a very difficult thing to implement
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Released 0.2.9
Fixed
- Fixed text decals breaking when used in symmetry
- Fixed decals projecting onto the TransparentFX layer, such as Waterfall plumes
CKAN vs Curseforge
in KSP1 Mods Discussions
Posted
It’s a moot point because nobody actually uses curseforge
Besides, I’d rather stay away from for-profit services like that. THeyre probably only weeks away from pulling a Reddit or twitter and self destructing
also its hardly “better moderated” when just like a month ago they had a huge issue with scam accounts distributing mods embedded with viruses.