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About sumghai

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  1. Imgur albums broken ... again?!

    Can confim that attempting to embed albums results in a link instead:
  2. I'm happy to hear that your game is now working, but "64 bits 1 tb and it is up to 2.7 GHz" doesn't contain any information about your operating system. Is it Windows 10? Windows 8? Windows 7? Windows Vista? Linux? MacOS?
  3. Can you please tell us what operating system your computer has, and provide the game log files from the last crash?
  4. [1.3.0] Comfortable Landing

    I suppose I can give your workaround a try. However, for the sake of convenience, I would prefer to activate prelanding mode without necessarily knowing in advance whether I will be making a water or terrestrial landing, and have your plugin automatically choose different models and animations to play for each scenario. Is there a particular reason you cannot (or do not wish to) make the CL_Buoy and CL_Airbag part modules coexist and operate independently of each other?
  5. [1.3.0] Comfortable Landing

    Great work on this mod, @Icecovery! I too definitely like how the buoys/airbags are directly integrated into various pods instead of having dedicated parts - definitely makes integration into existing and new craft much easier. I do have a bit of a request, however. Reading through your (comprehensive) documentation on GitHub, I see that you currently support buoys that work only on splashdown, as well as airbags that work on both splashdown and landing. Would it be possible to also have an additional part module that deploys on landing only? I'm asking this because my SDHI SMS mod uses the stock Mk1-2 pod, and I would like to have separate models and animations for the buoy and airbag - specifically, I would like to keep the default CL flotation collar and righting balls in the pod for splashdowns, while having a custom SDHI airbag in my custom heat shield that only works for terrestrial landings:
  6. So I've had a play around with Comfortable Landing on my prebuilt SDHI SMS vessel, and it pretty much does exactly what it says on the tin - automatically deploys airbags on splashdown. There is little configuration or fiddling required by users - the airbags and righting balls are integrated into the stock Mk1-2 Pod itself via MODEL{} nodes (although existing craft may need to be rebuilt). I'm more than happy to use this mod myself, and would definitely recommend it to everyone, so work on my proposed Hanbart-Thompdrin mod is redundant. In fact, I like CL's own flotation collar design so much, I'm going to try to repurpose my original heat shield airbags for terrestrial landings instead:
  7. As the third-party Comfortable Landing mod already provides most of the proposed functionality, work on this is no longer necessary. Closing.
  8. Thanks for the heads up! I'll download it tonight, but looking at the screenshots and gifs in its release thread, I'm already liking what I'm seeing.
  9. Weird glitch

    The only solution I can think of is to redownload 1.2 in its entirety and perform a fresh installation. If you remember your email address, you can use the "Forgot your password?" link to retrieve your password.
  10. KSP Weekly: Cassini’s Grand Finale

    Just a question regarding the stock mesh switching feature - will the underlying code be implemented in future updates to the core game, or would it only be available through the expansion?
  11. Change the Menu Back!

    I for, one, really love the new forum layout and color scheme - nice and clean.
  12. Cheers for that. At the moment, IVAs are delayed yet again because I ran into an issue where props aren't properly blocking internal lights. I haven't been able to solve this yet.
  13. No - the ICPS is outside the scope of this mod.
  14. Not sure what you mean, could you please elaborate? According to various Unity forum threads: - The prevalent solution seems to be to assign the objects you don't want to be lit to a different layer, then specify a culling mask for the light transform; however, in the context of KSP one cannot move IVAs or props outside of the Kerbal layer. - There's also some discussion on vertex vs. pixel lighting. Apparently, pixel lighting would properly account for obstructions by meshes but are resource intensive, and so Unity games often put a limit on how many pixel lights you can have in a scene; any lights that go over the limit get turned into vertex lights, which are (AFAIK) computationally "cheaper" to render but do cause raycasts to pass right through objects. Here's one of the more comprehensive threads on the subject, with varying (and sometimes conflicting) suggestions. I'm still trying to figure this out, so any help would be appreciated. Thanks! It's still very bare-bones at the moment while I work on higher level functionality like cabin lighting, master-slave shutter control and emissives
  15. Game Crashing

    Looking at your log file, I'm seeing lots of errors of the form: IndexOutOfRangeException: Array index is out of range. at JSI.InstallationPathWarning.Warn (System.String path) [0x00000] in <filename unknown>:0 at JSI.RPMVesselComputer.OnAwake () [0x00000] in <filename unknown>:0 at VesselModule.Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) VesselModuleManager:AddModulesToVessel(Vessel, List`1) Vessel:Awake() UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) UnityEngine.GameObject:AddComponent() Part:decouple(Single) Part:Die() Part:explode() Part:HandleCollision(Collision) Part:CheckCollision(Collision) Part:OnCollisionEnter(Collision) Can you please double check you've installed the correct version of JSI RasterPropMonitor correctly? Failing that, you may need to remove all your mods, and re-add them one-by-one until you've narrowed down the actual culprit of the crash.