Jump to content

BahamutoD

Members
  • Posts

    1,285
  • Joined

  • Last visited

Posts posted by BahamutoD

  1. Adjustable Landing Gear relied on code modified from Firespitter which used the old wheel colliders.  I'll probably have to rewrite parts of it to use the new wheel modules.  I'll probably also have to work on the models in Unity.  According to the dev notes, they're still making changes to the Unity setup of wheels, so I'll have to wait and see where they end up first.

  2. v1.6.0 Prerelease 1

    https://github.com/BahamutoD/CameraTools/releases/tag/v1.6.0pre1

    The prerelease for KSP 1.1 is ready for testing.

    To use the path tool, switch to the pathing page using the arrows at the top.


    Create a path, name it, then add a new key.  When you add a key, the camera tools movement keys take over.  There's a new combo for controlling the roll of the camera - hold right click and middle mouse button simultaneously and move the mouse left or right.

    When you click Apply on the keyframe window, the position and time of the keyframe will be saved.

    Keyframes also store the FOV zoom level of the camera.

    To revert to normal KSP camera control, hit the Revert key (default End).

    To begin playing the path, hit the Activate key (default Home).

    Remember to click save at the bottom to save paths.

    Known issue: (simply forgot to fix this before uploading) The saved paths won't be loaded right away when you switch scenes or restart the game.  Just hit the Reload button at the bottom to load the saved paths.

    Interpolation rate can be adjusted to get smoother transitions between keyframes.  The lower the value, the smoother; the higher the value, the more exact.

    The path timescale value can be adjusted to slow the overall speed of the camera path (doesn't affect game speed).

    For now, the path positions and rotations will always be relative to the active vessel.

     

    Here's a vid of my messing around with it so you can get a sense of how it works:

     

  3. 4 hours ago, pigwig456 said:

    Amazing work!

    I have a modding question, how did you make the flir targeter have that holo effect, it changes colour based on the direction you look at it from.

    Thanks!

    I made the transparent texture color one color (bluish), and the specular color another color (purple ish), then adjust the specular glossiness so it will be blue unless the light is reflecting almost directly to the camera.

     

    8 hours ago, inigma said:

    Well, here is our first modern dogfight in BDArmory. Thanks @BahamutoD for an amazing series of mods you have put out, making this totally possible!

     

    Great battle!  I'm glad you and Jr. are enjoying it!

    9 hours ago, YauS said:

     

    This is the problem of abnromal render of radar images. Original code only consider the Red color channel. Fix it by consider green color channel.

    https://github.com/yaus/BDArmory/commit/0cba1a56155b40d312ff493184672567539e857f

     

    That would probable work as a quick fix, but the pink color in the radar image indicates there's an issue with the material/shader.  Thankfully the new part tools for 1.1/U5 can create asset bundles where I can store custom shaders more reliably.  

     

    2 hours ago, War Eagle 1 said:

    hey Baha….why not consider incorporating vessel switcher into BDA sense VS pretty much needs BDA to operate?

    This was kind of an excercise on making a separate mod that is dependent on BDA, and I decided to keep it separate since in the future, it could be considered a cheat tool when we start getting into contracts/careers.

  4. @Doctor Dimension The log shows that it can't find the settings file.  Did you install it in the right place?  How are you launching KSP?  What operating system do you use?

    @harpwner I haven't been working on BDA besides the minimal changes to attempt 1.1 compatibility.  I plan on continuing bug fixing, improvements, etc after 1.1 is stable and the current version of BDA is fully compatible with it.

  5. ^ Me too!

    Here's my "official" version for KSP 1.1 prerelease.  Go ahead and try it out.  Note that BDA Vessel Switcher is a separate plugin and has not been updated for comatibility yet.

    https://github.com/BahamutoD/BDArmory/releases/tag/v0.11.0pre1

     

    I did all the same changes as @YauS except I took out the overheat and reload bars temporarily since they were throwing runtime errors, and I fixed the audio falloff on audio sources.

     

    f0c8219f04.png

  6. On 3/26/2016 at 3:30 AM, bmyers831 said:

    Adding a "me too" to the camera tools icon not showing up.  I can't bring up the window with / or [home] either. 

    KSP 1.05, Camera Tools 1.5. Windows 10 32bit, openGL mode.

    I cleared out the CT folder, then tried to reinstall from the download on spaceport.  No luck.

    I'm a long time mod user so I'm pretty sure it's installed correctly (CT folder in the gamedata folder).

    Please post your output log

  7. I think the common cause for the planet destroying bug on launch is caused by failure to find the BDArmory settings config file.  So far, I've found this to be caused by launching KSP from a batch script or some kind of link that makes the game think the game directory is somewhere else.  Until I work out a fix, try launching KSP directly from the exe in the game directory.

    Also, always make sure that the mod is installed in the correct directory.  

  8. On 3/16/2016 at 10:12 PM, tetryds said:

    But I didn't say next will be jets :P

    The only problem with jets is that there is much less dogfighting and much more sniping, not as fun.

     

    Well, amazing news, I just installed my new i7 4790k, and I can run 2x2 with 40 parts crafts + scatterer + CollisionFX + Destruction Effects + whatever else with over 30fps easy, near the KSC :D

    *I also had a lot of stuff going on at the same time like music and some other things which may give extra 2 or 3 fps if turned off.

    So, yeah, awesome stuff.

     

    The last commit on BDArmory fixes the graphical glitch of the tracers being too large at a certain distance with Scatterer.  There are no other changes so you can use it for the BAD-T videos.  https://github.com/BahamutoD/BDArmory/blob/8a959592f9c17f1cf0fd1e0607c0d14eaf075154/BahaTurret/bin/Release/BahaTurret.dll

×
×
  • Create New...