kerbalxploder 29 Posted November 23, 2020 Share Posted November 23, 2020 Please put this up on Spacedock so I can follow it @prestja Quote Link to post Share on other sites
alartor 10 Posted December 24, 2020 Share Posted December 24, 2020 (edited) In case it helps: this mod seems to work OK for me in KSP 1.11 I've briefly tested it, with the following list of things installed: KSP 1.11.0.3045 win x64 (Steam) Making History 1.11.0 Breaking Ground 1.6.0 Chatterer v0.9.99 - Keep talking! Click Through Blocker 0.1.10.14 Docking Sounds!! 2.1.12.27690 (10/7/16) E.V.E. Redux 1.11.1.1 (from blackrack) + Configs-1.2.2.1 (from WazWaz) Final Frontier 1.10.0-3485 + KerbFleet Custom Ribbons 1.2.0 Kerbal Alarm Clock 3.13.0.0 Module Manager 4.1.4 PlanetShine v0.2.6.3 Rover Wheel Sounds (Revived) v1.8.1.11.20.19 (from DoctorDavinci, .dll overwritten with the one from MAFman) Scatterer - atmospheric scattering 0.0722 Texture Replacer 4.3 ToolbarController 0.1.9.4 [x] Science! v5.26 The only detail I would mention is that, if played in 4k resolution (3804 x 2160), the UI for this mod is too tiny to see comfortably. It would be great if it could be scaled (maybe just the same as the UI Scale option from stock settings?). At any rate, thank you very much to the developer(s) of this mod! ________ Edit: updated PlanetShine version in my list; the contents of its GameData\PlanetShine\ChangeLog.txt misled me, but I verified the right version in the GameData\PlanetShine\Plugins\PlanetShine.version file. Edited December 24, 2020 by alartor Quote Link to post Share on other sites
Ahres 95 Posted December 31, 2020 Share Posted December 31, 2020 @prestja thanks for continuing support for Planetshine. I've noticed though that the feature of darkening the sky box while on or near a body's surface has been gone for the last couple versions, is this a glitch or on purpose? It was a feature that I really appreciated. Quote Link to post Share on other sites
MatterBeam 722 Posted January 25 Share Posted January 25 Thank you for continuing this! Quote Link to post Share on other sites
dok_377 372 Posted February 2 Share Posted February 2 @prestja Are you only maintaining this mod or you can change the code? I'm asking because there is one feature missing from this mod that was working previously, but broke some time ago. Planet Shine doesn't work on kerbals due to several model and file pathing changes. I was wondering if that can be restored. Quote Link to post Share on other sites
prestja 485 Posted February 3 Author Share Posted February 3 10 hours ago, dok_377 said: @prestja Are you only maintaining this mod or you can change the code? I'm asking because there is one feature missing from this mod that was working previously, but broke some time ago. Planet Shine doesn't work on kerbals due to several model and file pathing changes. I was wondering if that can be restored. I'm open to making improvements. This is the first I'm hearing of this issue, so thanks for bringing it up. Quote Link to post Share on other sites
dok_377 372 Posted February 3 Share Posted February 3 (edited) 9 hours ago, prestja said: I'm open to making improvements. This is the first I'm hearing of this issue, so thanks for bringing it up. No problem. This was bugging me for quite some time now. Here's an example: Spoiler Doesn't work on any of the three suit models. Edited February 3 by dok_377 Quote Link to post Share on other sites
Ahres 95 Posted February 5 Share Posted February 5 On 12/31/2020 at 3:02 PM, Ahres said: @prestja thanks for continuing support for Planetshine. I've noticed though that the feature of darkening the sky box while on or near a body's surface has been gone for the last couple versions, is this a glitch or on purpose? It was a feature that I really appreciated. Just remembered it’s actually the Distant Object Enhancement mod that does the skybox dimming. My mistake. Thanks for keeping this mod alive. So good. Quote Link to post Share on other sites
Iamsodarncool 163 Posted February 6 Share Posted February 6 On 2/3/2021 at 12:48 AM, dok_377 said: No problem. This was bugging me for quite some time now. Here's an example: Hide contents Doesn't work on any of the three suit models. Hi, I don't have any experience coding KSP mods, but I'm a full time Unity dev so I think I can help. The problem here is that lights have a culling mask that determines which layers of objects their light affects. Kerbals and ships are on different layers, and the PlanetShine lights do not have the Kerbal layer in their culling mask. According to the KSP modding documentation on layers, Kerbals are on layer 16. So I think this bug would be fixed by changing line 124 of PlanetShine.cs from light.cullingMask = (1 << 0); to light.cullingMask = (1 << 0) | (1 << 16);. However if that doesn't work (the modding docs seem pretty out of date so I wouldn't be surprised) you can write a script to find the layer of the Kerbal renderer components and use that number instead of 16. Quote Link to post Share on other sites
dok_377 372 Posted February 6 Share Posted February 6 4 hours ago, Iamsodarncool said: Hi, I don't have any experience coding KSP mods, but I'm a full time Unity dev so I think I can help. The problem here is that lights have a culling mask that determines which layers of objects their light affects. Kerbals and ships are on different layers, and the PlanetShine lights do not have the Kerbal layer in their culling mask. According to the KSP modding documentation on layers, Kerbals are on layer 16. So I think this bug would be fixed by changing line 124 of PlanetShine.cs from light.cullingMask = (1 << 0); to light.cullingMask = (1 << 0) | (1 << 16);. However if that doesn't work (the modding docs seem pretty out of date so I wouldn't be surprised) you can write a script to find the layer of the Kerbal renderer components and use that number instead of 16. That's some useful information that can be used by @prestja For me, unfortunately, that doesn't say much. I know some technical terms and what culling and unity layers are, but I'm in no way shape or form a programmer. I wouldn't know how to write a script or how to even compile a simple dll. Quote Link to post Share on other sites
prestja 485 Posted February 6 Author Share Posted February 6 14 hours ago, Iamsodarncool said: Hi, I don't have any experience coding KSP mods, but I'm a full time Unity dev so I think I can help. The problem here is that lights have a culling mask that determines which layers of objects their light affects. Kerbals and ships are on different layers, and the PlanetShine lights do not have the Kerbal layer in their culling mask. According to the KSP modding documentation on layers, Kerbals are on layer 16. So I think this bug would be fixed by changing line 124 of PlanetShine.cs from light.cullingMask = (1 << 0); to light.cullingMask = (1 << 0) | (1 << 16);. However if that doesn't work (the modding docs seem pretty out of date so I wouldn't be surprised) you can write a script to find the layer of the Kerbal renderer components and use that number instead of 16. That was my line of thinking as well. I remember there being changes to how Kerbals were rendered when the EVA suits got updated. Thank you very much for the information. I can get a new version pushed out here soon. 9 hours ago, dok_377 said: That's some useful information that can be used by @prestja For me, unfortunately, that doesn't say much. I know some technical terms and what culling and unity layers are, but I'm in no way shape or form a programmer. I wouldn't know how to write a script or how to even compile a simple dll. No worries Quote Link to post Share on other sites
dok_377 372 Posted February 24 Share Posted February 24 @prestja Did it not work? Quote Link to post Share on other sites
prestja 485 Posted February 25 Author Share Posted February 25 6 hours ago, dok_377 said: @prestja Did it not work? Haven't had the chance to even try. Having an issue with Visual Studio on my new PC Quote Link to post Share on other sites
dok_377 372 Posted February 25 Share Posted February 25 46 minutes ago, prestja said: Haven't had the chance to even try. Having an issue with Visual Studio on my new PC Oh. That's unfortunate. Hope you'll figure it out. Quote Link to post Share on other sites
Nova1 1 Posted April 6 Share Posted April 6 @prestja Does this mod need to be installed manually from GitHub instead of CKAN? The planetshine-config dependency doesn't exist on CKAN. Quote Link to post Share on other sites
DasSkelett 227 Posted April 6 Share Posted April 6 7 minutes ago, Nova1 said: The planetshine-config dependency doesn't exist on CKAN. It does, there's "PlanetShine - Default configuration". Like PlanetShine itself it is only marked as compatible with KSP up to 1.10, but if you can install the core PlanetShine, you should be able to install the default configs as well. Otherwise, try selecting KSP 1.10 as compatible. Quote Link to post Share on other sites
prestja 485 Posted April 6 Author Share Posted April 6 1 hour ago, DasSkelett said: Like PlanetShine itself it is only marked as compatible with KSP up to 1.10 Oh I should change that - thank you for the reminder. Quote Link to post Share on other sites
SiCaRiO31 12 Posted April 9 Share Posted April 9 It works perfectly with 1.11.2. :D. Finally I can use all the graphic mods that I want now that I upgraded from my excrementsty laptop to a decent PC. Quote Link to post Share on other sites
FruitGoose 220 Posted April 9 Share Posted April 9 Thank you for maintaining this mod, it’s one of the few visual mods that doesn’t make my old laptop physically cry, yet adds real atmosphere to the game. Quote Link to post Share on other sites
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.