DeltaDizzy Posted July 9, 2020 Share Posted July 9, 2020 5 minutes ago, VoidCosmos said: using the desktop app Follow this tutorial, it seems to cover everything: https://www.youtube.com/watch?v=77W2JSL7-r8. When you get to the coning part, using the CollisionFX repo. Quote Link to comment Share on other sites More sharing options...
VoidCosmos Posted July 9, 2020 Author Share Posted July 9, 2020 1 minute ago, DeltaDizzy said: Follow this tutorial, it seems to cover everything: https://www.youtube.com/watch?v=77W2JSL7-r8. When you get to the coning part, using the CollisionFX repo. Thanks Quote Link to comment Share on other sites More sharing options...
VoidCosmos Posted July 9, 2020 Author Share Posted July 9, 2020 38 minutes ago, DeltaDizzy said: Follow this tutorial, it seems to cover everything: https://www.youtube.com/watch?v=77W2JSL7-r8. When you get to the coning part, using the CollisionFX repo. I guess it is fixed now. Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted July 9, 2020 Share Posted July 9, 2020 4 hours ago, VoidCosmos said: I guess it is fixed now. Yes, and no. DeltaDizzy did what needed to be done through a PR (PullRequest) via his Fork (a clone of your repository wholly separate for collaboration.) Now, YOU (as the owner) must merge that request into your repository. Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted July 11, 2020 Share Posted July 11, 2020 While using this mod I've noticed that collision points will keep glowing after the collision is done (e.g. after decoupling) and seem to move around on the object depending on the camera angle. I even had a Kerbal on EVA with a big glowing spot on his face because he jumped up and clonked his head off the pod I was trying to get him to grab on to, and the glowing spot stayed stationary when I walked him around but moved when I rotated the camera. Quote Link to comment Share on other sites More sharing options...
VoidCosmos Posted July 11, 2020 Author Share Posted July 11, 2020 1 hour ago, jimmymcgoochie said: While using this mod I've noticed that collision points will keep glowing after the collision is done (e.g. after decoupling) and seem to move around on the object depending on the camera angle. I even had a Kerbal on EVA with a big glowing spot on his face because he jumped up and clonked his head off the pod I was trying to get him to grab on to, and the glowing spot stayed stationary when I walked him around but moved when I rotated the camera. Is this the beta version? Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted July 11, 2020 Share Posted July 11, 2020 5 hours ago, VoidCosmos said: Is this the beta version? version 1.1.0 from CKAN, in KSP 1.9.1 Quote Link to comment Share on other sites More sharing options...
VoidCosmos Posted July 11, 2020 Author Share Posted July 11, 2020 46 minutes ago, jimmymcgoochie said: version 1.1.0 from CKAN, in KSP 1.9.1 Try the beta version from github. It may work Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted July 11, 2020 Share Posted July 11, 2020 (edited) I know I'm jumping the gun a little bit, but tried out the "2.0" beta on KSP 1.10, and got absolutely zero effects on the runway, ground, wheels up/wheels down, etc. Switching back to 1.1.0 I got effects right away, but they were wildly low-performance, and lingering as Jimmy reported. I'm running a bunch of mods, so it's not a clean test, but I can strip down to only collisionfx & KSP1.10 to see if that's a specific factor and get some logs if that's helpful. Edited July 11, 2020 by Beetlecat Quote Link to comment Share on other sites More sharing options...
VoidCosmos Posted July 11, 2020 Author Share Posted July 11, 2020 1 hour ago, Beetlecat said: I know I'm jumping the gun a little bit, but tried out the "2.0" beta on KSP 1.10, and got absolutely zero effects on the runway, ground, wheels up/wheels down, etc. Switching back to 1.1.0 I got effects right away, but they were wildly low-performance, and lingering as Jimmy reported. I'm running a bunch of mods, so it's not a clean test, but I can strip down to only collisionfx & KSP1.10 to see if that's a specific factor and get some logs if that's helpful. Okay Quote Link to comment Share on other sites More sharing options...
theonegalen Posted August 7, 2020 Share Posted August 7, 2020 On 7/11/2020 at 1:42 PM, Beetlecat said: I know I'm jumping the gun a little bit, but tried out the "2.0" beta on KSP 1.10, and got absolutely zero effects on the runway, ground, wheels up/wheels down, etc. Switching back to 1.1.0 I got effects right away, but they were wildly low-performance, and lingering as Jimmy reported. I'm running a bunch of mods, so it's not a clean test, but I can strip down to only collisionfx & KSP1.10 to see if that's a specific factor and get some logs if that's helpful. How did it go? Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted August 7, 2020 Share Posted August 7, 2020 (edited) 2 hours ago, theonegalen said: How did it go? thanks for the reminder... [EDIT] I'm not seeing activity at all with the 2.0 beta on 1.9.1 or 1.10.1 Here's my MM and player log from a session in 1.10.1: https://www.dropbox.com/s/put7504sv8hel9w/Player.zip?dl=0 Edited August 7, 2020 by Beetlecat Quote Link to comment Share on other sites More sharing options...
Krzeszny Posted August 14, 2020 Share Posted August 14, 2020 (edited) New benchmark: CKAN version (1.1.0) lowers my FPS by 7% +/- 1% Beta 2.0 version lowers my FPS by 3.5% +/- 1% Tested with my own Mun-rated rocket because I forgot to use a pre-made one. Edited August 14, 2020 by Krzeszny more info Quote Link to comment Share on other sites More sharing options...
Dr.Seuss Posted March 12, 2021 Share Posted March 12, 2021 Hello! just wanted to add, on KSP 1.11.1 I've tested both the 1.10 and the beta 2.0 versions of the mod; although, not on clean installs, just on my messy main game file. The 1.10 version gives the "notImplementedException" that's been mentioned by others above and, of course, reduces the framerate to 1fps or bellow. The beta version doesn't give any exceptions, but also doesn't appear to work, either-- no sparks or sounds. Thanks for your hard work on this mod and good luck! Quote Link to comment Share on other sites More sharing options...
VoidCosmos Posted March 13, 2021 Author Share Posted March 13, 2021 I really don't know how to make visual studio work on my PC It really lags at times for no reason Quote Link to comment Share on other sites More sharing options...
Krzeszny Posted September 7, 2021 Share Posted September 7, 2021 (edited) I tested it in clean 1.12.2 and the CKAN version works without problems, while the Beta version just does nothing. 1.12.3 edit: ok, it's not very optimized. It's not opitimized at all. 2 small parts scraping the ground reduce my FPS from ~60 to ~10 and the sparks go into space: Edited January 27, 2022 by Krzeszny Quote Link to comment Share on other sites More sharing options...
MARL_Mk1 Posted May 15, 2022 Share Posted May 15, 2022 Would be nice if someone revived/adopted this Quote Link to comment Share on other sites More sharing options...
Cytauri Posted May 22, 2023 Share Posted May 22, 2023 Yeah, I wish this was revived too. @linuxgurugamer? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 22, 2023 Share Posted May 22, 2023 10 hours ago, Cytauri said: Yeah, I wish this was revived too. @linuxgurugamer? Sorry, no Quote Link to comment Share on other sites More sharing options...
Cytauri Posted May 23, 2023 Share Posted May 23, 2023 15 hours ago, linuxgurugamer said: Sorry, no Thank you anyway for responding. Quote Link to comment Share on other sites More sharing options...
dandoesstuff Posted September 5, 2023 Share Posted September 5, 2023 On 9/7/2021 at 9:57 PM, Krzeszny said: I tested it in clean 1.12.2 and the CKAN version works without problems, while the Beta version just does nothing. 1.12.3 edit: ok, it's not very optimized. It's not opitimized at all. 2 small parts scraping the ground reduce my FPS from ~60 to ~10 and the sparks go into space: dammit! i wanted to try it because it looked sick Quote Link to comment Share on other sites More sharing options...
ZVX Posted March 30 Share Posted March 30 @VoidCosmos (https://forum.kerbalspaceprogram.com/profile/192336-voidcosmos/) or @pizzaoverhead (https://forum.kerbalspaceprogram.com/profile/26349-pizzaoverhead/) could you update the mod to the latest version? I remember playing with him as a child. very sad to lose him... Quote Link to comment Share on other sites More sharing options...
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