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[1.0.5] Surface Mounted Stock-Alike Lights for Self-Illumination (v1.2.2 - 11/15/15)


Why485

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  • 4 weeks later...
Does turning up Pixel Light Count too much effect performance? What's a good number everyone is using? I put my at 12, would going higher be too much?

I just slid mine all the way to the right, which gives you 64, IIRC. Note that if you have less than 12 lights in a scene, it has zero impact on your performance whether you've got it set at 12 or 64. Now, if you put 64 lights on your craft and find it's slowing the game too much, you can always go turn it down...

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Since installing this mod I can no longer launch vessels from the SPH. It stalls when I hit launch, and I cannot load any crafts. I have messed with all my mods, and this is the only one that does this. I have these mods installed:

Achievements

Deadly Reentry

Enhanced Nav Ball

Procedural Fairings

Kerbal Joint Reinforcement

Nav Ball Docking Alignment Indicator

Remote Tech 2

SCANsat

TAC Life Support

I'd really love it if your mod worked with these, as I have your lights on pretty much every vessel.

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  • 4 weeks later...
can someone help me how to make it work with KAS?

this seems a nice replacement for the stock big lights

I just had a similar question today with KAS regarding other parts

which reminded me of these lights

and now I am here.

Here's the post in the KAS thread that helped me.

http://forum.kerbalspaceprogram.com/threads/53134-Kerbal-Attachment-System-%28KAS%29-0-4-5-Struts-pipes-part-containers-and-more-%280-23%29?p=932371&viewfull=1#post932371

Take the "KASmodulegrab" module brackets at the bottom, and put them in the same place for all 3 light config files.

(this is the config file for "surfacelight"

PART
{
// --- general parameters ---
name = W485_SurfaceLight
module = Part
author = Why485

// --- asset parameters ---
mesh = SurfaceLight.mu
scale = 1.0
rescaleFactor = 1

// --- editor parameters ---
TechRequired = electrics
entryCost = 800
cost = 100
category = Utility
subcategory = 0
title = Surface Mounted Spotlight
manufacturer = Abrams LightCo
description = A small surface mounted spotlight designed for self illumination.

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_attach = 0, 0.0, 0.0, 0, -1, 0, 0

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 0,1,0,0,0

// --- standard part parameters ---
mass = 0.01
dragModelType = default
maximum_drag = 0.1
minimum_drag = 0.1
angularDrag = 1
crashTolerance = 8
maxTemp = 3200

MODULE
{
name = ModuleLight
lightName = Light
useAnimationDim = true
lightBrightenSpeed = 2.5
lightDimSpeed = 2.5
resourceAmount = 0.02
animationName = LightUp
useResources = true
}

MODULE
{
name = KASModuleGrab
evaPartPos = (0.0, 0.0, -0.10)
evaPartDir = (0,0,-1)
storable = true
storedSize = 1
attachOnPart = True
attachOnEva = False
attachOnStatic = False
customGroundPos = False
dropPartPos = (0.0, -0.2, -0.7)
dropPartRot = (-10.0, 0.0, 0.0)
}

}

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  • 2 weeks later...

It would be really cool to make them use tweakables for brightness and color. (I've been requesting this on all light mods, so if someone wants to make an add-on that would attach it to all lights, that would be nice too.)

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