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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Grunf911 replied to Gameslinx's topic in KSP1 Mod Releases
Great @Gameslinx just please let us know where it will be first available. Is it GitHub, CKAN or both :-)- 3,136 replies
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You sir, are a genius. That helped. thanks a ton
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- james
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....the funny part is: I removed all mods except James Web, Tarsier and Textures_Unlimited, with same result. Sorry for putting big wall of texts but i have no idea how to fix it, and It is reproducible in STOCK as well, so its not a mod collision issue The weird part is: when i tried to see how it works in the editor, with debug to true i got the following load logs: TextureSet: JWST-Heatshields did not have definition for mode (create/update). Using default value of: update. This may not function as desired, and may need to be corrected in the configuration file. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) TextureSet: JWST-Heatshields did not have definition for mode (create/update). Using default value of: update. This may not function as desired, and may need to be corrected in the configuration file. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) TexturesUnlimited -- Replacing textures on database model: JamesWebb/BaseStructure/jameswebb (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) enabling TSMD..JamesWebb/BaseStructure/jameswebb (UnityEngine.Transform) updateMode: True (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Replacing empty textureslot: _Emissive with color: 0,0,0,0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Updated material properties Material Name: JWST-Bottom-AOBake (Instance) Shader Name : SSTU/PBR/Metallic RenderQueue : 2000 _MainTex : JamesWebb/BaseStructure/heatshield-diffuse (UnityEngine.Texture2D) _MainTexOffset : (0.0, 0.0) _BumpMap : JamesWebb/BaseStructure/heatshield-normals (UnityEngine.Texture2D) _BumpMapOffset : (0.0, 0.0) _MetallicGlossMap : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D) _MetallicGlossMapOffset : (0.0, 0.0) _Emissive : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D) _EmissiveOffset : (0.0, 0.0) _AOMap : _AOMapOffset : (0.0, 0.0) _Smoothness : 1 _Metal : 1 _Color : (1.0, 1.0, 1.0, 1.0) _EmissiveColor : (0.0, 0.0, 0.0, 1.0) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Replacing empty textureslot: _Emissive with color: 0,0,0,0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Updated material properties Material Name: JWST-Bottom-AOBake (Instance) Shader Name : SSTU/PBR/Metallic RenderQueue : 2000 _MainTex : JamesWebb/BaseStructure/heatshield-diffuse (UnityEngine.Texture2D) _MainTexOffset : (0.0, 0.0) _BumpMap : JamesWebb/BaseStructure/heatshield-normals (UnityEngine.Texture2D) _BumpMapOffset : (0.0, 0.0) _MetallicGlossMap : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D) _MetallicGlossMapOffset : (0.0, 0.0) _Emissive : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D) _EmissiveOffset : (0.0, 0.0) _AOMap : _AOMapOffset : (0.0, 0.0) _Smoothness : 1 _Metal : 1 _Color : (1.0, 1.0, 1.0, 1.0) _EmissiveColor : (0.0, 0.0, 0.0, 1.0) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) ....however when i got to flying i got the following: PartLoader: Compiling Internal Space 'SquadExpansion/MakingHistory/Spaces/Mk2Pod/Mk2Pod_Internal/MK2POD_IVA' (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) TexturesUnlimited - Updating Part Icon shaders. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) KSPShaderLoader - Adjusting icon shaders for part: JWST-BaseStructure for original shader:SSTU/PBR/Metallic replacement: TU/Icon/Metallic (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) BASE: Material Name: JWST-Bottom-AOBake (Instance) Shader Name : SSTU/PBR/Metallic RenderQueue : 2000 _MainTex : JamesWebb/BaseStructure/heatshield-diffuse (UnityEngine.Texture2D) _MainTexOffset : (0.0, 0.0) _BumpMap : JamesWebb/BaseStructure/heatshield-normals (UnityEngine.Texture2D) _BumpMapOffset : (0.0, 0.0) _MetallicGlossMap : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D) _MetallicGlossMapOffset : (0.0, 0.0) _Emissive : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D) _EmissiveOffset : (0.0, 0.0) _AOMap : _AOMapOffset : (0.0, 0.0) _Smoothness : 1 _Metal : 1 _Color : (1.0, 1.0, 1.0, 1.0) _EmissiveColor : (0.0, 0.0, 0.0, 1.0) _MaskColor1 : (0.9, 0.9, 0.9, 0.0) _MaskColor2 : (0.9, 0.9, 0.9, 0.0) _MaskColor3 : (0.9, 0.9, 0.9, 0.0) _MaskMetallic : (0.0, 0.0, 0.0, 0.0) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) PRE : Material Name: JWST-Bottom-AOBake (Instance) (Instance) Shader Name : KSP/ScreenSpaceMask RenderQueue : 2000 _MainTex : JamesWebb/BaseStructure/heatshield-diffuse (UnityEngine.Texture2D) _MainTexOffset : (0.0, 0.0) _BumpMap : JamesWebb/BaseStructure/heatshield-normals (UnityEngine.Texture2D) _BumpMapOffset : (0.0, 0.0) _MetallicGlossMap : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D) _MetallicGlossMapOffset : (0.0, 0.0) _Emissive : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D) _EmissiveOffset : (0.0, 0.0) _AOMap : _AOMapOffset : (0.0, 0.0) _Smoothness : 1 _Metal : 1 _Color : (1.0, 1.0, 1.0, 1.0) _EmissiveColor : (0.0, 0.0, 0.0, 1.0) _MaskColor1 : (0.9, 0.9, 0.9, 0.0) _MaskColor2 : (0.9, 0.9, 0.9, 0.0) _MaskColor3 : (0.9, 0.9, 0.9, 0.0) _MaskMetallic : (0.0, 0.0, 0.0, 0.0) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) POST: Material Name: JWST-Bottom-AOBake (Instance) (Instance) Shader Name : TU/Icon/Metallic RenderQueue : 2000 _MainTex : JamesWebb/BaseStructure/heatshield-diffuse (UnityEngine.Texture2D) _MainTexOffset : (0.0, 0.0) _BumpMap : JamesWebb/BaseStructure/heatshield-normals (UnityEngine.Texture2D) _BumpMapOffset : (0.0, 0.0) _MetallicGlossMap : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D) _MetallicGlossMapOffset : (0.0, 0.0) _Emissive : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D) _EmissiveOffset : (0.0, 0.0) _AOMap : _AOMapOffset : (0.0, 0.0) _MaskTex : _MaskTexOffset : (0.0, 0.0) _Thickness : _ThicknessOffset : (0.0, 0.0) _Smoothness : 1 _Metal : 1 _Color : (1.0, 1.0, 1.0, 1.0) _EmissiveColor : (0.0, 0.0, 0.0, 1.0) _MaskColor1 : (1.0, 1.0, 1.0, 1.0) _MaskColor2 : (1.0, 1.0, 1.0, 1.0) _MaskColor3 : (1.0, 1.0, 1.0, 1.0) _MaskMetallic : (0.0, 0.0, 0.0, 0.0) _DiffuseNorm : (1.0, 1.0, 1.0, 0.0) _SmoothnessNorm : (1.0, 1.0, 1.0, 0.0) _MetalNorm : (1.0, 1.0, 1.0, 0.0) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) BASE: ...now I am not coder, but when i run a bulk compare in notepad ++ i get the following: Working: Replacing empty textureslot: _Emissive with color: 0,0,0,0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Updated material properties Material Name: JWST-TopSection-AO-Bake (Instance) Shader Name : SSTU/PBR/Metallic RenderQueue : 2000 _MainTex : JamesWebb/BaseStructure/mirrors-diffuse (UnityEngine.Texture2D) _MainTexOffset : (0.0, 0.0) _BumpMap : JamesWebb/BaseStructure/JWST-Top-Normals (UnityEngine.Texture2D) _BumpMapOffset : (0.0, 0.0) _MetallicGlossMap : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D) _MetallicGlossMapOffset : (0.0, 0.0) _Emissive : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D) _EmissiveOffset : (0.0, 0.0) _AOMap : _AOMapOffset : (0.0, 0.0) _Smoothness : 1 _Metal : 1 _Color : (1.0, 1.0, 1.0, 1.0) _EmissiveColor : (0.0, 0.0, 0.0, 1.0) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) KSPShaderLoader -- Shader: SSTU/PBR/Metallic (UnityEngine.Shader) did not have property: _DetailMult (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not Working: BASE: Material Name: JWST-TopSection-AO-Bake (Instance) Shader Name : SSTU/PBR/Metallic RenderQueue : 2000 _MainTex : JamesWebb/BaseStructure/mirrors-diffuse (UnityEngine.Texture2D) _MainTexOffset : (0.0, 0.0) _BumpMap : JamesWebb/BaseStructure/JWST-Top-Normals (UnityEngine.Texture2D) _BumpMapOffset : (0.0, 0.0) _MetallicGlossMap : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D) _MetallicGlossMapOffset : (0.0, 0.0) _Emissive : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D) _EmissiveOffset : (0.0, 0.0) _AOMap : _AOMapOffset : (0.0, 0.0) _Smoothness : 1 _Metal : 1 _Color : (1.0, 1.0, 1.0, 1.0) _EmissiveColor : (0.0, 0.0, 0.0, 1.0) _MaskColor1 : (0.9, 0.9, 0.9, 0.0) _MaskColor2 : (0.9, 0.9, 0.9, 0.0) _MaskColor3 : (0.9, 0.9, 0.9, 0.0) _MaskMetallic : (0.0, 0.0, 0.0, 0.0) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) PRE : Material Name: JWST-TopSection-AO-Bake (Instance) (Instance) Shader Name : KSP/ScreenSpaceMask RenderQueue : 2000 _MainTex : JamesWebb/BaseStructure/mirrors-diffuse (UnityEngine.Texture2D) _MainTexOffset : (0.0, 0.0) _BumpMap : JamesWebb/BaseStructure/JWST-Top-Normals (UnityEngine.Texture2D) _BumpMapOffset : (0.0, 0.0) _MetallicGlossMap : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D) _MetallicGlossMapOffset : (0.0, 0.0) _Emissive : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D) _EmissiveOffset : (0.0, 0.0) _AOMap : _AOMapOffset : (0.0, 0.0) _Smoothness : 1 _Metal : 1 _Color : (1.0, 1.0, 1.0, 1.0) _EmissiveColor : (0.0, 0.0, 0.0, 1.0) _MaskColor1 : (0.9, 0.9, 0.9, 0.0) _MaskColor2 : (0.9, 0.9, 0.9, 0.0) _MaskColor3 : (0.9, 0.9, 0.9, 0.0) _MaskMetallic : (0.0, 0.0, 0.0, 0.0) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) POST: Material Name: JWST-TopSection-AO-Bake (Instance) (Instance) Shader Name : TU/Icon/Metallic RenderQueue : 2000 _MainTex : JamesWebb/BaseStructure/mirrors-diffuse (UnityEngine.Texture2D) _MainTexOffset : (0.0, 0.0) _BumpMap : JamesWebb/BaseStructure/JWST-Top-Normals (UnityEngine.Texture2D) _BumpMapOffset : (0.0, 0.0) _MetallicGlossMap : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D) _MetallicGlossMapOffset : (0.0, 0.0) _Emissive : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D) _EmissiveOffset : (0.0, 0.0) _AOMap : _AOMapOffset : (0.0, 0.0) _MaskTex : _MaskTexOffset : (0.0, 0.0) _Thickness : _ThicknessOffset : (0.0, 0.0) _Smoothness : 1 _Metal : 1 _Color : (1.0, 1.0, 1.0, 1.0) _EmissiveColor : (0.0, 0.0, 0.0, 1.0) _MaskColor1 : (1.0, 1.0, 1.0, 1.0) _MaskColor2 : (1.0, 1.0, 1.0, 1.0) _MaskColor3 : (1.0, 1.0, 1.0, 1.0) _MaskMetallic : (0.0, 0.0, 0.0, 0.0) _DiffuseNorm : (1.0, 1.0, 1.0, 0.0) _SmoothnessNorm : (1.0, 1.0, 1.0, 0.0) _MetalNorm : (1.0, 1.0, 1.0, 0.0) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
- 116 replies
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- james
- james webb space telescope
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Hi, Yes I do, and as you can see it looks ok in VAB, but not in space, so that is why i am confused I do get this in the log though: [AddonLoader]: Instantiating addon 'EditorReflectionUpdate' from assembly 'TexturesUnlimited' (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [AddonLoader]: Instantiating addon 'TexturesUnlimitedDebug' from assembly 'TexturesUnlimited' (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) NullReferenceException: Object reference not set to an instance of an object at KSP.UI.Screens.ApplicationLauncher.RemoveModApplication (KSP.UI.Screens.ApplicationLauncherButton button) [0x00029] in <cd473063d3a2482f8d93d388d0c95035>:0 at KSPShaderTools.Addon.TexturesUnlimitedDebug.Awake () [0x000b9] in <d05d146f0f32458d9a30cf17e61f35a8>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelLoaded(GameScenes) AddonLoader:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) I extracted all references to TexturesUnlimited via Notepad ++ and this is what i get: Line 103508: [ModuleManager] Calling TexturesUnlimitedLoader.ModuleManagerPostLoad() Line 103511: TexturesUnlimited - Initializing shader and texture set data. Line 103514: TexturesUnlimited - Loading Shader Pack: SSTUShaders :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/sstushaders-universal.ssf Line 103514: TexturesUnlimited - Loading Shader Pack: SSTUShaders :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/sstushaders-universal.ssf Line 103517: TexturesUnlimited - Loaded Shader: SSTU/Masked :: assets/customshaders/sstu-masked.shader from pack: SSTUShaders Line 103520: TexturesUnlimited - Loaded Shader: SSTU/MaskedIcon :: assets/customshaders/sstu-maskedicon.shader from pack: SSTUShaders Line 103523: TexturesUnlimited - Loaded Shader: SSTU/PBR/Masked :: assets/customshaders/sstu-pbr-masked.shader from pack: SSTUShaders Line 103526: TexturesUnlimited - Loaded Shader: SSTU/PBR/Metallic :: assets/customshaders/sstu-pbr-metallic.shader from pack: SSTUShaders Line 103529: TexturesUnlimited - Loaded Shader: SSTU/PBR/MetallicTransparent :: assets/customshaders/sstu-pbr-metallictransparent.shader from pack: SSTUShaders Line 103532: TexturesUnlimited - Loaded Shader: SSTU/PBR/Solar :: assets/customshaders/sstu-pbr-solar.shader from pack: SSTUShaders Line 103535: TexturesUnlimited - Loaded Shader: SSTU/PBR/StockMetallicBumped :: assets/customshaders/sstu-pbr-stockmetallicbumped.shader from pack: SSTUShaders Line 103538: TexturesUnlimited - Loaded Shader: SSTU/PBR/StockMetallicBumpedMasked :: assets/customshaders/sstu-pbr-stockmetallicbumpedmasked.shader from pack: SSTUShaders Line 103541: TexturesUnlimited - Loaded Shader: SSTU/PBR/StockMetallicDiffuse :: assets/customshaders/sstu-pbr-stockmetallicdiffuse.shader from pack: SSTUShaders Line 103544: TexturesUnlimited - Loaded Shader: SSTU/SetAlpha :: assets/customshaders/sstu-setalpha.shader from pack: SSTUShaders Line 103547: TexturesUnlimited - Loaded Shader: SSTU/Skybox/Cubemap :: assets/customshaders/sstu-skybox-cubed.shader from pack: SSTUShaders Line 103550: TexturesUnlimited - Loaded Shader: SSTU/SolarShader :: assets/customshaders/sstu-solar.shader from pack: SSTUShaders Line 103553: TexturesUnlimited - Loading Shader Pack: TU-SkyboxShader :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/TU-SkyboxShader.ssf Line 103553: TexturesUnlimited - Loading Shader Pack: TU-SkyboxShader :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/TU-SkyboxShader.ssf Line 103556: TexturesUnlimited - Loaded Shader: TU/Skybox :: assets/customshaders/tu-skybox.shader from pack: TU-SkyboxShader Line 103559: TexturesUnlimited - Loading Shader Pack: TU-Shaders :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/tushaders-universal.ssf Line 103559: TexturesUnlimited - Loading Shader Pack: TU-Shaders :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/tushaders-universal.ssf Line 103562: TexturesUnlimited - Loaded Shader: TU/Legacy :: assets/shaders/surface/tu-legacy.shader from pack: TU-Shaders Line 103565: TexturesUnlimited - Loaded Shader: TU/Metallic :: assets/shaders/surface/tu-metallic.shader from pack: TU-Shaders Line 103568: TexturesUnlimited - Loaded Shader: TU/Specular :: assets/shaders/surface/tu-specular.shader from pack: TU-Shaders Line 103571: TexturesUnlimited - Loading Shader Pack: TU-Shaders :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/tushaders-transparent.ssf Line 103571: TexturesUnlimited - Loading Shader Pack: TU-Shaders :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/tushaders-transparent.ssf Line 103574: TexturesUnlimited - Loaded Shader: TU/Transparent/Legacy :: assets/shaders/surface/tu-transparent-legacy.shader from pack: TU-Shaders Line 103577: TexturesUnlimited - Loaded Shader: TU/Transparent/Metallic :: assets/shaders/surface/tu-transparent-metallic.shader from pack: TU-Shaders Line 103580: TexturesUnlimited - Loaded Shader: TU/Transparent/Specular :: assets/shaders/surface/tu-transparent-specular.shader from pack: TU-Shaders Line 103583: TexturesUnlimited - Loading Shader Pack: TU-IconShaders :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/tushaders-icons.ssf Line 103583: TexturesUnlimited - Loading Shader Pack: TU-IconShaders :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/tushaders-icons.ssf Line 103586: TexturesUnlimited - Loaded Shader: TU/Icon/Legacy :: assets/shaders/surface/tu-icon-legacy.shader from pack: TU-IconShaders Line 103589: TexturesUnlimited - Loaded Shader: TU/Icon/Metallic :: assets/shaders/surface/tu-icon-metallic.shader from pack: TU-IconShaders Line 103592: TexturesUnlimited - Loaded Shader: TU/Icon/Specular :: assets/shaders/surface/tu-icon-specular.shader from pack: TU-IconShaders Line 103595: TexturesUnlimited - Loaded Shader: TU/Icon/StockSpecular :: assets/shaders/surface/tu-icon-stockspecular.shader from pack: TU-IconShaders Line 103733: TexturesUnlimited - Calling PostLoad handlers Line 140616: TexturesUnlimited - Updating Part Icon shaders. Line 150130: Assembly: TexturesUnlimited, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null Line 151675: [AddonLoader]: Instantiating addon 'EditorReflectionUpdate' from assembly 'TexturesUnlimited' Line 151678: [AddonLoader]: Instantiating addon 'TexturesUnlimitedDebug' from assembly 'TexturesUnlimited' Line 151678: [AddonLoader]: Instantiating addon 'TexturesUnlimitedDebug' from assembly 'TexturesUnlimited' Line 151684: at KSPShaderTools.Addon.TexturesUnlimitedDebug.Awake () [0x000b9] in <d05d146f0f32458d9a30cf17e61f35a8>:0 Line 154594: [AddonLoader]: Instantiating addon 'TexturesUnlimitedDebug' from assembly 'TexturesUnlimited' Line 154594: [AddonLoader]: Instantiating addon 'TexturesUnlimitedDebug' from assembly 'TexturesUnlimited' Line 154599: at KSPShaderTools.Addon.TexturesUnlimitedDebug.Awake () [0x000b9] in <d05d146f0f32458d9a30cf17e61f35a8>:0 Line 338853: [AddonLoader]: Instantiating addon 'EditorReflectionUpdate' from assembly 'TexturesUnlimited' Line 338856: [AddonLoader]: Instantiating addon 'TexturesUnlimitedDebug' from assembly 'TexturesUnlimited' Line 338856: [AddonLoader]: Instantiating addon 'TexturesUnlimitedDebug' from assembly 'TexturesUnlimited' Line 338861: at KSPShaderTools.Addon.TexturesUnlimitedDebug.Awake () [0x000b9] in <d05d146f0f32458d9a30cf17e61f35a8>:0
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- james
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Hi, I have the following issue with James Webb. When i build it in VAB, all looks good, however when i take it out the mirror and all else is black. Here is what it looks like:
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I have the following issue with James Webb. When i build it in VAB, all looks good, however when i take it out the mirror and all else is black. Here is what it looks like:
- 116 replies
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- james
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VoidCosmos started following Grunf911
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
Grunf911 replied to Pak's topic in KSP1 Mod Releases
Hi @Pak, figured just to let you know, I did 1 more video on the Cormorant Aeronology (1.4.5 though), can't wait to see it in 1.5- 2,351 replies
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Hi, here is my KSP Mission builder tutorial series for KSP Making History expansion. Here I will be covering how to create missions, how to edit mission parameters, test etc Episode 01 - Simple Rescue Mission (Basics) Episode 02 - Pre-made Craft & Part Failures Episode 03 - Adding Flavor with Catch All Nodes Reserved for future use
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FINALLY MANAGED TO GET IT TO WORK (sorry for shout but soooo excited :-) ) Take a look at my new Heavy SSTO designated - SPL - SSTO - Laythe - Cargo Mk3g - Bast (Based on Egyptian deity Bastet - a lion warrior goddess that was later named a protector of cats, mothers and family) I hope Bast shall be a good mother to our future Laythe mobile base :-)
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In the log file i found this: KerbalJointReinforcement: extents could not be properly built for part PWing - SP+ (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
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The only error i see is this one: // After I launch my craft. [Error]: Ignore collision failed. Both colliders need to be activated when calling IgnoreCollision Also i am using FAR 0.15.7.2 - Could that one be causing the issue as i believe you mentioned somewhere that some lower FAR versions cause issues in mirrored meshes. If so how can i check it ? BTW, sent u a PM
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Ok getting there just few more questions please 1. Ok, but do i need to rebuild the craft (in SPH) or not (or just reload the game with new values in part.cfg) ? 2. also there are 2 modules (lifting surface and wing manipulator). Does it matter where i put it ? 3. What is the max value is 600 ok ? EDIT: I tried with values 300 and 600 with no use, MODULE { name = WingManipulator connectionFactor = 1000 } MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 2.0 dragAtMaxAoA = 0.5 dragAtMinAoA = 0.0 } Here is what happens: I have even tried to rebuild the craft after updating values (as i thought they get modified in the .craft file once you put in the part) - not sure how it works @Crzyrndm - my thoughts are that due to high mass and big wings strong forces ensue: 1. To lift wings up 2. The mass to keep it on the ground. ...however what is puzzling to me is why always right wing breaks and never the left one ? (could it be that connectionFactor is only applied to the wing being edited and not the mirrored one ?) (im just speculating as i find it strange)
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That would explain the million wing breaks that i was experiencing. However where do i set that connectionFactor. It is not in part.cfg for the given wing. - is it already somewhere ? if so where ? (its not in part.cfg - this is 1.1.3 version so 11.1) - do i add it somewere ? if so where ? - Gamedata - pwing - wing - part.cfg, OR .craft file or somewhere else, please be specific EDIT: I found it in pWings.dll, but i can not edit .dlls. Is there a simple editor that woudl allow me to edit it ? If this works you will get credit on my next engineering vid ( the one building Laythe - Rover-Base - deploying SSTO - wow that was a mouthfull) :-). I literally cant play without pwings :-)