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Grunf911

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  1. Great @Gameslinx just please let us know where it will be first available. Is it GitHub, CKAN or both :-)
  2. ....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)
  3. 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
  4. 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:
  5. 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:
  6. 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
  7. 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
  8. Here is a tutorial on how to install Scatterer (and other mods) manually:
  9. 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 :-)
  10. 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)
  11. 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
  12. 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)
  13. 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 :-)
  14. Hi, I have an issue with 1.1.3 Pwings 11.1. I am trying to use them with OPT Spaceplane parts - Humpback which is huge. However regardless of how thick i make them (Both Mark 2 and SP+) just before takeoff they snap off (i assume as they are huge they get ripped off due to vertical lift forces). I tried modifying the parts:: breakingTorque = 800 (originally 100) - OPT uses 600-800 for comparison and they dont get ripped off breakingForce = 800 (originally 100) (which is more inline with other OPT wings), BUT do i need to rebuild the whole plane or will this change be applied to wings regardless of the fact i modified the part.cfg afterwards. Second question is even AM i fixing the correct values ? or ? I do not have the picture of the pwings on aircraft as i have never been able to take off (will repost SPH pic in a couple of hrs) but for the time being this is what the plane looks like with OPT wings i am trying to replace (as for Landing on Laythe i need bigger lift surfaces as i want a glider rather than dart (which is now)) The side tanks are 2,5m just for scale
  15. I have an i7 3850 (i think) with 16 GB ram and GeForce GTX 780. The KSP does not always run perfectly but after the 1.1. it runs quite nicely, 25 FPS on normal stuff, 17 on bigger. However I always try to accelerate video playback for the FPS to be atleast 25 for you guys. You would notice it as the music plays a bit quicker :-)
  16. If you are good with GIMP then absolutely. I used it a couple of times but am not nearly as skilled as i need to be :-)
  17. I saw a lot of people both on forum and reddit asking tips on how to create a space station, so I thought it would be a good subject for a comprehensive tutorial:
  18. Actually i tried a very silly thing. I uninstalled, then reinstalled WarpDrive mod, then it worked for me. Couldn't believe it was that simple
  19. Hi Rover That is perfectly understandable, can you at least please tell me if it is normal to see the warp bubble in VAB and if so is there a keybind on how to remove it so its not seen ?
  20. @RoverDude I am having several issues and questions regarding the use of 0.625 Alcubierre Drive: I am constantly seeing the bubble as yellow orb both in VAB and during Flight. Is there a way to disable it from showing ? Do both engine AND Exotic matter converter need to be activated (Activate engine AND Start Exotic Matter) for it to run, or you just need to have enough Exotic matter in storage ? Why am I getting: Can not extend when stowed when I try to deploy Solar panels or Antennas within the warp bubble (although the throttle is set to 0). Happens regardless if the engine is activated or not When i activate engine, but do not start exotic matter (although i have 5000 of it in tank), I hear engine sound but regardless of how much i set throttle, nothing happens. Am i doing something wrong ? I was under impression that Converter -> fills Exotic Matter from massive E/C while engine can run without it, or ? The game is Alcubierre Drive 0.4.4.0 in 1.1.3 and FAR, below is the full modlist Is there any way to get it to work, as I really want to play with this version of Alcubierre drive, and not the Interstellar one
  21. Hi Avalon304, thx for the detailed analysis. I had my suspicions as one of my commenters mentioned that KSO did not support FAR, which is a damn shame. I guess I will have to remove it from save then to prevent further accidents. If you learn of any patch to support FAR please let me know and I will gladly re-add the mod as i do like it a lot
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