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Everything posted by nli2work
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[1.1] NavUtilities, ft. HSI & Instrument Landing System
nli2work replied to kujuman's topic in KSP1 Mod Releases
would it be possible to create an internal prop module to drive an analogue version? -
Do .PNG Textures Support Mip-Mapping?
nli2work replied to Beale's topic in KSP1 Modelling and Texturing Discussion
Thanks for clarifications hoojiwana and Nathankell; oh boy. like standing in the middle between a lion a hyena and a crocodile. -
Do .PNG Textures Support Mip-Mapping?
nli2work replied to Beale's topic in KSP1 Modelling and Texturing Discussion
this was since 0.25? or old news? Seems like a rather serious issue. is something Squad can fix or is it a Unity problem? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
nli2work replied to ferram4's topic in KSP1 Mod Releases
Gotcha, I've never balanced anything without FAR so it was a bit of a surprise after I installed 14.2. Thanks- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
nli2work replied to ferram4's topic in KSP1 Mod Releases
FSDeployableAirBrake seems to be much less effective in v14.2, by a factor of ~5. setting the deployedDrag to 20 gives me deployedDrag of 4 in game. is that intentional? or is there a new setting in 14.2 that changed it? Thanks- 14,073 replies
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
nli2work replied to BahamutoD's topic in KSP1 Mod Development
try changing to PNG. TGA seem to have a bit of loading issues with 0.25. I've seen the same on many of my parts as well. -
you still sort of have to use rescaleFactor = 1; since by default everything is rescaleFactor = 1.25 probably a good idea to remove the deprecated stuff, at least make it clear in the links that it's legacy information and might break after any update.
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hm.. not sure. I'd guess you won't need to, I think I build mine around the stock one as well and things were pretty close to right size. would have to drop the seat into an IVA to be sure.
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make sure you copied the InternalSeat module from the original INTERNAL config to the new one. make sure the new INTERNAL{} config has a unique name; and the mk1 cockpit's part file is referring to the new internal name. Check to see if you can spawn the new internal you built in Unity via Spaces tab. If that's all correct; then there maybe something that's preventing the new INTERNAL from loading and the mk1 cockpit can't find it. will have to check the output_log.txt and search for your internal name and see if it's loaded and compiled properly.
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I'm not a coder either. I just ran into this while checking compatibility of RPM 18.2. a few of RPM's PROP modules rely on a KSP component "SpriteText" which was in Assembly-CSharp-firstpass.dll in 24.2. In .25; "SpriteText" has been moved over to Assembly-CSharp; so mods that referenced KSP components in Assembly-CSharp-firstpass from .24.2 or earlier will not be able to find those references. There are many others, but I don't know which Mod uses them if any.
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old bug was that if you used rescaleFactor + MODEL{}; rescaleFactor is applied twice. e.g. if you wanted to double the part size and set rescaleFactor = 2.0; in game the part is scaled up 4x. you can work around it by setting rescaleFactor to sqrt of the desired result; e.g rescaleFactor = 1.414 for desired 2x result. Of course now that the bug is fixed, your workaround part will be smaller than desired size in KSP. you should either use either rescaleFactor = 1 + MODEL{scale = x,y,z}; OR rescaleFactor = , if you don't use MODEL{}.
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Do .PNG Textures Support Mip-Mapping?
nli2work replied to Beale's topic in KSP1 Modelling and Texturing Discussion
I don't know if there's a solution. all my parts use MODEL{}. if I have copy of texture in the same place as MU file, as if I am not using MODEL{}, AND have another copy at a centralized location, TGA loading seems less reliable than if I just have 1x1 place holder textures in the MU folder and full texture at the centralized location. Will have to test more to see how much more reliable or if still problematic. Might have to switch to PNGs. -
very cool. I have't noticed the new moduleliftingsurface yet. will have to take a closer look at it. ModuleAnimateGeneric can work with multiple animations now and can be triggered in VAB/SPH as well as EVA. settings all appears still the same. seems like quite a lot of things have been shifted from Assembly-CSharp-firstpass to Assembly-CSharp. if a module is referencing something from firstpass it will probably break in 0.25.
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this particular module runs animation clip based on air intake amount. KineTech has many other modules that run animation based on different input conditions like airspeed; static pressure; altitude. etc. The full list of modules and documentations are in the B9/GameData/KineTechAnimation/Documentation. docs also explains what module are required in the part for for it to work. e.g. AnimateIntakeAir requires ModuleResourceIntake on the same part part Haven't tried a part using these modules; but from the documentation I'm guess your setting would probably be something like this MODULE { name = KModuleAnimateIntakeAir IntakeMustBeOpen = True //if player closes Intake; animation will go to last frame MinValue = 0 //min Intake Amount where Intake is closed; can set this so it closes when the engine automatically switches to closed cycle MaxValue = 0.01 //min Intake Amount where Intake begins to close CanDescendAfterMax = True //allow Intake to reopen during descent AnimationName = IntakeClosing PlayInReverse = False // flip this if in game the process appears reversed UseInterpolation = True //smooths closing animation LerpDampening = 1 //experiment to get right speed }
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just embed multiple animation clips in a single part, and use multiple ModuleAnimateGeneric. So far I have a part with cockpit emissive and extendable ladder, both are triggered with ModuleAnimateGeneric. before 0.25 I was using ModuleAnimateGeneric for one; and FSanimateGeneric for the other.
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Do .PNG Textures Support Mip-Mapping?
nli2work replied to Beale's topic in KSP1 Modelling and Texturing Discussion
I've seen TGA not loading or not being visible to the compiler as well. the same part that worked on one session might break the next session because of missing texture. It seems to happen more with MODEL{}, and have full copies of texture in the folder with MU and in another folder referenced by the MODEL{}. Replacing the textures in the MU folder with dummies seems to fix it. -
Texturing problem - green tint
nli2work replied to DaMichel's topic in KSP1 Modelling and Texturing Discussion
probably something to do with conversion to DXT at load time. probably not much you can do other than compensating by adjust your colors by trial and error. B9 switched to PNGs a couple updates back... 0.25 doens't seem to like TGAs as much before, some TGA textures can't be found by the compiler even if it appears to have loaded correctly. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
nli2work replied to DYJ's topic in KSP1 Mod Releases
yea same here. hopefully everything will be good when pWing is updated. -
gotcha, it prints to the debug log is this part just a particle emitter? or is it a PART part?
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
nli2work replied to BahamutoD's topic in KSP1 Mod Development
looking forward to it! -
odd... should work. BDArmory does the same thing for the muzzle flash. maybe take a look at the .50cal turret sample unitypackage? how do you check for things in game programatically? is there a command console in KSP that I don't know of?
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Thanks for updating MM so quickly. ALT-F11 won't bring up MM menu when first starting KSP; reload database with ALT-F12; then ALT-F11 will work until next time KSP is restarted. tested both with mods/no mods installed and small usage question, to remove specific modules from a PART/PROP config I do the following correct? It seems to work for config with 1 PROP defined; but not config file with multiple PROPs defined. @PROP[*] { !MODULE[JSIVariableLabel]{} } @PROP[*] { !MODULE[JSISwitchableVariableLabel]{} }
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looks like KineTechAnimation has AnimateIntakeAir module that can take care of your engine intake. MODULE { name = KModuleAnimateIntakeAir //When True, the animation will only be evaluated when the Intake on this part is open. //When open and the player closes the intake it will be interpolated to 0 value. //If set to False, animation will be evaluated regardless of intake state. IntakeMustBeOpen = True //The minimum value at which the animation will begin interpolating. MinValue = 0 //The value at which the animation will complete its interpolation. MaxValue = 1 //When set to False, once the animation has reached the maximum //value it becomes locked. CanDescendAfterMax = True //The name of the animation to be played with this module. AnimationName = nameOfAnimation //When True the animation will be played in reverse. PlayInReverse = False //When TRUE, the animation will not be updated. IsLocked = False //When TRUE, the Normalized Animation Time of the module is //interpolated between frames based on the 'LerpDampening' //value. UseInterpolation = True //The coefficient applied to Time.deltaTime that dictates //the speed our animation is played when interpolating, //as large changes in the normalized time could result in //undesired playback. LerpDampening = 1 }