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KSP2 Release Notes
Everything posted by Papa_Joe
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Release Date: SoonTM (first rule with modders, never ask when a mod will be ready. It will be ready when it is ready). Mod authors support mods for a variety of reasons, but are not beholden to the users to maintain, improve, or apologize for their mods. Users that complain or pressure mod authors (i'm not directing this at you, as you have been kind enough to admit that you are new, and need to learn), are the bane of a mod author's existence. If anything they discourage mod authors from continuing to support mods. Think of it this way. If you are getting a mod for free, why would you complain about the quality or timeliness of an update, bug fixes or improvement to that mod? Did you pay for the mod author's work? Further, if you do actually donate to a mod author, it is always welcome, but it still does not give you license to complain. With that said, constructive criticism, provided with respect and details of how to reproduce any errors or bugs found, and suggestions for improvement on the mod are always welcome. Trolling and bashing are not. Physics Range Extender is a required dependency for BDArmory. You must install it separately. It is not included with BDAc. We all have to start somewhere. Asking questions is not a weakness Learn how to install mods manually, that way if you have problems using tools like CKAN, you can figure out what is going wrong. All Mods go into separate folders under the GameData folder. DO not have a GameData/GameData/ModName structure. that is incorrect. Proper structure is GameData/ModName If you find a bug or problem with a mod, be sure to provide as much information to the mod author as you can to allow for them to aid you. Logs (KSP.log), and steps to reliably reproduce are very helpful and typically are expected by mod authors in order to be able to help you. Not sure what you mean by an official Form for 1.4.x. Please explain. If you mean forum, then there is not really. You should just read the forums and get up to speed. Almost every forum thread will expect that you read before you ask questions. Try to answer your questions yourself through research. google search is useful for KSP. lots of info out there, This shows the thread author and your fellow members that you have done your homework. You will gain respect that way. Hope that helps. If you need more, feel free to PM me.
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Papa_Joe replied to Galileo's topic in KSP1 Mod Releases
Ok sorted out my issue. I had installed the update to eve, and to sve, but did not update scatterer, and updating Sve removed my textures (I did not realize that had happened). However, I still had issues (No clouds) after update scatterer and added the SV textures. So I uninstalled Eve and reinstalled. That fixed the problem. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Papa_Joe replied to Galileo's topic in KSP1 Mod Releases
Thanks. working through it. Once I understand what happened, I'll share for the others here. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Papa_Joe replied to Galileo's topic in KSP1 Mod Releases
I am also experiencing the same issue. I took a look at the KSP log file, and found some errors. Offending section below: [LOG 12:27:41.521] [EVE TextureConfig]: Running Setup [LOG 12:27:41.521] [EVE TextureConfig]: Loading... [LOG 12:27:41.525] [EVE PQSManagerClass]: Running Setup [LOG 12:27:41.525] [EVE PQSManagerClass]: Loading... [LOG 12:27:41.527] [EVE PQSManagerClass]: StockVisualEnhancements/SVE_Configs/EVE_PQS/PQS_MANAGER [LOG 12:27:41.531] [EVE TerrainManager]: Running Setup [LOG 12:27:41.531] [EVE TerrainManager]: Loading... [LOG 12:27:41.533] [EVE CityLightsManager]: Running Setup [LOG 12:27:41.533] [EVE CityLightsManager]: Loading... [LOG 12:27:41.534] [EVE CityLightsManager]: StockVisualEnhancements/SVE_Configs/SVE_CityLights/EVE_CITY_LIGHTS [LOG 12:27:41.536] [EVE CityLightsManager]: Unable to parse config node: OBJECT { body = Kerbin cityLightsMaterial { _CityOverlayDetailScale = 20 _CityOverlayTex { value = StockVisualEnhancements/Textures/main } _CityDarkOverlayDetailTex { value = StockVisualEnhancements/Textures/detaildark } _CityLightOverlayDetailTex { value = StockVisualEnhancements/Textures/detaillight } } } [LOG 12:27:41.537] EVEManager: Issue loading CityLightsManager! Error: UnityEngine.UnityException: Unable to apply node! ---> UnityEngine.UnityException: Unable to parse "cityLightsMaterial" in "OBJECT"! ---> UnityEngine.UnityException: Unable to parse "_CityOverlayTex" in "cityLightsMaterial"! at Utils.ConfigHelper.LoadObjectFromConfig (System.Object obj, .ConfigNode node) [0x00000] in <filename unknown>:0 at Utils.ConfigHelper.Parse (System.Reflection.FieldInfo field, System.Object& obj, System.String[] value, .ConfigNode node) [0x00000] in <filename unknown>:0 at Utils.ConfigHelper.LoadObjectFromConfig (System.Object obj, .ConfigNode node) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at Utils.ConfigHelper.LoadObjectFromConfig (System.Object obj, .ConfigNode node) [0x00000] in <filename unknown>:0 at CityLights.CityLightsObject.LoadConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].ApplyConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 at EVEManager.EVEManagerBase.Apply () [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at EVEManager.EVEManagerBase.Apply () [0x00000] in <filename unknown>:0 at EVEManager.EVEManagerBase.LoadConfig () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Setup () [0x00000] in <filename unknown>:0 at EVEManager.GlobalEVEManager.Setup (Boolean late) [0x00000] in <filename unknown>:0 [LOG 12:27:41.537] [EVE CloudsManager]: Running Setup [LOG 12:27:41.537] [EVE CloudsManager]: Loading... [LOG 12:27:41.539] [EVE CloudsManager]: StockVisualEnhancements/SVE_Configs/SVE_Clouds/EVE_CLOUDS [LOG 12:27:41.539] [EVE CloudsManager]: Cleaning Clouds! [LOG 12:27:41.541] [EVE CloudsManager]: Unable to parse config node: OBJECT { detailSpeed = 0,1000,0 speed = 0,100,0 altitude = 22000 body = Kerbin name = Kerbin-Auroras settings { _DetailDist = 1E-09 _DistFadeVert = 1E-02 _Color = 255,255,255,150 _UVNoiseAnimation = 0.1,0.35 _UVNoiseStrength = 0.02 _UVNoiseScale = 0.3 _DetailScale = 6 _MainTex { value = StockVisualEnhancements/Textures/Aurora } _DetailTex { value = StockVisualEnhancements/Textures/AuroraDetail } _UVNoiseTex { value = StockVisualEnhancements/Textures/uvnoise1 } } layer2D { macroCloudMaterial { _MinLight = 0.55 } } } [LOG 12:27:41.542] EVEManager: Issue loading CloudsManager! Error: UnityEngine.UnityException: Unable to apply node! ---> UnityEngine.UnityException: Unable to parse "settings" in "OBJECT"! ---> UnityEngine.UnityException: Unable to parse "_MainTex" in "settings"! at Utils.ConfigHelper.LoadObjectFromConfig (System.Object obj, .ConfigNode node) [0x00000] in <filename unknown>:0 at Utils.ConfigHelper.Parse (System.Reflection.FieldInfo field, System.Object& obj, System.String[] value, .ConfigNode node) [0x00000] in <filename unknown>:0 at Utils.ConfigHelper.LoadObjectFromConfig (System.Object obj, .ConfigNode node) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at Utils.ConfigHelper.LoadObjectFromConfig (System.Object obj, .ConfigNode node) [0x00000] in <filename unknown>:0 at Atmosphere.CloudsObject.LoadConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 at Atmosphere.CloudsManager.ApplyConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 at EVEManager.EVEManagerBase.Apply () [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at EVEManager.EVEManagerBase.Apply () [0x00000] in <filename unknown>:0 at EVEManager.EVEManagerBase.LoadConfig () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Setup () [0x00000] in <filename unknown>:0 at EVEManager.GlobalEVEManager.Setup (Boolean late) [0x00000] in <filename unknown>:0 Hope that helps. -
While the rest of the team is working on the next release of BDAc, I'm going through and updating the accessory mods. So far, BDMk22, BurnTogether, and VesselMover have been updated. you can find these in the OP under the BDAc Family Mods Links hidden section. I will continue with updating these mods as we near release of BDAc for KSP 1.4.x.
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Papa_Joe replied to Galileo's topic in KSP1 Mod Releases
@Galileo, I screwed up with my release link for PlanetShine. @OhioBob found it. Please drop the tag data at the end of the download link and just point to the releases folder. Thanks! -
thanks. I'll correct the direct reference to the version. Update: Corrected. Now points to the releases in general. newest is always at the top.
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Th Thanks, but the great work was all @Valerian. I merely dusted it off and recompiled.
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Papa_Joe replied to Galileo's topic in KSP1 Mod Releases
@Galileo, just a note. PLanetshine has been taken over by me. new link for the 1.4.x version here: Distribution is GitHub. Thanks for your hard work! -
I updated the KSP-AVC version file. If CKAN is using that (last i Checked it is in general) ,then CKAN should pick up the new version file and update its meta file.
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Then you are using an old version of PlanetShine. It is now version 0.2.6.1, found here: Additionally, Camera Tools is not yet 1.4.x ready. Since you are using KSP 1.4.x, I would expect problems. I know you are on version 1.4.x, because the PlanetShine 0.2.5.2 Icon is white. That is how it behaves on KSP 1.4.x Please verify your KSP install...
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I've opened an issue in Github under my Repo branch to address this issue in the new version of PlanetShine. Details of the new Git Repo in the new Forum Thread here:
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Since you are using KSP version 1.4 or higher (based on the white icon), we cannot guarantee it will work, as a recompile for the latest Unity version included with KSP is likely needed. However, the white button is likely the icon you need to click. try that and let us know if the mod is working. I will be addressing this mod soon.
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[1.1.3] PWB Fuel Balancer - Revived!, 07 Sep 2016
Papa_Joe replied to Papa_Joe's topic in KSP1 Mod Releases
Ok, I've neglected this mod long enough. Time to resurrect it. KSP 1.4.2 is out and i'm touching all of my mods, so I'll get with the program... -
Thanks you kind sir! I will look into it. thanks for passing me your blessing!
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CKAN does make life easy for keeping track of mods, but it is limited in its flexibility. I typically don't use it. However, the price I pay is to have to manually install 50+ mods
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I would recommend Engine Lighting: While it says it is KSP 1.3.1, according to the latest in the thread it seems to work in 1.4.1. ------------------------------------------------------ Update: I just released a new version of PlaneShine. v0.2.6.1 Mar 28, 2018 - Corrected Version number on Main toolbar window. Updated to automatically display assembly version. - Added change log to project and distribution files. Still no functional changes, just cleanup to make it display the right version, and some back end stuff to make it easier to build and release as I increase the number of mods I support. I will never reach the level of support that @linuxgurugamer is at (over 130 mods!), but I can help take up a little of the slack..
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I've still go a few minor things to clean up, but it works. Expect another release soon with some minor cleanup (nothing more than cosmetic changes)
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For those that may be interested: @Valerian has not been around to support this mod since July. As a result, I've decided to adopt this mod and continue support. So, I've released a KSP 1.4.x version and created a new thread here: If @Valerian returns, I will gladly relinquish support and assist in any way to get him back up to speed.
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P L A N E T S H I N E ----------------- Download Latest version: GitHub: 0.2.6.6 for KSP 1.12.x Source Code: https://github.com/PapaJoesSoup/ksp-planetshine ---------------- NOTE: @Valerian has not been active for awhile and has given me his blessing to adopt this fine mod and keep it alive for the community in his absence. I've cloned his OP and updated it to reflect changes in support. All credit for this mod belongs to the original author, and licensing will continue to be Apache 2.0. Should he return, I will gladly relinquish the mod and provide any assistance needed by Valerian to resume support. Further, @prestja was kind enough to keep this mod alive during my absense. After discussions with him, I will be resuming support, and accepting any help he wants to throw my way. prestja's support thread: Why PlanetShine? After trying some mods to improve visuals and get something more realistic looking, Valerian transformed KSP into something really good looking, and he was really happy with the result, but felt that something was still missing. When in low orbit of a planet, the side of his ship which was facing the planet was completely dark, which was not realistic! It should have been illuminated a bit by the planet's own reflective light! Valerian decided to fix that with this mod, by making planets and moons to reflect their own (colored) light to your vessel. This phenomenon is called in real life albedo or planetshine : What does this mod actually do? (Summary) When you are close to a planet or moon, its bright side reflects (colored) light to your vessel. More realistic ambient light in vacuum, very dark by default, can be customized. More realistic ambient light on the ground and atmosphere of planets/moons, tinted by the surface color. Very lightweight: almost no RAM used, and your FPS should not change. Additional features Settings menu to customize many parameters, as well as several quality/performance settings. Support for the Toolbar mod. Planet and moons light configuration supports Module Manager and loading across GameData folder, and can be easily customized by players or other mods. Conflicts with the mod "Ambient Light Adjustment" because it has exactly the same feature: custom ambient light settings with a slider. When close to the sun, the sunlight becomes dramatically intense. Screenshots You can see the subtle red light over Duna, green over Jool, and blue over Kerbin: http://imgur.com/a/4MODI Before / After Screenshots by CaptRobau: http://imgur.com/a/Nekay Recommended mods for the best experience Environmental Visual Enhancements for clouds and city lights. A good galaxy skybox (using Texture Replacer): Oinker's Skybox Teflon's Skybox Chatterer for adding ambient sounds that really improve the immersion. An atmospheric sky enhancing mod: SkyTonemapper (Stable) makes the sky look better by smoothing it (removes the banding effect) Scatterer (Experimental - many bugs) makes the sky and atmosphere looking really great and much more realistic, sunsets become amazing. Engine lighting for adding realistic lighting to engines thrust. Surface Lights to illuminate the ship when it gets really dark. Additional information I would appreciate feedback on this mod a lot! Valerian spent a lot of time trying to make this reflected light to behave as consistent as possible, and thinks it's pretty well tuned by now. Planet and moons colors are all editable in "CelestialBodies.cfg", and you can change a few other settings in "Settings.cfg", such as the vacuum light level (quite low by default), and the reflection light intensity. Compatible with all game versions from 0.25 to 1.0, and probably older versions as well. This mod supports version checking using the KSP-AVC Plugin. to take advantage of this feature download the plugin. Changelog Known issues Conflicts with other mods that change ambient light, such as Ambient Light Adjustment and AmbientLightShifter Not tested much on x64, might cause issues Might have minor issues with Kopernicus, which optionally provides custom atmospheric and vacuum ambient lights. Planned features Automatic detection of planet colors and atmosphere, no more need for CelestialBodies.cfg (working on it right now) Actual planetshine (reflected lights between two planet/moon) Different reflected light color depending on the biome (land/sea/poles) Sunset/sunrise lights More performance tweaks, such as reducing the number of light depending on the situation, or using a diffuse wrapping shader Choice between presets for ambient light (realistic or stock) and other settings Better (future) compatibility with other mods Credits First and foremost to the original Mod Author @Valerian for creating this great mod. Original Mod Forum Thread: Valerian copied the planets/moons color list from the Distant Object Enhancement mod Thanks to TheSexiestofClowns on Reddit for his screenshot that is used at the beginning A lot of thanks to the people who helped Valerian over IRC, such as Thomas, Rbray89, and a few others Copyright 2014, Valerian Gaudeau, Apache license 2.0 Mod maintenance now supported by @Papa_Joe
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I won't argue , but would you rather I added a moving window or let BDA die? Priorities are priorities... Your best bet is to create a thread, provide the link, make sure you have a proper license, and explain the mod in your thread. We are totally not opposed to you talking about your mod (This is the whole point of BDA, it is an ecosystem), but @XOC2008 is correct. the moderators will appreciate you following the mod rules. it provides protection for you and for the other modders. It also provides a place for you to get valuable feedback on your creation!
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New vessel Mover release. v1.7.1 - Add ability to move Vessel Mover main window. Git Issues #13 and #42 - Correct issue with Vessel Selection where the wrong game save folder is used. Git Issue #31 - Make Window display honor show/hide UI display in flight. Git issue #44 If you have any issues or further requests, please take them to the Vessel Mover thread. Enjoy!
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There has been a discussion on feature requests in the BDAc thread concerning Vessel Mover. Just to bring everyone up to speed, I'm working on the following. - Add ability to move Vessel Mover main window. Git Issues #13 and #42 - Correct issue with Vessel Selection where the wrong game save folder is used. Git Issue #31 - Make Window display honor show hide display in flight. Git issue #44 I first wanted to get a working version out there and @jrodriguez had performed the recompile. So 1.7 is that release. I expect to release another update (1.7.1) for these issues within a few hours. Update out: v1.7.1 - Add ability to move Vessel Mover main window. Git Issues #13 and #42 - Correct issue with Vessel Selection where the wrong game save folder is used. Git Issue #31 - Make Window display honor show/hide UI display in flight. Git issue #44 On GitHub and SpaceDock. Enjoy!
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Thanks for responding. It would be the VesselMover Repository, but I've gone and looked already. There are 2 issues opened there for this feature request. I've completed the change and am debugging another issue (Vessel selection only showing Stock vessels) now. I think I have found the cause. Next version will be soon (within hours I think). I have not added persistence to the window move yet, but it will remember it while in the scene. Make a scene change and it will revert. Persistence will require some code to create a settings file.