shifty803
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Everything posted by shifty803
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Yeah, I meant to say that Blackrack was going to release an update that fixes some planet texture issues. Maybe not related. Unfortunately, when I install the 0.0877 update it breaks my volumetric clouds, which is weird. I am not sure what I am doing wrong. For now I have reverted to 0.0876. Edit: Seems like you need the "other" scatterer version from his google drive, as opposed to the github one. It's been a while, I forgot...
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
shifty803 replied to Dunbaratu's topic in KSP1 Mod Releases
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
shifty803 replied to Dunbaratu's topic in KSP1 Mod Releases
I feel like I am an idiot somehow, but I cannot figure it out. I am playing JNSQ first of all, in case that matters. I load my kOS-equipped craft on the pad at KSC in either career or sandbox mode, and when I submit the first command in the kOS console it reads "Signal lost. Waiting to reacquire signal." I have told it to use CommNet as my connectivity manager. Under "status" for the part it reads "blocked by Kerbin". If anybody can point out what I am doing wrong I would appreciate it. Edit: Apparently it doesn't work with a manned craft, you still need the probe core.- 1,361 replies
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Exploration Plus and similar work okay through Duna it seems. I would assume planets keyed to the same name as stock will work just fine, new ones probably will have no associated contracts (?).
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Edit: To clarify, what I want to do is not edit the standard Scatterer/EVE "options", I want to see the effect of changing Mie and Rayleigh params in-game, on the fly. I am not actually sure if that is possible... to date I have been changing text files and re-loading KSP, which is quite slow unfortunately. Can somebody explain to me like I am idiot how to edit Mei and Rayleigh scattering variables in-game for a custom scatterer config? The documentation says I should be able to do it in the GUI for the most recent versions of Scatterer. I open up the EVE menu in-game via the toolbar and navigate to the Atmospheres tab, but it says: No config! Please add a config with the content of "EVE_ATMOSPHERE{}" to populate. I am not sure how to address that. Configurations exist and are loaded properly, but are not recognized in the GUI for some reason? I have tried BoulderCo, Spectra, Volumetric Clouds, etcetera. Thank you for any help, I appreciate it.
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Looks like what I see out my window right now in fact!
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I second your sentiment in the OP about feeling burnt out. I was playing with the configs a lot independently, and jeez is it frustrating. Edit edit: Seems I need to learn how to play with the in-game editors, because my text-based method is too slow for experimentation. Edit: Blackrack gave a workaround for the "sunflare passing through planet issue" here. Note that this is related to deferred rendering only. Scatterer thread
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No, you can see it in obit as well unfortunately.
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Yeah, I figured it's the edge of some texture, but I cannot figure out why it happens here and not in KSRSS for example. Was working on debugging that as well but no luck. It would help if I knew what I was doing! Your 1.4 config uses the original StockVolumetricClouds config for Kerbin, and I think it looks better in JNSQ if you increase the height of the clouds. Something about the scale of the planet relative to the cloud height... For example, I increased the height of all cumulus clouds by 200 to 300, and then moved the altitude of the second layer to compensate. Maybe give the attached file a try on your end and see what you think. https://www.dropbox.com/scl/fi/nrrlk7lsutsd47t6n2nrv/clouds.cfg?rlkey=7udkv36qft3gozoefuqrpbhqq&st=oljiakh4&dl=0
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I have noticed another strange artifact that is not related to deferred rending. There seems to be a sharp division in the clouds right above KSC. This is more or less visible depending upon what the clouds above KSC look like at the time. Try time warping to get different views and check.
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I have been debugging for hours and so far I am just too inexperienced to figure out the issue. There is another thread where people are experimenting with volumetrics and new configs for JNSQ. I went ahead and added deferred rendering on there. Everything works great except for sunlight somehow passing through kerbin as shown in the screenshots. If anybody more knowledgeable could give me a hint as to what the issue might be I would appreciate it. I see that Blackrack has the note for Kopernicus, "Mostly compatible, some planet packs have issues with the terrain shader of the homeworld," but I am unsure if that is related to the issue.
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Has anyone tried with deferred rendering? I seem to get a bug that I cannot replicate in my KSRSS or Stock saves, also with deferred rendering. Basically, the sunflare sort of penetrates through kerbin to the dark side of the planet. I have been trying some debugging but no luck so far. Only removing the zzz_Deferred folder resolves the issue currently.
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Just thinking aloud - I suspect the reason it feels different is that the thrust to weight ratio of a JNSQ rocket is the same as stock. One just needs more dV to do everything. However, this patch heavily nerfs TWR, which feels different to me. I think I am correct about that? Some searching leads me to believe Kerbin has earth gravity in both stock and scaled forms. Edit: forgot what the isp equation looked like.
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Nice, sounds like a good update. I went through Salty's configs myself and compared to some of Blackrack's stuff, there were some other issues that I first learned about via reddit. https://www.reddit.com/r/KerbalSpaceProgram/s/FFN1Wf4xWM You probably already are aware of these settings, but good to note when making your gas giant configs and whatnot.
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Cool. I have to ask - was your play-testing of QUARTIX, etcetera performed while this bug was affecting engine performance? The correct nerf feels pretty severe in the early game I must say. I expected it to feel like playing JNSQ or something, but actually it feels a lot nastier. Maybe that is just me.
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Question because I can't get home yet to test this - does support of latest scatterer make the atmosphere look like stock + latest scatterer now? Honestly that was my biggest gripe. It was really hard to play stock and then go back to JNSQ. And yeah, KSRSS defaults to a really unnecessary (IMHO) upscaling setting of 4x, whereas I think Blackrack uses 9x by default in the stock configs. That being said, the KSRSS clouds at 9x on my 4070 super/7800x3d rig do perform a slightly worse than Blackrack's config for the stock system. They may look a bit nicer, however. This duplicate cloud issue seems to happen a lot. OneSaltyPringle made the same error on his OPM config and has not been back to correct it. Although, somebody did make a fork.
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SimpleConstruction! (SCON) Stock rocket building
shifty803 replied to zer0Kerbal's topic in KSP1 Mod Releases
I thought one could tell CCK to not hide stuff that was "duplicated" in some file. That way your pods and whatnot still show up and are searchable. If I was home I would check into it. I ended up switching to Filter Extensions in the end, which does not seem to have this issue with SCON. -
Amazing, I stopped playing JNSQ because the visuals were just so far removed from what is possible now. I will try out your work as soon as I can, thank you!
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I have the same issue. The files LSModule.cfg and /Patches/StockTweaks.cfg are redundant, first of all. In my install, this results in duplication of the life support functions and two entries for "Bay 1". Some of the parts, like the radial recycler, also show recipe: ??? in some cases. I have fiddled with the code and cannot resolve this entirely. That could be related to my use of SimpleConstuction similar to the MKS you mentioned. Duplication of the "bay" functions is solved by deleting LSModule.cfg. I am not sure why the dev has two of the same sets of commands. Hopefully I am not breaking anything by doing so, but it seems to work properly so far. Note that this happens whether I use ckan or manually from github, since I assume it is the same package.
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There's something very off about Scatterer as implemented on Kerbin in JNSQ, though. I am going to throw out terminology, perhaps inaccurately, but stock KSP with latest Scatterer has a very nice ambient occlusion effect with altitude or distance. Sunsets and sunrises also look quite interesting. The atmosphere has a presence and really changes the whole look of Kerbin from the ground and air. None of this happen in JNSQ; however, which I am struggling to figure out. I have not had as much time to play with it as I would like.
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Hello there again @theJesuit I have been playing with QUARTIX tech tree and installed exactly the mods you recommend (although I've added visual enhancements of various kinds). The engine nerf only kicks in when I apply the upgrade for some reason. E.g. they start at 100% thrust ASL and after the upgrade go down to 77% thrust. For example, LV-T45 has ~168 kN until the upgrade, and ~129 kN after. Any ideas? Edit2: I just tested this with both Stock and Quartix trees, and neither one has nerfed engines. I have Module Manager and SIMPLEXProp, Resources, and StationParts only. Edit2: Confirmed on fresh copy of KSP with Module Manager and SIMPLEXProp only. The patch isn't applied until the upgrade is purchased. Edit3: The patch only works if you remove the section looking for RESOURCES keyed to Cryofuel. The code below has the desired result. @PART[*]:HAS[@MODULE[ModuleEngines*]]:Final { @MODULE[ModuleEngines*] { @atmosphereCurve { @key[1, ] *= 1 @key,1[1, ] *= .7 @key,2[1, ] *= .35 } } } But this code does nothing: @PART[*]:HAS[@MODULE[ModuleEngines*]]:Final { @MODULE[ModuleEngines*]:HAS[RESOURCE[!CryoFuel]] { @atmosphereCurve { @key[1, ] *= 1 @key,1[1, ] *= .7 @key,2[1, ] *= .35 } } }
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This may be subjective, but stock KSP running the latest version of scatterer has a far more realistic atmosphere then JNSQ running 0.772 or similar. Is this a result of upgrades or changes to scatterer in the latest versions, some issue inherent with scaled solar systems, or just that myself and the JNSQ devs will agree to disagree on how an atmosphere should look? When I play with my son on his less modded save I am always struck by how much better stuff looks, which is unfortunate since I find little challenge in stock scale myself.
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In your SIMPLEX tech tree mod page you recommend setting 50% science. When using the tech tree with SIMPLEX Kerbalism, is that still the recommendation? It was my understanding that Kerbalism may already be scaling the science. Thank you!
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Note that the Cygnus Enhanced mission (ORB-4 and up) will carry the ATK circular solar arrays, while Demo and ORB-1 through -3 carry the three-panel Dutch Space arrays. (Enhanced uses the large PCM, designed for significantly more cargo) These arrays may be had in the Near Future Electrical pack, but I am not sure about the scaling relative to the service module. I suppose tweakscale could be used.