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JPLRepo

KSP2 Alumni
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Everything posted by JPLRepo

  1. Read the KSP Weekly's.... Or this dev blog: http://forum.kerbalspaceprogram.com/index.php?/developerarticles.html/enter-the-shadows-r205/ In particular this post: http://forum.kerbalspaceprogram.com/index.php?/developerarticles.html/enter-the-shadows-r205/&page=2#comment-2610
  2. The active vessel should switch to reserve power automatically. If it's not a log (with debug switched on in the settings) would help me find a bug if there is one.
  3. See my post 2 above yours... if you are using the latest dev build. you should not have BackgroundProcessing installed.
  4. The reserve power only works on the active vessel. [edit] for now.. I have plans to incorporate my new unloaded vessel resource processing (that I wrote for TAC LS) into this mod soon (tm)
  5. Air Toxicity is what happens when you vessel runs out of EC and can't circulate or run Life Support Systems. Always been there... The latest dev build works fine for me, and several people have reported above and on github that it is working. I'll look at a full release in the next week assuming no one is having further issues. If you are running the latest dev release v0.13.3dev and followed the instructions and removed BackgroundProcessing mod if installed and you are still having issues please say so, reporting what you see, provide full logs (logs with other mods, whilst slightly useful, are not really as I don't generally spend or have the time to set up an install to match all the mods people have installed). If you are running a version earlier than v0.13.3dev you should, a) install v0.13.3dev and b) not have BackgroundProcessing MOD installed.. but you should c) NOT disable "Unloaded Vessel Processing" in the difficulty settings unless you are still having issues with v0.13.3dev. and as stated, if you are experiencing issues in the latest dev build having done all that, then please report it. Otherwise, it's never going to be fixed. Cheers.
  6. I don't know. I use texture replacer (not replaced) and it works fine. as per the OP. No logs = no support.
  7. Oh you mean the text color in the UI? Feel free to submit a Pull request to add a color picker. Or, raise a request on github.
  8. I see errors... nothing AmpYear. I started up 1.2.2 with AmpYear 1.4.6 and it is working fine for me. I put a simple probe core with a few oxstats on it. and it shows producing EC. Have you changed any of the settings for AmpYear from the default? does it show EC production in the editor for vessels? You've tried without any mods at all? and removed everything except the squad folder from GameData? reinstalled AmpYear and tried again? If you do that and still don't see any EC production can you go to the AmpYear settings at the KSC and turn on Debug Mode then launch a vessel and send a link for the log from that please.
  9. I'm not sure what your problem is? Your power is at 100% and so the solar panels are not producing any further power from looking at the picture everything looks correct. Your vessel has a capacity of 10 EC units.
  10. The light source is not far away. It is actually at 0,0,0. But the calculations to calculate the rotation based on the celestial bodies is based on where they actually are. Because a single directional light has better performance that point lights. And you have to consider the rendering paths forward vs deferred and all the pros vs cons of each. Dynamic multiple lighting support is not currently planned.
  11. Correct. It is fixed for the upcoming patch release whilst still retaining the shadow fix.
  12. Hmm I don't recall now... you could try 1.4.4.0 or 1.4.5.0 they were for KSP 1.2.2 (get the older versions from github).
  13. It would be amazing. But sorry. I don't support old versions. I can barely support current versions.
  14. @Crzyrndm @NathanKell So the question is the engineers report about vessel height yeah? and having possible negative values and IPartSizeModifier? Shall take a look.
  15. No that's what I was saying. I didn't understand the reference to omni lights because the Sun is a directional light. To clarify, there are no other lights representing the sun. Point lights are not used in scaled space to light planets. Point lights are not used to light the Mun at the launchpad. There is a spotlight... sitting on top of the level 3 launchpad tower. pointing at the launchpad.
  16. I'm not sure what you mean by omni? but KSP uses a directional light as the article mentions for the Sun. Here are the types of lights available in Unity https://docs.unity3d.com/Manual/Lighting.html 64-bit? has nothing but everything to do with floating point precision here when we are talking about the numbers in KSP. The bottom line is that a32-bit float has a maximum of 6 significant digits of accuracy, and a 64-bit double has a maximum of 15. Both are nowhere near enough when dealing with very large numbers such as Solar scale (or even Kerbin scale), let alone inter-stellar scale. The point is there is not a lot you can do about floating point precision. Unless you use doubles, but even those have limitations and trade-offs. As for dynamic lights - I assume your question is why doesn't KSP cast shadows with the Kerbal's lights and the part's lights? This is simply a performance design decision.
  17. The ticking sun is fixed for the upcoming patch release.
  18. V 1.4.9.0 published. Fixed log spam in editor. (SPH/VAB) Fixed Dark Side calcs. Added support for DSEV mod.
  19. And DeepFreeze hasn't changed much since 1.2.2 either other than being localized. Should work. I'd suggest a test and a log? [Edit] Found the issue to be in the part cfg. PMd @Angel-125
  20. Known problem. see posts above. Hope to get a fix out today some time.
  21. Actually it's the first duplicate tag found in the game database if there are duplicate tags.
  22. I've found the problem with the log spam in the editor. Will do an update tomorrow.
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