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TangibleLight

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Posts posted by TangibleLight

  1. I obviously don't know how Euler goes about voxelizing the craft, but I assume part of your code analyzes the craft as a whole. Would it be possible to modify that part of the plugin to export the craft to a .obj file or some other 3D model format? If you can't or don't want to do this, but you think it is possible, where in your code does this process happen so someone else could have a go at such a plugin?

  2. Thank you so much for Thermal Monitor.

    I'm actually having problems of overheating exiting the atmosphere with some hypersonic jet's I'm working on. Helps me manage my throttle a lot more efficiently without having to stick a heat shield on the front.

    Would it be possible to make a simple mod that adds a small popup window showing the current speed of sound and pressure (maybe mach number, too since it's just a division on current speed)?

  3. When I installed the newest version of RealChute and tried to load a ship, the game would never load the ship -- only showing a black screen with "NULL" on altitude, speed, and etc. I went and deleted the parachute fix folder from the StockBugFixModules, flushed my PartDatabase.cfg file, and then everything is working again.

    Thank you for pointing this out. Same thing happened to me, so I (disappointedly) removed RealChutes as it was the last thing I'd added. Thanks.

  4. I know this plugin isn't exactly "rated" for 0.25, but I've been using it anyway. The only bug I've really seen is that the ships seem to rotate slightly faster than necessary to maintain the same surface rotation. It's not a huge issue; at 50x warp my pitch changes by about 90 degrees in 3 minutes (80k orbit around Kerbin. I'm not sure how many orbits it was; I lost count).

    I also haven't really seen the "phantom torque" that people have been talking about, at least not as badly as they've made it sound. When dropping out of warp the ship jitters a little, but other than that its great.

    This is all in full stock, except for this.

  5. I'm having trouble understanding the difference between ReflectionStrength and ReflectionColor. I'm using the 1.1 beta .dll.

    I'm testing with this .cfg. I've removed the extra space to shorten it for the post, and bolded the spots I'm having trouble with at the moment:

    @PART
    [*]:Final{
    //Reflection shader plugin
    MODULE
    {
    name = ReflectiveShaderModule
    CubeMapSize = 256
    FarClipPlane = 500000000
    NearClipPlane = 0.5
    OneFacePerFrame = true
    ShaderName = Reflective/Bumped Specular
    realTimeReflection = False
    updateRate = 20
    ParallaxHeight = 0.005
    [B]ReflectionStrength = 0.125[/B]
    MeshesToChange = all
    Shininess = 0.8
    SpecColorR = 0.5
    SpecColorG = 0.5
    SpecColorB = 0.5
    SpecColorA = 0.5
    }
    }
    @PART[fuelTank_long]:Final
    {
    @MODULE[ReflectiveShaderModule]
    {
    [B]@ReflectionStrength = -1[/B]
    [B]ReflectionColor = 1.0, 0.0, 0.0, 0.0625[/B]
    }
    }

    @ReflectionStrength = -1 is to enable the ReflectionColor paramater; this is what I thought was meant by this:

    If ReflectionStrength is less than 0 then ReflectionColor is used instead.

    ReflectionColor = 1.0, 0.0, 0.0, 0.0625 is to set the reflection red with an alpha of 1/16

    I am assuming that the color is formatted as RGBA - if this is an incorrect assumption or I am misinterpreting the OP, please tell me.

    My understanding was that this would make all parts reflective, but the FL-T800 (fuelTank_long) would have a subtle, red reflection. This is what the .cfg actually does:

    47CD15F2D4AEC00B10CAE69220FBFDF18E469CE5

    This is not red, and it is not 6.25% strength, but I'm not sure why.

    I don't intend to use this config, but I'm trying to figure out what everything does so I can make a proper one.

    Thanks (BTW, I love aesthetic mods, and this is no exception -- great work continuing this).

    EDIT: One other yes/no question: Is it possible to apply this to the kerbonauts' visors?

  6. @TangibleLight: It sounds like Verision 1.10 fixes the texture issue. (Locking down the GUI for issues like this was the major change in 1.10, the ButtonTexture.png files are new with 1.10) For you, does that mean the only remaining issue is that the joystick buttons working correctly to actually activate actions, it is just the test box does not display the joystick button name?

    @Joystick Buttons: So joystick buttons work correctly in flight to activate actions, it is just my test box that does not display their name when pressed but keyboard buttons do?

    Test box is the only issue now. When a joystick button is pressed or the mouse is moved it changes from whatever is displayed to "none". Keyboard buttons show the name, though.

  7. Windows 8.1 64 bit.

    Where are ButtonTexture and ButtonTextureRed located? Are these compiled into the dlls or have I just found a rather obvious problem?

    Redownloaded the mod. I didn't see 1.10, so I was using 1.9. Regardless, if there were these textures in 1.9, they somehow got removed. (Maybe when I copied the .dll over the first time?)

    I still need to test it but I think the texture stuff was just user error.

    Activating the action groups works fine. This whole situation is confusing.

  8. I'm using a Logitech Extreme 3D pro, although I have an old, slightly broken Microsoft Sidewinder I could try, and I have a Saitek on order to arrive soon (the Saitek is why I looked for mods like yours).

    The latest .dll made no change to AGE, although it made FAR show 3 of its toolbar icons.

    I then realized I had software installed from Logitech for remapping buttons on the stick. Although it was disabled, it might have been affecting it. I have uninstalled this.

    I uninstalled all mods, reinstalled AGE, and tried the first .dll you sent; I can select joystick keys, but the key test does not work, and the buttons I'm not hovering over are whited out like that.

    I tried the second .dll; Same behavior.

    I was going to work through and install plugins one at a time to find out any incompatabilities between them, but since it does this with default, that tells me its something in your code. I have no idea what on earth that could be, though.

    Edit: These last tests were on a fresh sandbox save in full stock, other than Action Groups Extended and Module Manager. Both the Sidewinder and the Extreme 3D behave the same.

    BBD2A6C67775587701A8CA9364B1D410C3DB526B

    572457578C16587427B0743078AC0E531FD5D4FD

    A0C90FAF93B70280B40138F0AA6FD2008CC2C7C1

    I just noticed, if you look at the last screenshot, see how its like there's a button inside another? I was hovering over the actions list window.

    I don't know much about unity, but it seems like there might be a simple error with brackets where texture references are getting passed to the wrong hover state/part of code, and the reason for the blank unselected spaces is that's the part where there's no reference at the end of the shift.

  9. An updated .dll file that handles Joystick Buttons correctly can be found here.

    Note I've also added a "button test" field that will display which joystick button is being pressed so you can easily figure out which button is which.

    - snip -

    Thank you!

    It lets me assign them, but the mouse buttons all look like this (only this plugin's menus) and the key test doesn't work with my joystick (It does with all keyboard keys).

    1024x640.resizedimage

  10. When I try to set keybindings to joystick buttons, it sets the binding to the same coordinate button for the keyboard.

    I'm running Win 8.1 64 bit.

    Say I want to assign something to Joystick1Button17, in your menu it is in the second column, third row. When I click this button, it sets the key to "at" (the key at 2,3 in the other list of buttons)

    As a result I cannot assign groups to joystick keys, which is rather dissappointing as this was the main appeal of this mod for me.

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