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Valerian

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Everything posted by Valerian

  1. If you ever have this bug again please send me your logs
  2. Sorry for taking so long - - - Updated - - - Did you update your Settings.cfg with the one from the new version? You should find this towards the end of the file: or
  3. PS used to be messing with DOE, by illuminating distant objects with the planet shine effect, but I got it fixed in DOE several months ago. PS is creating lights that have certain mask, preventing the light to affect anything else than the ship. However DOE was creating entities having the same mask as player vehicles, which I changed to the celestial bodies mask. - - - Updated - - - PlanetShine updated! No more multiplying toolbar buttons! ATTENTION TO MODDERS: Celestial Bodies config is now compatible with Module Manager, and node names have changed, please read changelog for more details.
  4. Wait, in map view? There is now way PlanetShine is affecting anything in map view currently
  5. This is intended for other modders who need to access/change/replace the celestial bodies settings of PlanetShine: I'm going to change the way it's handled so you will be able to update it through Module Manager. However I realized that I was using the same structure as Distant Objects Enhancement: I will therefore need to rename my nodes and break compatibility with the old CelestialBodies.cfg - - - Updated - - - Soonâ„¢
  6. Technically I could do that, but I don't think it's realistic. Well, it could make sense with EVE's city lights because those are very bright Playing with all those bright and less bright light sources is very tricky, because what the dynamic range of light that the human eye can see is hard to represent on a computer screen which has a much smaller dynamic range. We are able to see clearly during full moon night, and that's because our eye can adapt to it, but sadly KSP does not handle HDR, so I need to kind of balance everything to keep something visually believable. Currently the blue light reflected by the day side of Kerbin is already subtle, and in theory city lights should be something like 1% of that, however even 10% wouldn't be visible in the game. I'm thinking about increasing sunlight on the ship to counterbalance that, this would result in a more contrasted rendering, with the rendering of the sunlit part of the ship getting "burnt" and losing details because of parts becoming 100% white. The first feature I want to focus on is having light coming from multiple distant bodies, such as munlight when you are on Kerbin. I will release a testing version with several options along those lines to try different settings and get some feedback.
  7. Sorry! I was aware of this issue and I completely forgot to fix it >_< - - - Updated - - - I don't know why I didn't see the e-mail notification, I will look into it right now!
  8. I finally updated PlanetShine to fix the settings bug and add support for stock toolbar, please tell me if you have any issues - - - Updated - - - The error messages were caused by the settings saving issue, which is fixed now. However I never had any issues with fairings, can you check if it's really related to PlanetShine?
  9. With default settings PlanetShine is almost not affecting performance, this will not much change your FPS. There is a settings menu, but you need to install the mod called Toolbar to access it currently.
  10. There is currently a major memory leak in the stock game (1.0.2), which happens when temperature bars are displayed on overheating parts. I had a big ship that always made the game crash during reentry, because too many overheating parts were displaying a temperature bar and making the RAM usage increase to 4GB in a few seconds. The current "fix" for that is to press F10 to disable those temperature bars.
  11. - - - Updated - - - It actually works, I just tried, this issue currently is that it's not saving anything
  12. Ok, I can confirm that I also have the same issue, I will try to fix it soon
  13. blizzy78 you should do something to prevent your download pages to get cached by the browser, use one of the methods in this guide: http://cristian.sulea.net/knowledge-base/html/disable-browser-caching-with-meta-html-tags The HTML method however is not very reliable, use one of the others if you can.
  14. It seems that you didn't install PlanetShine properly, is it in the right folder? The settings should be located in "Kerbal Space Program\GameData\PlanetShine\Config\Settings.cfg". I have no issues using it with scatterer
  15. Can you post screenshots? It shouldn't be related because PlanetShine only create or adds lights, and does nothing with textures. - - - Updated - - - I will try to see if I have the same issue, but that should work fine, maybe you did not put planetshine in the right folder? The settings should be located in "Kerbal Space Program\GameData\PlanetShine\Config\Settings.cfg". - - - Updated - - - This is most probably not caused by PlanetShine
  16. Beautiful! I spent hours trying to tweak the parameters of the stock scattering shader but I was unable to do anything good ... Now that's amazing, way better than anything I expected! The next version of PlanetShine will definitely have a special setting to work with scatterer and adapt atmospheric ambient light color/intensity according to it, KSP will have the best sunsets
  17. Salut, je viens de voir ce post un peu tard, j'ai fait 1 mod: - PlanetShine
  18. Like the others explained you are going too fast and you are wasting fuel because of too much air resistance. You should take a look at the terminal velocity table, which indicates the most fuel efficient speeds depending on your altitude: http://wiki.kerbalspaceprogram.com/wiki/Kerbin#Terminal_Velocity_Table An easy rule I like to follow is to start at full thrust, then to lower your thrust once you hit 100 m/s in order to slowly and gradually increase the speed up to 250m/s when you reach 9000m. After that you can use full thrust and it should be fine. This was for KSP before 1.0, but it seems to be still more or less valid.
  19. Ok ... I just tried the same plane but without wings at all: taking of is a bit hard but it flies just fine, a little bit hard to steer ... MK1 cockpit reaction wheel is overpowered apparently, wings are not necessary for a plane in KSP
  20. I didn't use planes much before 1.0, but the survey missions forced me to use them more, and I'm really enjoying them now I'm a bit beyond the beginning in the tech tree (unlocked all nodes up to the ones costing 90 science, included). My plane can usually go at more than 600m/s and maintain a speed of 500m/s to 600m/s easily around 8000m to 11000m. The trick is to avoid drag as much as possible, one air intake and one engine are enough, adding more will only add too much drag. Small wings are good to prevent drag and lift is never an issue. I found that often the tail wing was useless, and that I could also fly some planes without canards or without elevons, removing those really helps with the drag too. For landing I usually try to do air brakes with my wings: I do it when near the ground (500m to 1000m), by diving down and then steering up several times, then when I'm at around 80 m/s it's slow enough to be able to use the brakes successfully. If you need/want to use science experiments, batteries, or other stuff, you should put them inside a service bay, it will prevent them to generate any drag. A few screenshots of a plane I just made, many other combinations of wings will work fine with it:
  21. Relaxing, being unemployed, discovering the world, enjoying cheap life :3
  22. No I was not aware, I will test that, could you give me some testing conditions or a saved game? Did you try changing the refresh rate in PlanetShine settings to see if it makes a difference? The lights are not updated at every frame to prevent impacting game performance, so when you warp really fast the lights may look completely out of sync and random. Maybe I should set max refresh rate while warping, as an option (enabled by default). Probably, it's not my first focus, but I already thought about doing that later. That's actually the real meaning of "planet shine" (see explanation on first post), and that will be one of the main goals of the next version of PlanetShine I feel like I'm lying a bit with the current mod name, but hopefully it will soon be true
  23. PlanetShine does not depend on toolbar, it only uses it optionally to provide a settings menu. However you can still change the settings by editing the file "Settings.cfg". I understand that some people need to have access to the settings in-game because the want to change the ambient light often (for making videos or other stuff). Please be patient, I will work on releasing a new version soon.
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