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Poodmund

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Everything posted by Poodmund

  1. Try adjusting the landscape value to something like 0.01, delete the cached body files and then see if the issue gets worse. The effect should be more noticeable on vacuum bodies with large deformities in their terrain i.e. very high mountains/valleys etc.
  2. Poodmund

    1.5.1 Hotfix

    The changelog is presented in the game's Readme file. ChangeLog: =================================== v1.5.1 ============================================================ +++ Bugfixes * Fix Aero body lift in flight integrator. +++ Includes 1.5.0 Changes *snip* The fact that all other minor patches were given their own section in the Readme confuses me as to why the 1.5.0 changes are bundled into the 1.5.1 release notes but... whatever!(?)... versioning isn't the game's strong point.
  3. Added the following: World Generation - by Tyge Sjöstrand Atmosphere Calculators - by OhioBob
  4. For previous versions, can't remember exactly whats ones but definitely around the 1.0 - 1.2 era, you could opt-in to the Pre Releases around 2 weeks before the intial release via Steam... so everyone that had the game on Steam was able to do this... and a lot did and as a result a lot of bug reports were filed that caught a plethora of things before the patch dropped. EDIT: To be clear, the Pre-Releases were intended for QA Testing purposes.
  5. Are you experiencing noticeable performance improvements in the Tracking Center?
  6. For all of the 5 seconds you spend on the Menu Title Screen... I would say that it's a pretty inconsequential bug.
  7. It's almost as if the consumers are acting as the frontline QA Team a few days after a release is dropped. I hope that this does not set a precedent and this kind of thing is yet another strong argument for opt-in, public, pre-release versions that used to happen with Kerbal Space Program. It's always confused me as to why the decision was made to stop this way of letting the most involved community help SQUAD identify bugs so that the rest of the player base can have a smoother transition.
  8. If you look at how reflective the spherical part is in the Editor and then look at the lower half of it on the launch pad, you'd expect to see the grating of the launch pad on the surface of the part (distorted somewhat). It seems as though there is no detailed cubemap renderer in the Flight scene that can be applied to the the shader in this scene.
  9. I think its odd that there is such a disparity in the reflection maps for the parts utilizing the new shader between the Editor and Flight scenes: The Editor cube map reflection is of a distinctly higher level of quality compared to the Flight scene one... almost as though its being sold with a polished with a pretty bow on it, but in reality we get a rusty version with scratches and dents.
  10. PSA TO ALL OPM USERS OPM requires Kopernicus as a dependency and as such will not work on KSP 1.5+ at this time. Please retain your KSP 1.4.5 (or earlier) installs with the corresponding version of Kopernicus that matches your KSP version (1.4.x-*). Kopernicus will not function if you try to run a version that is not designed to work with KSP 1.5 at this time and will corrupt your saves if attempted. Please be patient and continue with your current OPM games; an update will be released in due course (if necessary) when OPM's dependencies update to KSP 1.5.
  11. PSA TO ALL GPP USERS GPP requires Kopernicus as a dependency and as such will not work on KSP 1.5+ at this time. Please retain your KSP 1.4.5 (or earlier) installs with the corresponding version of Kopernicus that matches your KSP version (1.4.x-*). Kopernicus will not function if you try to run a version that is not designed to work with KSP 1.5 at this time and will corrupt your saves if attempted. Please be patient and continue with your current GPP games; an update will be released in due course when GPP's dependencies update to KSP 1.5.
  12. You can tell from the logs whether the 32bit or 64bit client is being used: [KSP Version]: 1.4.5.2243 (WindowsPlayer x64) (x64) en-us ============================== Also @kerbalmckerbalface your Output log shows that you were currently going from the SpaceCenter to the Editor when the game crashed as opposed to during the game loading screens as you said above. Please note that with a lot of mods, quickly changing scene right after a previous scene change is known to cause crashes... for reasons.
  13. You can file an official report on the Kerbal Space Program Bugtracker here: https://bugs.kerbalspaceprogram.com/ The ex-Producer, Ted, made a short guide on how to submit these reports here:
  14. Nice to hear that decisions are being made to not keep a stanglehold upon the game's limitations... now lets ditch Unity 2017's Legacy DX9 support and move forward onto better things.
  15. With regards to the discussion between Snark and Linux above and what I posted... unfortunately it seems quite a few people that have been within the KSP community regard including your mods within mod packs as adhering to the No-Derivatives licensing. Its a contentious grey area; does including an unmodified (but unpackaged) version of your mod within a mod pack still class it within the no-derivatives model, that is a question for the Moderators to ponder?
  16. I echo Snark's sentiments that from a personal preference point of view, an 'Author-centric' mindset is a nice way to go about things but at the end of the day, the license is the one thing that tells others what they can and can't do with any of your work. License your work accordingly. You can't expect other people to respect your unwritten wishes so if you want creative control over your work, license it in a way that contact has to be made prior to any derivative work, changes or collaboration is made. I used to license my mods as CC-BY-NC-ND but others around the internet were still appropriating my work into their 'mod packs' et al. As a result, all of my stuff is now ARR going forward... if anyone wants to use my work, force them into that personal request and then you can make that decision as what they can and can't do and retain creative control over your work.
  17. Or crazy monstrous Sea Gulls that threaten to catch and carry away Kerbals at any given opportunity.
  18. That's fine for a general usage plugin but this was written for GPP, hence the way it has been done.
  19. This is due to the mod only being officially stated as compatible with KSP 1.4.3 via the NetKAN metadata but in reality it works just fine in KSP 1.4.5 as long as you're using a version of Kopernicus that is 1.4.5 compatible. Open your CKAN and select, Settings > Compatible KSP Versions, tick 1.4 and click save. Refresh your CKAN listings and OPM wil appear as a compatible mod for 1.4.5 that you can then install.
  20. Added the following: PQS Mod:VoronoiCraters Guide - by OhioBob
  21. Well with regards to OPM and terrain textures, OPM already uses CTTP for its terrain textures and so utilizing SVT's would just been trading for taste rather than quality.
  22. Thank you for your explanations, yes that should be fine. When you specify the folder for DiRT to also load textures from, does that only apply to the textures that are contained within KSP's "Default" texture directory? It doesn't necessarily matter too much for me personally but would be good to have clarity. With respect to the other bits, no rush at all! Enjoy real life as you're busy and just do any dev work when you want to. I'm in no hurry.
  23. I did: Although its a bit dated now and only shows the stock system but you should be able to make a copy to your own Google account and change the system stats to GPP's own (and edit the other necessary dependables).
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