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Posts posted by jrodriguez
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Hi all,
This might be my last mod release that I do for KSP 1! It has better performance now after some fixes!. Let's pray for KSP2 now and let's hope that proper mod support is in place so that I can port all my mods without having to summon the Kraken Lord itself
https://github.com/jrodrigv/OfCourseIStillLoveYou/releases/tag/v1.0.114 -
@blackrack I think I finally have it ready:)
I have created 3 different coverage cube maps for 3 different cloud layers based on the original 64k cube maps used on EVO but selecting color ranges for the different cloud altitudes. Finally adding noise mixed with patterns made the trick for creating random clusters of clouds
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2 hours ago, blackrack said:
Glad you're enjoying this.
I'd recommend increasing the number of light samples here, or reducing the light sampling distance, the cloud lighting looks a bit flat.
You'll also want to break up the repetition in your noise by adding variety/detail to your coveragemap, but that's a lot more work as you said.
For RSS consider increasing the max step size to keep performance reasonable.
Thanks for the feedback! I have been looking at the code to see if I could find some info of what does what and I ended up reading some papers regarding the Raymarching and Noise generation lol.
And regarding the coverage map I might need your help with some doubts:
- I was using a huge clouds cube map texture as coverage map - actually the one that EVO/RSSVE was using previously as the 64k 2d layer texture, and it "works" although as you mention it does not include a noise pattern as the one that you have for the stock volumetric cloud. So I was thinking to convert the 64k clouds texture to a equirectangular texture and then using Photoshop/Gimp to add some noise pattern the clouds?
- I was playing with other cloud layer textures and even if they look white/black it seems the alpha channel does not seems to work as I'd expect because it projects shadows everywhere and if I use it as the upper layer then the lower cloud layers are getting shadows even if there is no clouds above. This also happens with the clouds 64k cubemap which is a green alpha.
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I'm working on a new RSS-EVO config for the volumetric clouds but still a lot of testing and tweaking required and to be honest you need a powerful GPU (this video has been recorded with a Ryzen 5800x3d|RTX 3080|64 GB DDR4 ). I'm using a 3 cloud layers plus mix of worley and perlin noIse, looking at the cloud types so far my favorite so far is the cirrus one, it look much more photo-realistic for RSS.
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6 hours ago, Rakete said:
@jrodriguez A short question. When I place targets on the ground and then fly with my attack plane to them and enter the set physics range the objects on the ground glitch out and are place on some very wild places and trajectories.
What can I do against it? I could set the physics range to large values (e.g. 600km for all around kerbin), but that would also mean, that my orbital stations around kerbin would also be loaded at all times (and also having the long-range-PRE-bugs that you mentioned in your OP), when I have PRE active to do some BDA-Missions (like doing a long range cruise missile "mission")
21 minutes ago, Rakete said:Yeah, the Idea is, to do some BDA mission with the both teams not starting right next to each other. To do some kind of a mission, where you fly to the opponent's area, attack all the gathered ground vessels and fly back home. This doesn't really make sense, if you only have to fly 10 km to the target, to drop a big boomstick
If I have no satellites in lets say 600km distance (because they are in higher orbits), can I set pre to said 600km or will also strange displacement effects take place, when I set up some ground scenario with defense turrents and stuff, when I switch back to a vessel that is... 400km away... ?! What tricky things should I expect and what can I do against those trickinesses ? Any best practises?
I mean, on your YT channel, there are videos with long range cruise missiles. That looks fun.
I want to have fun doing similar things. So tips are very very welcome
I'd suggest the following. Use Kerbalkonstructs to set up static bases, buildings, road, etc where you can place all your mission vessels. You should never place them on terrain to avoid colliding when entering/easing physics range. Then disable the terrain extender option from Presettings file and set the range to something like 60-70 kms for standard air/ground warfare or if you want to test something like long range cruise missile 300 km could be enough.
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23 minutes ago, Rakete said:
@jrodriguez A short question. When I place targets on the ground and then fly with my attack plane to them and enter the set physics range the objects on the ground glitch out and are place on some very wild places and trajectories.
What can I do against it? I could set the physics range to large values (e.g. 600km for all around kerbin), but that would also mean, that my orbital stations around kerbin would also be loaded at all times (and also having the long-range-PRE-bugs that you mentioned in your OP), when I have PRE active to do some BDA-Missions (like doing a long range cruise missile "mission").
Any advice? E.g does it make sense to PRE to a very short physics distance (10km), so that the ground objects are just loaded just before impact of a bomb/cruise missile etc? Or would this result in the same displacement effects, upon entering the physics range of the ground placed objects.
PRE is not really meant or support daily Kerbin operations. I would not suggest to have it active at all moments. However I suggest to use it only for specific missions or scenarios that requires to have a extended loaded range. For example been able to have a landed planed at KSC runways while flying on the island.
Having PRE set to 10 kms is not really useful (would be as stock) and having PRE set to 600 km is tricky I'd only suggest that if your saved game doesn't have any satellites or things you don't want to lose.
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1 hour ago, aphesh2567 said:
I have a complaint, But when im doing a Multi landing with a lander nearby the Landed Lander, Glitches up resulting The lander to make a arch alike Orbit going Down into the surface.
It glitches my Landing game.
Do you have the PRE terrain extender option enabled or disabled? (You can check it on the presettings.cfg file within the mod folder)
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4 minutes ago, Manul said:
Lack of gravity and drag doesn't break BDArmory ballistics, velocity does. Guns work just fine at stationary orbits or at a low orbital velocity. Looks like not all components of the shooting vessel's velocity are added to the projectile's velocity.
You are right. Although I think laser type of weapon (non ballistic) at least in the past were working fine from orbit https://youtu.be/JveKmzM5ACg
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44 minutes ago, JonnyOThan said:
New release! https://github.com/shadowmage45/TUFX/releases/tag/1.0.4.0
Notable fixes:
-map mode profile was not applying to the camera properly (thanks @Vandest)
-added fov-dependent depth of field setting (thanks @jrodriguez)
-hooked up chromatic aberration & color grading LUTs (thanks @jrodriguez)Awesome! Thanks for keeping it alive
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On 4/7/2022 at 10:48 PM, akyyy said:
Dear jrodriguez!
Can the KURS camera be shown in the OfCourseIstillLoveYou camera window?
Sorry for the late replay. At this moment it only works for Hullcam but I guess it should be very difficult to add other cameras
Hi all,
I'm glad to announce that I have released a new version of OCISLY
Changelog:- Now it is possible to change Width and Height camera resolution in the settings.cfg file!
- Finally fixed a major bug making TweakScale to not load due to the stupid KSP loader trying to load every single assembly even it can't do it.
- Frameworks upgraded to .NET Fw 4.8 for mod and NET6 for streaming server and Avalonia Desktop App.
- Greater performance at all levels.
- OCISLY icon only shown during FLIGHT scene.
You can download the new release from here:
https://github.com/jrodrigv/OfCourseIStillLoveYou/releases/tag/v1.0.111
Enjoy! -
2 hours ago, Kerbal Combat said:
Is their anything being added to the BDAc maintenance release for 1.12.3?
I don't think so
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3 hours ago, Kerbal Combat said:
Is the BDAc still being updated? I saw a post saying BDA 1.12.3 was released. Is that not the same as the project runway?
No it is not the same. BDA " Runway project" is a better and newer version forked from BDAC 2 years ago. The version released for 1.12.3 is just a maintenance release of BDAc.
2 hours ago, Kerbal Combat said:So is BDA compatible with 1.12.3 now?
Yes
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53 minutes ago, Kerbal Combat said:
So a have a few questions regarding the BDA Project runway.
Sorry but this is not the BDA Project Runway thread. This is the legacy BDA thread
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5 hours ago, Stone Blue said:
Allow *both* resolution *and* FOV to be user-defined/over-riden..??... so you have a trade-off?
Some users might be able to live with low-res, but wide FOV... others may want 4k, but can deal with narrow FOV... vOvSounds sensible. Thanks for the feedback
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6 hours ago, dok_377 said:
Is it possible to add the fov of the cameras to the client? Right now all the cameras when viewed on the desktop client have the same fov, but in the game each camera has a different one.
I could use the default fov of the hullcam camera, the reason why I'm using a lower fov for all of them is performance. Watching/Streaming one camera is fine, but watching/streaming 3 or 4 cameras like CCTV has a significant performance cost. Resolution and FOV are the 2 factors that impact the performance.
But I will try to implement something to allow the user to use the original fovs from hullcam.
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23 minutes ago, Lucaspec72 said:
Works great now ! this might be nitpicking, but is there a technical reason why cameras don't have their effects ? (black & white, noise, etc..)
I think It should be doable, I haven't implemented it because it had low priority on my to-do list.
Next version will allow to configure the resolution of the cameras.
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47 minutes ago, dok_377 said:
@jrodriguez
The mod doesn't work with the latest version of HullCam. It just says that the OCISLY dll is not compatible with the game during the loading process. There were some changes in the HullCam dll and the file got renamed as well.Thanks for the information. I will investigate the issue
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2 hours ago, SOXBLOX said:
@jrodriguez Thank you, sir! I've watched those, but I'm not sure if they work with BDArmory for Runway Project. Do you think it would be better if I uninstall Runway Project's version and use BDAc & your Modular Missile Parts mod instead? Thanks again!
I'm not sure if it will work in Runway Project maybe they have changed the way it work and in that case I suggest to ask to the RP developers first. If you don't find out how to make it work then I'd go for the legacy Bdarmory and my Modular Missile Parts
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1 hour ago, SOXBLOX said:
Hey, can anyone tell me how to use the Modular Missile Guidance part? I can't seem to get it to guide the missiles I build. I haven't found a tutorial...
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7 hours ago, RurouniDonut said:
Hello, is there anyway I can use just the camera tracker portion of the mod? I want to use it with ofcourseistillloveyou without introducing too much new content or part modules.
No it is not possible. But I agree that it would be nice to have a mod with that functionality. However, you can track/follow a vessel using CameraTools mod, from a different vessel you can select a part of the vessel you want to focus the camera and track it
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3 hours ago, Papa_Joe said:
I'm getting requests to look into merging code from Project Runway and BDA Continued. As I understood things, during my absence, the BDA team disbanded, and Project Runway took over maintenance. @jrodriguez started a multiplayer fork, as far as I know. Is this a correct assessment? I've not heard from the other members of the old BDA team in a while, so I'm just putting out feelers to see what the state of BDA Continued is. What are the differences between the two forks, and is there a reason to bring BDAc "up to date? What is the value proposition in doing so?
Hi Papa, your assessment is correct. From my point of view, it doesn't make sense to merge the code from the Runway Project because it is in my opinion the natural successor of our Bdarmory Continued.
If any, maybe it could make sense to do some basic maintenance to ensure that BDAc continue working without fatal errors or exceptions just in case someone prefers the legacy Bdarmory Continued
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3 hours ago, luisitoISS said:
The mod should work until 1.12.x, and without BDArmory, as long as it has updated dependencies.
But also, there is plan B:An updated version for 1.12 (100% guaranteed xd).
I suggest everyone to use that newer version.
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On 9/19/2021 at 10:21 PM, Climberfx said:
Chillout guys . You are both right. OCISLY has 3 components: the mod itself that of course is .NET Framework/Mono compatible and a .NET Core 5.0 Server and Desktop Client which are compiled for Mac, Linux and Windows .
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5 hours ago, The solid fuel chemist said:
@Jeb_Needs_A_Parachute for clarity im using the multiplayer version of the mod as that has been recompiled for 1.12
The multiplayer version will only work when playing in multiplayer with LMP. If you want to play in single player you should go the Runway Project version of BDArmory
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.8.0.0 [2024-11-30]
in KSP1 Mod Releases
Posted
Hi mate, sorry for not answering before. I'm not sure what could be happening although my guess is that maybe something has changed in BDArmory Runway Project that has potentially break BDModularMissiles mod? I know that after the release of KSP 1.12.5 everything was working as expected and AFAIK with BDArmoryContinued it should still work fine. If it doesn't let me know and I will review it and fix it.