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Everything posted by Delbrutis
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Well I will be looking into making a MM patch to move the Jet packs to a higher tech level. Early career mode EVA should be more challenging. Might move the small handlebar ladder down on tech tree so Jeb has something to hold on. "Wont that be fun "
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I have always thought this would be a really useful idea . "Just my personal input" But I like the Idea of a seven point level cap and the Kerbal needs to stay one point ahead in their primary profession over any cross trained skill. A example would be if Jeb starts as a level one pilot he has to take another level in pilot before he can cross train another skill . He could then take a level one in science or engineering or both. But he must take another level of pilot before he can add a second level in either of those slots . Kerbals could only ever reach level five in their primary skill but would have a lot of cross training capability. Jeb could stay at level three "average " pilot and take two slots of engineer and science . He would never be a great pilot but But this would make him a really good all around Kerbal for missions . Maybe Jeb does not like science he could take a full level five in piloting and two levels of engineer. Hiring the right Kerbal would still be important if you want to max out a profession but you would still get a lot of flexibility to develop them.
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Updated AnimatedDecouplers?
Delbrutis replied to TranceaddicT's topic in KSP1 Technical Support (PC, modded installs)
H.G.R._Home grown rockets and S.D.H.I. Service module Are the two most popular one's I can think of . But I am pretty sure their are at least about four or five more mods I've run across that are still using it ? -
I'll have to try that and see if I can get my old configs back up and running. Thanks for the info.
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So doing a find replace for PBR/Metallic and TEXTURE worked great on my old configs. Thank's for the suggestion ! Now part of my older configs are working but 85% of my shaders are using SSTU/PBR/StockMetallicBumped Would you happen to have a suggestion on what would be a suitable equivalent shader ? Or is their some place with documentation listing what shaders are available so a person could experiment with finding a replacement ? Thanks
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Yeah that is pretty much what I was afraid was the case . It's too bad I had a full set of windowShine configs working for Restock. Thanks for the info and taking the time to look at this. Thanks again!
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So I finally got some time today after work to update the GL shaders with the one's you posted the link to. Good news is new versions of SSTU and T.U.R.D Work great ! Bad news older TU configs still seem to not be working under OpenGL ? Same exact configs seem to work fine under DX11. Maybe some of the GL legacy shaders are gone from the new Unity and still exist under DX11? If the most Updated packs are working maybe it's working as intended? But I am mostly using edited versions of Electrocuter's configs and Vandest's awesome mk1-3 retexture. and they seem to still be having the washed out texture issue's. I can live with being able to use SSTU and T.U.R.D gives me a usable replacement for my stock configs. So it's no big deal if this is something that can't be fixed. Just thought you needed to know since this looks like it is effecting more than just my older config files. SSTU next to my configs and Vandest MK1-3 pod re-skin OpenGL with recompiled shaders Same set up under DX11 windows SSTU textures Looking better under DX11 and old shader configs working fine. New version of T.U.R.D Seems to be working well under GL I tried a older version and it had some issues as well. Thank's again and no worries or rush on anything SSTU is working fine. And since most of my game playing time is in KSP and X-plane anyway. It looks like I will need to be Building a new windows box so I can upgrade to KSP2 and DCS-world . DCS-world alone was not enough to make me spend the money but the recent problems with KSP and KSP2 coming out soon? I am starting to feel justified in spending the money. Thank's!
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That is great news. Now I might finally be able to start a 1.8.1 JNSQ career game with Restock and SSTU. I Really appreciate this! I know GL users are a small percentage of players. Can't thank you enough for putting all your time in so the rest of us non technical users can enjoy playing the game. Thank you very much!
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I don't even have to check I am still running a couple of 1.7 saves with TU 1.5.8.23 and they are working fine. That build mostly worked in 1.8 under windows "Small Icon Issues" But it has the exact same washed out saturated texture issue as the new build under Linux. I was assuming it just needed a recompile of the GL shaders ? But obviously that's not the case. Stock 1.8 & 1.9 Seems to look fine under Linux for me so if it's unity I don't know what Squad is doing to make it work on their end that's not working with TU? Hope that helps narrow it down. Thank's .
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Don't ever recall seeing this particular problem. I remember a few versions of TextureReplacer having issues with helmet reflections when GL shaders were not compiled right. But that would just give you a pink cube. I have been using TU since 1.3.1 and it has worked fine for me through 1.7.3 . I tried deselecting the Custom Editor Reflections And that seemed to work for the stock editor issue. I really appreciate you taking the time to look at this. Let me know if you need me to look at anything else? Thank's again !
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So here are the screen shots and the log files we talked about earlier. The first two were on a clean install of 1.8.1 by itself. And a install with only Tu V 1.5.9.24 with Module manager 4.1.3 . The other is clean 1.8.1 with only SSTU 0.12.50.162 . This is stock 1.8.1 KSP. This is with just TU and MM . This is clean install with new SSTU package only. The strange contrast over saturated textures are also what happens to my personal TU configs. Log files https://www.dropbox.com/s/9nxbaqbi0ozb2ha/KSP-W-SSTU.log?dl=0 https://www.dropbox.com/s/6gql7ti549r9rwb/KSP.log?dl=0 Thank's for looking at this. My computers getting old anyway. With KSP2 coming out I'll probably have to break down and build a new machine. And end up with windows installed on it or this one.
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I will try and get a log and a couple of screens up after I get off work tonight. Might be late I am on west coast time and don't get of until 6:00. I will post this in the TU forum where it belongs. I know Linux is a small percent of users and a pain to support. So I really don't expect much . Honestly I'm worried that this new DX11 camera thing and the new shaders is going to end up breaking EVE and Scatterer for Linux and mac users . Some of the issue may be my old config files but they appear to be Working under windows. I'll be sure to get those screenshots and the log later. Thank's for the response. I was mostly just curious if it was something with my set up or a general issue with GL users. I hope Everyone Appreciates the time you put into this I know I sure do. Thank's Again !
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Maybe I need to go over and post this in The Texture Unlimited forum since it seems to be a TU problem but are the GL shaders for Linux users supposed to be working in the latest version? Mine appear to be just as broken with TU 1.5.9.24 in 1.8.1 as they were in the last version ? Just installing TU results in Over saturated textures and broken dulled stock reflective textures. Seems to work fine under windows DX11. But is still a no go with reg OpenGL or forcing GLcore under Linux ? Cant do it right now. But if you need it I can grab a couple of pics to upload and a log? Just wondered if this was just me or if others are having problems with Linux. Thank's !
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[Minimum KSP version 1.11] Surface Mounted Lights v1.19
Delbrutis replied to IgorZ's topic in KSP1 Mod Releases
So I looked at The restock-lights.cfg . And did a quick before and after. This line ":HAS[~RestockIgnore[*]]:FOR[ReStock]" Has been added to @PART[spotLight1] and @PART[spotLight2] . I have no clue what this line does or why it was added ? But removing it from the config file seems to make everything work again. No guarantees it won't screw something up but it seems to be working fine for me. -
I tested on my work laptop "Its my only windows machine" and I don't have access to grab a screenshot right now. But my part icons looked fine with the latest TU and KSP1.8.0 under windows 10 DX11. I was using a clean install with my personal TU configs. But I just dropped in my config folder and I might have had Electrocutors Unofficial patch to fix the part icons So possibly it still works for 1.8.0 ?
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Take your time. I was just surprised I had not heard anything about other people having issues. That and the fact that TU appears to be working fine under windows had me wondering if it was something more than just a shader recompile that was going to be needed? Squad has kind of a spotty record of not testing for Linux and Mac builds and leaving out or breaking major components with new releases. And 1.8.0 was a pretty big change. Thanks for all the hard work 1.8.+ is the first update I can remember since 1.3 that actually improves performance instead of making it worse. But I really miss my shiny windows. Thank's
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So does anyone know what changed In 1.8+ for Open-GL GL-Core users? TU seems to be working fine in 1.8+ under DX11. But is totally broken under GL . I know there is no official 8.0 support yet "not asking" Just had not seen any comments on it in the forums? And was curious if it is a Dll Recompile issue or was there some mod braking change to GL shaders in 1.8+? Thank's
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Well I hate to be the bearer of bad news and it is most certainly not your fault. Might not even be fixable on your end? But it looks like TU is totally screwed up under GLCore for Linux users. Shaders work fine under Windows Dx11 as do all my old configs. But installing just TU under GLCore without even config files kills all the native shaders. And config files oversaturate everything they touch. Not asking for anything just a heads up and wondering if anyone else on Linux GLCore is reporting problems?
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[WIP] Restock: KSP Part Art Revamp (Released March 06)
Delbrutis replied to Nertea's topic in KSP1 Mod Development
That's good to know I have not installed Unity on my computer in a long time Because I'm a terrible artist! I should not be let anywhere near a texture or 3d model. I am hoping Restock or Restock+ will be out soon with the fix for PJ engines. But it's nice to know that you no longer need a animation. Thank's -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Delbrutis replied to Nertea's topic in KSP1 Mod Development
They did come with the DDS sheat for the emissives but they were not working. My understanding was they were never implemented in the model and without the original Unity build file they would have to be completely rebuilt to get the emissives working? Those models have been out for a long time with no version with working emissives ever showing up. I should not be surprised to see them now. If anyone is capable of rebuilding those models from scratch it would be Nertea and all the other awesome modellers working on this project. -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Delbrutis replied to Nertea's topic in KSP1 Mod Development
That's what I was hoping for. Maybe if were lucky we will get the Porkjet atomic engines as well. Thank's -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Delbrutis replied to Nertea's topic in KSP1 Mod Development
You Have a actual copy of PJ's Overhaul pack with the heating emissive working !!!! Will those be Included with the revamp ? Or where could such a mythical beast be found? All these parts look amazing I am so looking forward to seeing this pack released when it's finished. A big "Thank You" in advance to Everyone Involved. -
Like the direction that this is going . And I agree that not requiring mods would be the Ideal way to balance the tree. Just my two cents and to lobby for the mod I would like to see balanced in this tree the most. You might take the time to look at this https://spacedock.info/mod/1880/RLA Reborn I have used this mod with my game for as long as I can remember. If someone told me I could only use one part mod I am pretty sure that I would pick this one. Although When restock+ comes out I might have to change my mind. I'M going to try this out this weekend. I'll let you know what I think of the starting balance.
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Black Chute cords?
Delbrutis replied to Delbrutis's topic in KSP1 Modelling and Texturing Discussion
So I re-downloaded the file to make sure I had the right version and I tested it in four different totally clean fresh installs going back to 1.2.2 because that is what the mod was released for. And still got the Black cute cords in every test? I then loaded the Purple DDS into Gimp flipped it and saved it as a PNG and. So I loaded it back into Gimp and re-flipped it and saved it back as a DDS file. The file in the editor and the thumbnail looked jut like the old DDS ? But it loaded in game as solid white. Maybe I screwed something up in the settings converting it back? But I have 32gig of ram on my system and really don,t want to spend the time on this little mystery PNG = problem solved . "Or at least worked around to my satisfaction" Thanks again for all the Help ! -
Better part selection UI
Delbrutis replied to Algiark's topic in KSP1 Suggestions & Development Discussion
Tyko beat me to it that was just what I was about to post. The filters work fine but you need to be able to filter by multiple category’s. Right now if you filter by profile you end up with command pods and everything else in that profile. You can also filter by fuel type but then you end up with all size tanks of that type. you need to be able to select multiple filter fields. select tanks then 1.25 size then fuel type and get only mono or whatever you chose 1.25 m tanks. The category filters are already their but I have no Idea weather the game can look at multiple ones at the same time or how hard that would be to implement.