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TGSAP

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Everything posted by TGSAP

  1. Just want to confirm that it works absolutely fine with FAR now. Since it's the first time I have been able to test them with planes properly, I have to say the physics are wonderful. Absolutely game changing. My first landings were catastrophic, but they always felt like "oh, okay, I have the springs too stiff, I have to change it" or "oh, I have the brakes too strong on the front wheel, I have to tone it down", not the crazy weirdness that is stock wheels. Once properly adjusted, the wheels worked perfectly, exactly as expected of wheels. Definitely the best wheels I've ever seen in KSP. Let me make clear that, for the functionality they have now, I am already completely satisfied with them. But in the interest of completeness, there are still some minor problems (I have only tested the small and medium ALG for now): FAR doesn't voxelize the actual gears when they are deployed, only the wheel "containers". This makes it so that it's indifferent to FAR if they're deployed or not, and they don't grant the expected extra drag when deployed. Furthermore, even after retracted, they seem to keep making noise (as when they are rolling). I will completely understand if these very minor issues are unadressed, and bring them up only in appreciation of the author's work. Thanks, Shadowmage! Edit: Also, for some reason, even though ALG starts deployed, the landing gear action group starts inactivated, in such a manner that you have to press "G" twice to retract the landing gear. A very minor inconvenience at most, of course.
  2. Thank you both very much for the assistance. I had downloaded it from the github repo DoctorDavinci indicated, but I had downloaded the latest commit (instead of the release). Furthermore, I had gotten ASET from the link on that release page (which has the wrong color tags and does not include ASET Avionics). I assume either the latest commits are not stable and I was foolish to download them or ASET Avionics is an undeclared dependency. In any case, it works now, and I am extremely grateful to you both. Do any of you know if my hypothesis about the window gap on IVA is reasonable? I have experience with Unity but none with KSP modding. I looked at the configs and found nothing related to camera clip planes, so I'm not sure this is something that would be fixable with a MM patch or would require tinkering with the model in Unity. It definitely seems like a clip plane problem to me, but I don't know what the solution could be without having access to the IVA camera's clip planes for the outside model. I guess one could cut or copy that part of the outside model (which is not actually visible from outside the part anyway) and paste it into the interior model, and it would be shown in the IVA camera.
  3. Is this supposed to be compatible with 1.2.2? The HUD doesn't seem to work at all for me. The missing "cockpit seal" (the gap between the glass and the fuselage on IVA) seems to me to be related to the near clip plane on the camera that renders the outside model from IVA, although I have no clue how to change that. If someone handles upgrading this to run on KSP 1.2.2 (or explain to me what I'm doing wrong) I'm willing to go through the boring job of trying to correct all color tags.
  4. I'd just like to add to what Akira_R said; a big thanks for your work on this mod in general and also in getting it compatible with FAR. I have experience with Unity development (and their godawful unusable wheel colliders), and I know exactly the scope of a project like this, and the difficulties involved, and it amazes me how fast you were able to get one working well (on a mod on which you weren't even planning to work that much in the first place). I also commend how well you have reacted to the feedback of players and how out of your way you have gone to accommodate them. Personally I like to set everything manually (like you, I imagine) and your patience and dedication in providing a workable solution to, let's say, "less dedicated" players astound me. I have followed the situation on github as well, and it seems like a reasonably simple fix (to the extent such things can be simple) for the FAR situation, one I know is well within your capabilities. Again, thanks for the speed and the effort that you have spent in supporting a mod you don't even use. You can count on me to test this with FAR anytime.
  5. Hangar from my 1.1.3 save: From bottom to top; The Happy Hopper: built for scenic sunset flights and so the other planes could feel superior. The Jolly Jumper: built to travel Kerbin in style, when speed (or safety) isn't necessary. The Straight Arrow: built for serious, simple, stable flying, and not for doing cobras over the VAB. The Calavera: built for doing cobras over the VAB. The Hazard: built through a series of accidents, the tail planes being accidentally installed on the front of the plane, and the wings being installed backwards. Later declared "an important first step into innovative technologies". The Titanium Titan: built for taking cargo to orbit at hypersonic speed. Unfortunately the only cargo it could carry all the way to orbit was itself. The Carbon Composite Colossus: popularly known as the "spaceplane that takes spaceplanes to space", it was built to prove that an SSTO that took SSTOs to orbit wasn't a stupid idea. Largely considered a stupid idea. Calavera SSTO version: although capable of reaching orbit by itself, was usually carried on the back of the Carbon Composite Colossus. Built for doing cobras on Minmus. I would really like to see similar posts by you guys, with all your planes shown on a single picture (even the ones that didn't work so well!) with a small description. I think it's cool seeing all the planes in scale. As a bonus, my F-16 replica built to test mods on 1.2.2.
  6. As the guy who provided the above logs and image to Shadowmage, I'd like to clarify the tests were made in a fresh KSP install, on Windows 64bit, with only the newest version of FAR's dev build, Kerbal Foundries, and their respective dependencies installed. FAR worked fine with any ship that didn't have a Kerbal Foundries part/part that used the KSPWheel modules, but ceased working completely when they had at least one of those parts. I would be glad to test more if it helps, and provide further logs or anything that is needed.
  7. It should be noted that there is no public release of FAR that is compatible with 1.2.2. That said, I can confirm the dev version of FAR (which otherwise works perfectly in KSP 1.2.2) simply doesn't work if any part that uses KSPWheel is on the craft (I tried ALG, repulsors and skids, on a fresh install with only KF, FAR and their dependencies installed). Log below (if I did this right): Other possible bugs worth noting are: Trouble with symmetry on ALG (note back wheels). Particle emission doesn't stop while game is paused (note also plane generating no lift at speed). This was a very quick test, forgive if I'm missing any settings or anything, or if I've got the log wrong, I'll be glad to do more in depth testing if it helps. I can post it on github as well.
  8. I managed to get them whiter by messing with their properties (I think it was their scattering properties or something like that?), but then at sunset they still looked white while the 2D ones looked grey... Anyway, never managed to quite work them out.
  9. I always had problems with the volumetric clouds as well, but mostly because of weird lighting (why are they always kinda grey?). But to be honest I usually have to turn them off because of FPS issues. Those new ones do look way better though and I might just have to sacrifice some of those frames...
  10. Hey man, don't burn yourself out. Relax for a bit. Play some KSP. Try to enjoy your own mod instead of worrying about it. I know it's hard...
  11. It's absolutely an EVE issue, not an SVE issue, and will happen on any EVE based mod. It was just very apparent in SVE because the atmosphere itself had a shadow material, making it so the glitch happened pretty much anywhere on Kerbin, and not just when clouds were around. Okay guys, yesterday's .cfg was just to test things out. It was only for Kerbin. Now that we know that it works, I did a more comprehensive fix, that should fix such glitches in every planet in the Kerbol system. Furthermore, instead of setting the shadow factor to 0, I removed the shadow material completely, which should come with the nice side effect of a slight performance boost (very slight though, maybe not even noticeable). I didn't test it on the other planets myself but I see no reason why it shouldn't work. You guys can get it here; https://www.dropbox.com/s/qmbixubyjkgy118/clouds.cfg?dl=0 Note that this "fix" completely removes EVE related shadows from the game. Clouds, atmospheres and dust storms will cast no shadow. You can still add them back at any time by accessing the Alt+0 menu and putting the shadow material back on. Every other shadow, such as stock shadows, or scatterer terrain shadows, will remain working as usual.
  12. I did some testing and I think that is exactly it! Thanks for the catch! However, most of the glitch was actually caused by the uniform shadow of the three layers of atmosphere. If you put the shadow factor zero on them, it will simply be slightly brighter, and it's already enough to mostly remove the glitch. However, when a cloud casts shadow over you, it returns. To me, the atmosphere shadow can be removed with no great loss. The cloud shadow is a very subtle effect, much more subtle than the blatant glitches it causes (in my computer), so personally I will do without the cloud shadows. But now people can make an informed decision, at least! Edit: Reminding that all this can be changed at any time, in game, so you can simply give the clouds/atmosphere their shadows back or take them away depending on what you are going to do and what is your "graphical priority" at the time.
  13. Hey, no problem. Glad to help. I'm testing more to see if I find any ill side effects but so far I haven't found anything...
  14. Absolutely, just credit me in some way I guess. If there are no ill side effects to my edits, feel free to simply add them to the normal download, too.
  15. Hey, just posted it above if you didn't see, sorry. Edit: Here's a before and after changes (sorry for the dark pics);
  16. You have to do it to every cloud layer in Kerbin that has a shadow factor different than zero. Note that you have to do it in game, because some don't show up in the .cfg. I also deleted the aurora; might or might not affect it. I assume setting its shadow factor to 0, if it isn't already, would suffice. Edit: I'll post a custom config in a bit for you guys to try. Edit: Here it is. As I said, I just went into the in-game settings menu and set the shadow factor to 0 in everything I could in the CloudsManager. Replace this in your GameData>StockVisualEnhancements>EVE>Atmosphere. https://www.dropbox.com/s/rpgf9x2r71l1etv/clouds.cfg?dl=0
  17. Hey, it's me again. I "fixed" the landing gear/lights transparency glitch. I say "fix" because I might have screwed up something else in the process. My "fix" consisted of setting the "shadow factor" level of all Kerbin clouds to 0, in the shadow material. I don't know if this ruins anything; I assume it does, but I could not notice anything obvious in my short testing.
  18. Hey! I just wanted to thank you for making this mod. I play KSP mostly for the planes, and this makes flying them a breeze and a joy. It's a game changer, really, and I can't thank you enough! Recently I buzzed a little too close to the runway tower and lost a wing. However, the autopilot not only left the plane able to fly level, it was actually still fully controllable! It truly blew my mind, and shows the power of the mod. So, no bug report, no feature request, just, thank you!
  19. Too little plane love on the screenshots of this mod. However I also have that transparency glitch on the landing gears/lights... If I use only scatterer, they are gone. If I use only SVE/EVE, they are still there. I can do more testing if it helps. Running 64bits, unmodified .exe.
  20. I also apologize for the OT, I would just like to express the utmost enthusiasm for a continuation of Adjustable Landing Gear. Although I am not too familiar with modding, I would be willing to learn some if it brought us closer to having ALG back, and would help out Jebman82 in any way I could. I find the new stock wheels to be practically unusable, and found ALG to be pretty much perfect. Together with the rest of Baha's mods, I think it was one of the greatest losses for 1.1. So if possible, and not too much trouble for Baha, I would very humbly request the files needed so the mod can live on. Of course, I would totally respect if he declined it, too.
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