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speedwaystar

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Posts posted by speedwaystar

  1. the .cfg file to implement this is slightly mangled in the OP, probably by the new forum skin. it should read:

    +PART[solidBooster]
    {
    	@name = HybridRocketBooster
    	@title = RT-11 Hybrid Rocket Booster
    	%manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co
    	@description = The engine for those who can't decide between liquid and solid boosters. This hybrid rocket uses solid propellant and liquid oxidizer for a solid booster that is throttleable and relatively efficient for a fraction of the cost of liquid boosters. It does have the slight downside of not being refuelable, but hey, it's a booster so you weren't planning on bringing it to orbit with you anyways, right?
    
    	@MODULE[ModuleEngines]
    	{
    		@maxThrust = 200
    		@throttleLocked = False
    		@useEngineResponseTime = False
    		-engineAccelerationSpeed
    		@allowShutdown = True
    		@PROPELLANT[SolidFuel]
    		{
    			@ratio = 0.9
    		}
    		+PROPELLANT
    		{
    			%name = Oxidizer
    			%ratio = 1.1
    			%DrawGauge = False
    		}
    		@atmosphereCurve
    		{
    			-key
    			%key = 0 300
    			+key = 1 250
    		}
    	}
    	@RESOURCE[SolidFuel]
    	{
    		@amount = 180
    		@maxAmount = 180
    	}
    }
    
    +PART[RCSFuelTank]
    {
    	@name = OxyTank
    	@title = FL-O25 Oxidizer Tank
    	@description = For some reason, nobody thought to put oxidizer in a tank by itself before. This tank fixes that problem for all your hybrid rocket (and spaceplane) needs.
    	-RESOURCE[MonoPropellant]
    	%RESOURCE
    	{
    		%name = Oxidizer
    		%amount = 220
    		%maxAmount = 220
    	}
    }

     

  2. 14 minutes ago, Hyratel said:

    is there a discrete way to test Firespitter Core's functionality? because I'm having failures with both RetroFuture tanks and Roverdude's Otter sub parts

    did the failure involve the dev release of firespitter's texture switcher not working (no "next/previous texture" buttons)? i had this problem with @raidernick's R7 fuel tanks under 1.1 prerelease, but haven't investigated further.

  3. the fluro clouds and the hexagonal artifact are due to the the Kerbin-MainClouds/layerVolume settings.

    SfVRpEk.png

    reverting them to the following (from the earlier version of SVH) makes the volumetric clouds fade in during ascent and then fade back out again as you climb above the cloud layer, and also removes the giant volumetric cloud hexagon on reentry.

    MDN6MSH.png

  4. if i use the included MM_ReflectingPluginWrapper.cfg

    // Replace ReflectionPlugin's module with TRReflection.
    
    @PART[*]:HAS[@MODULE[ReflectiveShaderModule]]:NEEDS[TextureReplacer]
    {
      @MODULE[ReflectiveShaderModule]
      {
        @name = TRReflection
      }
    }

    how many of the fields from ReflectiveShaderModule does TRReflection actually use, if any? i notice that ReflectiveShaderModule has quite complex management of reflections including falloff distance, reflection colour bias etc.

    for instance,

    
    //Reflection shader plugin
        MODULE
        {
            name = ReflectiveShaderModule
    
            // Lower values for performance, higher values for aesthetics (you shouldn't ever need to go higher than 1024).
            CubeMapSize = 16
    
            // How deep the reflection will be ("how far the reflection camera will view")
            FarClipPlane = 500000000
    		// How far away must something be before it is reflected
    		NearClipPlane = .1
    
            // Set to false to render all 6 faces of the CubeMap at once (six times slower~)
            OneFacePerFrame = true
    
            // The shader to find. The reflective shaders are:
            // Reflective/Diffuse
            // Reflective/VertexLit
            // Reflective/Bumped Diffuse
    		//Reflective/Bumped Specular
            ShaderName = Reflective/Bumped Diffuse
    		realTimeReflection = False
    		
    
            // The height of the parallax map. Values are accepted between 0.005 and 0.08.
            ParallaxHeight = 0.01
    
            // How reflective the reflection will be (Weakest 0.0 - 1.0 Strongest).
            ReflectionStrength = 0.50
    		//ReflectionColor = 0, 0, 0, 0
    
            // Use this variable to specify which meshes to apply the shader to.
            // Not using this variable will default to the first found mesh.
            // Use the actual mesh name for the value. Or you could use:
            // all - to replace the shader on all meshes in the model.
            MeshesToChange = Line28,Cylinder88,ant1,ant2,ant3,ant4,tdoor1_000,tdoor1_001,Object01,Object15,Line28,Line04,Line01,Line29,bant1,bant2,Line05,Line07
    
            // How shiny the specularity will be (if specular).
            // This value will be automatically set if it already exists on the previous shader and is not defined here.
            Shininess = 1.0
    		updateRate = 130
    
            // These variables should be used together only.
            // These values will be automatically set if they already exist on the previous shader and are not defined here
            SpecColorR = 0.8
            SpecColorG = 0.8
            SpecColorB = 0.8
            SpecColorA = 0.8
    		rimFalloff = 5.0
    		rimColor = 0.8242, 0.6445, 0.1914, 1.0
    		ReflectionColor = 0.6242, 0.6445, 0.69, 1.0
        }

    whereas TRReflection's supported fields seem to be limited to 

    MODULE
    {
      name = TRReflection
      shader = Reflective/Bumped Diffuse
      colour = 0.5 0.5 0.5
      interval = 1
      meshes = FrontWindow SideWindow
    }

    none of which overlap the ReflectiveShaderModule namespace.

  5. looking good. the only slightly strange thing i've noticed is the cumulus particleMaterial textures which are radioactively bright. although, this might be an interaction with scatterer.

    xGOPhfo.png

    on reentry the pop-in for said radioactively bright cumulus particle textures is very noticeable, with an odd hexagonal structure. i'll post a screenshot next reentry i do.

  6. working my way through the Historical Missions Pack c/o @Whitecat106 making heavy use of FASA/RN US Probes/Rockets and various Soviet things... i'll report the odd things that crop up. i'm running the 1.1 prerelease.

    successfully launched the Explorer 1 and managed to circularize above 250k. however, the colliders on the Explorer Sargent 11x Decoupler are a bit wonky. it doesn't decouple fully and both it and the 11x Sargent booster stage stick around for a bit before clipping through the 3x stage and drifting off. this will destroy your craft or at least throw it into a loop if you're still in the atmosphere and/or you are firing the 3x thrusters.

    YAtZ7oJ.png

    i'm not sure if this is a new issue with ksp 1.1 or just something people have been aware of for a while and know to work around.

    the work around is to decouple once you're outside the atmosphere but before reaching apoapsis, wiggle the remaining stage a bit until the stuck bits float away, then continue onward and upward.

  7. on a related note (i'm doing Whitecat's Historic Missions pack and i'm up to sputnik, in case you wondered), should the R7 vernier engines really cost 12.5k funds? you need 12 of them! by way of comparison, the main Block A Engine Cluster costs 12.5k.

    EDIT: the R7 winglet is 43.5k funds. that... doesn't seem right!

  8. 1 hour ago, _Krieger_ said:

    KJR v3.1.4 from GitHub seems to be working in 1.1 64 bit.

    how can you tell whether it is working with 1.1? it has no ui, so it might just be silently failing. my understanding is that any .dll not specifically compiled for 1.1 will not work due to sweeping changes in the API. KJR 3.1.4 was last compiled in June 2015.

    EDIT: rummaging around, i found ermald79's fork: https://github.com/emerald79/Kerbal-Joint-Reinforcement which probably *does* work.

     

  9. @rbray89 i'm guessing that the default cloud.cfg setting for Kerbin-clouds1 (AlphaCubeMap using ALPHAMAP_B) is employing the blue channel (_B) in Textures/CubeXn.png etc. the red channel in the cube map is used for cities. green doesn't seem to be used currently.

    what is ALPHAMAP_A then? it produces the full "blue marble" cloud pattern but i'm not clear how it is stored in the cube map. it doesn't seem to be the RGB channels combined (as far as i can see by toggling them on one after another using the ALT-0 ui).

    EDIT: i'm trying to recreate the multiple cloud layers from @Nhawks17's Stock Visual Enhancements, which is why i'm wondering how the cube map layers are put together. :)

    EDIT2: doh, of course it's the alpha channel :/ 

    ETNBnDy.jpg

    very pretty!

  10. the CKAN version is standard size, i notice. would it be possible to add the stockalike dimension patch as an optional CKAN dependency?

    rather than overwriting the base files, have you considered making the patch into a ModuleManager config which only modifies the relevant values? it would be much easier for you to keep up to date with changes in the base files.

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