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KSP2 Release Notes
Posts posted by Leandro Basi
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After entering VAB and try a new launch the effects go out then i need to press tufx button again! This is correct or maybe i have any problem?
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49 minutes ago, linuxgurugamer said:
Ummm, what errors?
I'll add that while you should always give more information than "it's broken", I have been able to verify that there is a problem, but I'm not sure if it's CKAN or the mod; I can download and install the mod by hand from Spacedock, so I doubt it's the mod. The error is an extraction error, I'm waiting to hear from the CKAN folks about the report I posted
Nevermind! now i try install to screenshot error and the process finish successfully!
I think a reinit system have fixed.
Thanks
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3 hours ago, linuxgurugamer said:
New release, 0.3.29.3
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Fixed truck attach nodes and orientation of all parts
Ckan not installing. I got errors.
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Fixed truck attach nodes and orientation of all parts
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10 hours ago, Autolyzed Yeast Extract said:
restock is extremely buggy right now.
good to know that parachutes are being looked at (fyi they are completely nonfunctional, even if I remove realchutelite from FAR the chutes deploy but have no drag and do nothing) but launch clamps are awful atm and cause kraken attacks. it seems as though stuff spawns below the launchpad, even using girders as an alternative is proving difficult
I think you have any conflicts or corrupt install. This mod is working very well without any glitches.
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3 hours ago, Nertea said:
KA 1.1.0!
- KSP 1.8 update
- Updated B9PartSwitch to 2.12.1
- Updated DynamicBatteryStorage to 2.1.0
- Updated DeployableEngines to 1.2.0
- Updated CryoTanks to 1.4.0
- Updated CRP to 1.3.0
- Updated ModuleManager to 4.1.0
- Fixed some MM patch pass specifiers
- Fixed MissingHistory "Candle" and "Beacon" engine plumes under RealPume (Wyzard256)
- Fixed a plume issue on the Deliverance aerospike
Thanks!
I have update all other mods (CryoEngine, NearFuture, etc) in ckan, but the Kerbal Atomics is not listed!
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2 hours ago, xman1 said:
Question... I am hanging out at Laythe and I get great FPS while in orbit, but as soon as I move to map mode, my FPS drops to about 5 FPS if that. Is this the result of Kopernicus not being update yet?
I have the same. In my game the ks3p is a huge FPS killer.
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I hope you get well soon.
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I spent a long time without playing ksp and now that I came back I updated all my mods and everything seems to work correctly, but I only now saw that raster prop is no longer being updated and this new project is in progress. Can I simply delete the raster prop without affecting the mods that use it and put the MAS? thank you
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I don't remember what i have done to make KS3P works with D3D11 but this is my working config:
SpoilerKS3P
{
Name = Default
//Profile for the SPH & VAB
SETUP
{
Scene = VAB
Anti_Aliasing
{
Mode = FXAA //Can also be 'TAA' (Temporal Anti Aliasing)
Quality = 4
//Quality legend:
//0: extreme performance
//1: performance
//2: default
//3: quality
//4: extreme quality
//Default TAA settings
//Jitter = 0.75
//Blend_Stationary = 0.95
//Blend_Motion = 0.85
//Sharpen = 0.3
}
Bloom
{
//Bloom settings
Anti_Flicker = true
Intensity = 0.89
Radius = 6.5
Soft_Knee = 0.78
Threshold = 1.13
//Lens dirt settings
Dirt_Enabled = true
Dirt_Tex = KS3P/Textures/LensDirt02
Dirt_Intensity = 4
}
Color_Grading
{
Preset = ACES
}
//Vignette
//{
//Center = 0.5, 0.5
//Color = 0,0,0,1
//Intensity = 0.41
//Opacity = 1
//Roundness = 1
//Smoothness = 0.46
//Rounded = false
//Mode = 0
//}
}
SETUP
{
Scene = SPH
Anti_Aliasing
{
Mode = FXAA //Can also be 'TAA' (Temporal Anti Aliasing)
Quality = 4
//Quality legend:
//0: extreme performance
//1: performance
//2: default
//3: quality
//4: extreme quality
//Default TAA settings
//Jitter = 0.75
//Blend_Stationary = 0.95
//Blend_Motion = 0.85
//Sharpen = 0.3
}
Bloom
{
//Bloom settings
Anti_Flicker = true
Intensity = 0.89
Radius = 6.5
Soft_Knee = 0.78
Threshold = 1.13
//Lens dirt settings
Dirt_Enabled = true
Dirt_Tex = KS3P/Textures/LensDirt02
Dirt_Intensity = 3
}
Color_Grading
{
Preset = ACES
}
//Vignette
//{
//Center = 0.5, 0.5
//Color = 0,0,0,1
//Intensity = 0.41
//Opacity = 1
//Roundness = 1
//Smoothness = 0.46
//Rounded = false
//Mode = 0
//}
}//Profile for flight
SETUP
{
Scene = Flight
Bloom
{
Anti_Flicker = true
Intensity = 1.73
//Radius = 4.27
Radius = 2.1
Soft_Knee = 0.872
Threshold = 1.1
Dirt_Enabled = True
Dirt_Tex = KS3P/Textures/LensDirt01
Dirt_Intensity = 4
}
Anti_Aliasing
{
Mode = FXAA
Quality = 4
}
Depth_Of_Field
{
Focus_Distance = 10
Aperture = 25.7
Use_Camera_FOV = False
Focal_Length = 149
Kernel_Size = 3
}
Color_Grading
{
Preset = ACES
}
//Eye_Adaptation
//{
//Luminosity_Minimum = -6
//Luminosity_Maximum = 14
//Maximum_EV = -5
//Minimum_EV = 1
//Dynamic_Key_Value = False
//Type = 0
//Speed_Up = 2
//Speed_Down = 1
//Range = 0.5,1
//Key_Value = 0.3
//}
//Vignette
//{
//Center = 0.5,0.5
//Color = 0,0,0,1
//Intensity = 0.366
//Opacity = 1
//Roundness = 1
//Smoothness = 0.657
//Rounded = False
//Mask = KS3P/Textures/Null
//Mode = 0
//}
}SETUP
{
Scene = EVA
Bloom
{
Anti_Flicker = true
Intensity = 1.73
//Radius = 4.27
Radius = 2.1
Soft_Knee = 0.872
Threshold = 1.1
Dirt_Enabled = True
Dirt_Tex = KS3P/Textures/LensDirt01
Dirt_Intensity = 4
}
Anti_Aliasing
{
Mode = FXAA
Quality = 4
}
Color_Grading
{
Preset = ACES
}
//Eye_Adaptation
//{
//Luminosity_Minimum = -6
//Luminosity_Maximum = 14
//Maximum_EV = -5
//Minimum_EV = 1
//Dynamic_Key_Value = False
//Type = 0
//Speed_Up = 2
//Speed_Down = 1
//Range = 0.5,1
//Key_Value = 0.3
//}
//Vignette
//{
//Center = 0.5,0.5
//Color = 0,0,0,1
//Intensity = 0.366
//Opacity = 1
//Roundness = 1
//Smoothness = 0.657
//Rounded = False
//Mask = KS3P/Textures/Null
//Mode = 0
//}
}SETUP
{
Scene = IVA
Bloom
{
Anti_Flicker = true
Intensity = 1.73
Radius = 4.27
Soft_Knee = 0.872
Threshold = 1.1
Dirt_Enabled = True
Dirt_Tex = KS3P/Textures/LensDirt01
Dirt_Intensity = 3
}
Anti_Aliasing
{
Mode = FXAA
Quality = 4
}
//Eye_Adaptation
//{
//Luminosity_Minimum = -6
//Luminosity_Maximum = 14
//Maximum_EV = -5
//Minimum_EV = 1
//Dynamic_Key_Value = False
//Type = 0
//Speed_Up = 2
//Speed_Down = 1
//Range = 0.5,1
//Key_Value = 0.3
//}
//Vignette
//{
//Center = 0.5,0.5
//Color = 0,0,0,1
//Intensity = 0.366
//Opacity = 1
//Roundness = 1
//Smoothness = 0.657
//Rounded = False
//Mask = KS3P/Textures/Null
//Mode = 0
//}
}SETUP
{
Scene = MainMenu
Bloom
{
//Bloom settings
Anti_Flicker = false
Intensity = 0.35
Radius = 1.7
Soft_Knee = 1
Threshold = 1.13
//Lens dirt settings
Dirt_Enabled = true
Dirt_Tex = KS3P/Textures/LensDirt02
Dirt_Intensity = 4
}
Color_Grading
{
Preset = ACES
}
}
SETUP
{
Scene = KSC
Bloom
{
Anti_Flicker = true
Intensity = 1.73
Radius = 4.27
Soft_Knee = 0.872
Threshold = 1.1
Dirt_Enabled = True
Dirt_Tex = KS3P/Textures/LensDirt01
Dirt_Intensity = 3
}
Anti_Aliasing
{
Mode = FXAA
Quality = 4
}
Depth_Of_Field
{
Focus_Distance = 10
Aperture = 25.7
Use_Camera_FOV = False
Focal_Length = 149
Kernel_Size = 3
}
//Eye_Adaptation
//{
//Luminosity_Minimum = -6
//Luminosity_Maximum = 14
//Maximum_EV = -5
//Minimum_EV = 1
//Dynamic_Key_Value = False
//Type = 0
//Speed_Up = 2
//Speed_Down = 1
//Range = 0.5,1
//Key_Value = 0.3
//}
//Vignette
//{
//Center = 0.5,0.5
//Color = 0,0,0,1
//Intensity = 0.366
//Opacity = 1
//Roundness = 1
//Smoothness = 0.657
//Rounded = False
//Mask = KS3P/Textures/Null
//Mode = 0
//}
}
SETUP
{
Scene = 4
Bloom
{
Anti_Flicker = true
Intensity = 1.73
Radius = 4.27
Soft_Knee = 0.872
Threshold = 1.1
Dirt_Enabled = True
Dirt_Tex = KS3P/Textures/LensDirt01
Dirt_Intensity = 4
}
Anti_Aliasing
{
Mode = FXAA
Quality = 4
}
//Eye_Adaptation
//{
//Luminosity_Minimum = -6
//Luminosity_Maximum = 14
//Maximum_EV = -5
//Minimum_EV = 1
//Dynamic_Key_Value = False
//Type = 0
//Speed_Up = 2
//Speed_Down = 1
//Range = 0.5,1
//Key_Value = 0.3
//}
//Vignette
//{
//Center = 0.5,0.5
//Color = 0,0,0,1
//Intensity = 0.366
//Opacity = 1
//Roundness = 1
//Smoothness = 0.657
//Rounded = False
//Mask = KS3P/Textures/Null
//Mode = 0
//}
Color_Grading
{
preset = ACES
}
}
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11 minutes ago, Shadowmage said:
Question regarding upcoming releases:
Does anyone still use the legacy shader setup with SSTU (i.e. without the SSTU-PBR pack installed)?
Would like to unify the configs, textures, and releases; with the aim of switching everything over to the PBR setup. Would simplify the writing of configs, creation of textures, and could result in a reduction in release size from fewer duplicate textures being needed. But if there is still widespread use of the legacy shaders, I'll consider leaving the setup as-is (for now at least...).
I use both.
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14 minutes ago, Shadowmage said:
The icon problem has nothing to do with TU, it is purely a stock problem with DX11. Neither am I interested in how the icons look, or in fixing them. (that patch/mod you deleted was Electorcutor's 'fix' for the icons; so if you want your icons fixed, restore whatever it is you removed)
I'm specifically interested if the reflections are proper and working while in flight. If you launch a craft with metallic parts, are the environment reflections proper? Any problems with EVE/Scatterer/etc?
Reflections is working
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19 hours ago, Leandro Basi said:
I have test now, and without activating alternate fix with D3D11 scatterer, EVE and KS3P is ok!
I have to rewrite my test.I forgot to remove the directory with KSP-1.4-fixes.dll, after removing, the problem with the icons came back. Where should I write the patch? Should any specific name be given to the .cfg file?
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1 minute ago, Shadowmage said:
Yeah, that is a stock bug with their shaders... something they really need to fix internally. (I may have a workaround... but why? stock just needs to fix their code...)
Good to hear, and that is the kind of information that I'm looking for (e.g. information on how the actual parts look).
Anyone tested with Scatterer/EVE/KS3P to see if the 'fix' causes any issues in any of those mods?
I have test now, and without activating alternate fix with D3D11 scatterer, EVE and KS3P is ok!
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9 minutes ago, Shadowmage said:
Anyone had a chance to give the above DX11-fixing dev-test-release a try? Ran into any problems with it?
I Will try tonight.
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There a way to make clouds fade more subtle or visible at great distance?
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2 hours ago, FrancoisH said:
@Shadowmage I read your statement about messed up reflexion in DX9/DX11 but, sadly, using openGL mode is far less stable than using DirectX. At least on my computer. I had no crash for several hours with a heavily modded install and when I used TextureUnlimited, it did work nicely with DirectX but crashed every 2 flights in OpenGL...
I cant load KSP with opengl. My game freezes in load screen.
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7 hours ago, Beetlecat said:
Oh, sorry -- Ambient Occlusion, and it creates a light/shadow effect to better imitate brightness and shadow. You can see it in this post (the image it refers to is above it). It's kind of fuzzy, but you can see it around the wheels. It creates the shadow effect.
Thanks! This info solved my problem with KS3P and D3D11 command line!
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8 minutes ago, Beetlecat said:
KS3P is dark, and full of shadows.
Especially if you include the AO feature! It looks great (photo phorthcoming).
What means AO feature?
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Thanks for this excelente mod!
There's a way to make smokes more dense?
Thanks!
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4 hours ago, Gordon Dry said:
Update:
Using "-force-d3d11" it's a little bit better, the main menu sceene looks good.
I also changed the config.cfg by setting all instances of Dirt_Enabled = false but IVA - I didn't change anything else.
As soon as I reached SPC, the same as before, I quickly alt-tabbed to ProcessExplorer and same - high speed RAM increase. This time I killed KSP_x64.exe before anything worse could happen.
Next run: Without OPM
Edit:
Started new career to test without OPM, fast flickering issue occured, RAM increase - kill process ...
I'm having the same. Flicker or black screen.
The visual mods i have is
Astronomer's Visual Pack v3.7
Scatterer 0.0329
B9partswith v2.2.2
B9animationmodules v1.2.0
RealPlume 1.2.0
PlanetShine latest version
Texture Unlimited latest version
I am using commandline -force-d3d11 -force-d3d11-no-singlethreaded
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1 minute ago, JadeOfMaar said:
It means OPT main won't get proper or better integration with other things that players need and want like life support and fuel options.
Aww yeah. you're welcome.
I think I know what the problem is. Do you have Nertea's Cryo Tanks/Engines installed? The tank type is conditional (and should not appear if you have CryoTanks) but the subtype (tank option) is not aware and always expects the OPTOX tank type.
I am having the same exception. I have Cryo tanks and engines installed. Any sollution?
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I really like this mod, but i am having this strange shadows colors!?
Anybody know how to solve?
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17 minutes ago, linuxgurugamer said:
Yes, install this mod, or, if it's installed, update it to the latest. All of my mods are being updated to require it's use
Thanks for reply!
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I'm not a modder, but after 1.4.2 version i am having this exception:
[EXC 16:13:28.801] FileNotFoundException: Could not load file or assembly 'ClickThroughBlocker, Version=0.1.3.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
Anybody knows if this is related to game or any mod break?
Thanks
[1.9.x] TUFX - Post Processing
in KSP1 Mod Releases
Posted
I have make a feel tests and this happens when revert flight to VAB option! After exit VAB, tufx effects go out!