kremonia
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Everything posted by kremonia
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Can only get one emissive to work.
kremonia replied to Fengist's topic in KSP1 Modelling and Texturing Discussion
@ColdJ Thanks for your help! I appreciate it a lot. I think community documentation would be a great step towards the more consistent and quality mods. I hope some day I would switch to blender completely. Because despite the fact Maya in most parts is a solid and quality tool Blender has a lot of features to offer that Maya has lack of. Even if Blender UI/UX is more suitable to use for aliens than even zBrush. -
Can only get one emissive to work.
kremonia replied to Fengist's topic in KSP1 Modelling and Texturing Discussion
TBH never was successful to export anything thru mu export in blender. Maybe because I'm a long time Maya and Unity user. Not sure if part tools are dramatically outdated, because it is for Unity 2019.4.18f and I believe it was the last Unity version KSP1 build with. Surely in comparison to the last updates to github by taniwha on 25th of Oct 2022 they may be outdated. But it works fine for me and I'm able to use the shaders from TU to figure out actual look. -
Can only get one emissive to work.
kremonia replied to Fengist's topic in KSP1 Modelling and Texturing Discussion
Just to figure out we are on the same page. So, this layer parameter it's just regarding KSP and how it understands animation layers. So, it independent of my object hierarchy and organization of animation components. I'm assuming that if I have a need in animation for let say material so i just need to put Animation component in unity on an object with renderer component name animation specifically and KSP would search thru the whole hierarchy to find that specific animation clip. Am I right? So, is there any community documentation at least for native KSP, or every team of moders has its own? Not to bother community. -
Can only get one emissive to work.
kremonia replied to Fengist's topic in KSP1 Modelling and Texturing Discussion
Thanks for the reply! Could you please point me to the knowledge base or any docs described all that FXModuleAnimateThrottle parameters? Because all I have at the moment is heavily outdated https://wiki.kerbalspaceprogram.com/wiki/Module#FXModuleAnimateThrottle , and there is no description for layer. Is it unity layer system? What actual object or abstraction it corresponds to? Maybe animation layers? Also I've managed to solve the problem same day with this MODULE { name = ModuleColorChanger moduleID = throttleColor animRate = 1 shaderProperty = _EmissiveColor includedRenderer = Electric_Hull toggleInEditor = false toggleInFlight = false redCurve { key = 0 1 key = 1 1 } greenCurve { key = 0 1 key = 1 1 } blueCurve { key = 0 1 key = 1 1 } alphaCurve { key = 0 0 key = 1 1 } } It's from ReStock I believe. If someone could teach me about this module would be greate, because hell knows what is the second value in key. I'm assuming the first one is for channel value. -
Can only get one emissive to work.
kremonia replied to Fengist's topic in KSP1 Modelling and Texturing Discussion
Hi guys! The thread a bit old but I would try my luck. Doing my small futuristic engines project to use with FTL and GU mod. My first engine would be multimode engine for atmosheric flights and for vacuum. Basically I need to do emission animation. So what I did. Used KSP/Emissive/Bumped Specular shader. Prepared an emission RGB map Added Animation Component to a root object where were all coliders and needed Part Tools components. Added animation clip where I manipulate _EmissiveColor parameter thru keyframes. Added this module into my config. MODULE { name = FXModuleAnimateThrottle animationName = trustAnimation // This is exactly the animation clip name I use in Unity. responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } And nothing. Not even in SPH inventory. But it was before and I've already tested it. It works fine. So, what I did wrong? Maybe someone could point me to any up to date documentation? Some guides maybe? Another question I there a way to combine two emissive maps to visualize different glow effects for different modes? Thanks in advance. Some image. It's still a placeholder. -
Found problem on docking port that opens at the bottom. No control from here. Very hard to dock. Would be nice to use custom containers instead of interstellar fuel switch.
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Looks great. But something tells me that it will be bad to fly when FAR installed. Actually It does not look very bad. You definitely need autopilot and precise speed control in FAR and Stock but it gonna make it to orbit.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
kremonia replied to ferram4's topic in KSP1 Mod Releases
Ok, I see a great misunderstanding. Since KSP is runing on all platforms I'm using on a daily basis (Win10, Linux, OS X) that's why when I saw a mc I've started to search for specific application (probably issues with copying a directory structure). Usually I'm using unpack for just unpacking. And I believe I'm ok with console =))) Since It is fun to run something on OS not to be intended to run on I wandered if you compiled mono for System V or something.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
kremonia replied to ferram4's topic in KSP1 Mod Releases
First of all great thanks for maintaining this package. Because it is a game changer in KSP. But my point was that your instructions was a bit confusing. By the way what flavor of unix do you using? Or you referring to OS X?- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
kremonia replied to ferram4's topic in KSP1 Mod Releases
I don't get why it is so specific to mc. Actually it could be run over WSL with any cind of X server implementation on Windows.- 2,647 replies
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I figured out what was the problem. Because there is no MechJeb for all mod was installed and MechJeb parts was missing (hidden). Actually I don't know why, but with Community Category Kit it showed up as other old Squad parts. So, it works fine. But I found two slight problems. First of all bi-elliptic transfer works not the way I expected just as Hohmans's transfer. And in A.S.S. there is oscillations around defined pitch angle in surface mod.
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@Daniel Prates Which one you count ugly?
- 22,514 replies
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- totm march 2020
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I would be happy to work with him together on USI-LS patches and probably TAC-LS if he does not mind. Also I could help with modeling ant texturing.
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- totm march 2020
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Already done this via simple and generic Module Manager config. It has now about 75 supplies per 1 crew member on board and 1 kerbal month per crew member it is definitely too much. So let me know what you as a mod maintainer prefer: realism or kerbalism.
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- totm march 2020
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Loved the work you've made. Are you interesting on some LS patches. I'm typically using USI-LS and can made a support patches to contribute.
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Entropy bless you! A living man! It is OK! I found recently there is a new part in KSPI-E an engine similar to D-T Vista and visually represented as Epstein Drive from The Expanse. So i'm wondering if anybody made it running. It needs a damn amount of power to run. I even did not find anybody noticed it's present in KSPI-E neither forum or internet.
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KSP Interstellar Extended Support Thread
kremonia replied to FreeThinker's topic in KSP1 Mods Discussions
Hi guys! Did anyone seen new Fusion Engine from one of last updates? Kerbstein Fusion Engine, looks like Epstein Engine from The Expanse. Did anyone get it to run? It needs a huge power to produce any trust. https://imgur.com/ggSnPRP Thanks a lot for upcoming answers. Cause, you know. everybody want Rocinante. -
Since Kerbstein Fusion Engine is a new part from KSPI-E (Warp Plugin) it seams to be a right place to ask.
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Guys who knows how to power new Kerbstein Fusion Engine?
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Guys have any one some expirience with KSP debuging? I mean real debuging with pdb and decompiling everithing with dotPeek. Some times i feel myself ready to start KSP standratization and optimization company. At least on the part level. @JadeOfMaar Thansk for sharing. And for overal answer. But what GPU do you have? From my perspective the only difference is 4 cores instead of 8, sure I have 8 logical cores with HT. But as i know unity do not utilize multiple cores very well. And I really surprised you guys do not use SSD.