

navot
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Everything posted by navot
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I haven't test it in 1.4.2 yet, but it should probably work fine
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Every ShroudTexture node in the config files is used as an option in the texture switching field when building a craft, so you can switch between as many as you want in the game. Also, nice textures! Quick note if you are using the latest github version, and not the one on Spacedock, I changed the way the textures are loaded (all the faces have their own textures), and the node now looks like this: ShroudTexture { name = MyTexture outside { texture = MyTextures/Outside normals = MyTextures/OutsideNormals } top { texture = MyTextures/Top normals = MyTextures/TopNormals } inside { texture = MyTextures/Inside normals = MyTextures/InsideNormals } } You can also optionally modify the shininess and specularColor of each of the textures
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Also, I just put a new version of the mod on GitHub. The main difference is that the texture is now split into 3 textures (inside, top and outside texture). This should make making custom textures easier. I actually made this a while back, but didn't publish it because I got frustrated with my terrible texturing skills. The textures on that version are still test textures...
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I think the problem is probably the normal maps. Mine are red, and yours are pink... Did you generate them with the unity tools or get them from somewhere?
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@Gordon Dry I'm not quite sure what is happening there. I only use the default KSP Specular shader... Are you using a self made texture? @wookiee_goldberg thanks for clearing up confusion. Also, I don't think that engine plate support will come any time soon... @Tyko You don't even need MM for that. You can add your own textures by simply creating your own text file somewhere in the gamedata folder (so it doesn't get changed by updates) with a ShroudTexture node inside (this for example): ShroudTexture { name = ExampleTexture texture = CustomTextures/Example normals = CustomTextures/Example_Normals } Also, if you have some good textures and want to share them, let me know.
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I have added your making history configs and the patch to remove the engine plates to the current version. Having a bool isEnginePlate to differentiate is a good start. Also the base/remote sizes seems will be good if we have it all in one class. However, I've been thinking about it for a bit, and I think it might be better to have an own module / inherit the class specifically for the engine plates, since there would be a bunch of places where there would be different cases for isEnginplate or !isEnginePlate. However, I'm still not quite sure if this option would be easier to implement (I'm also not exactly the most experienced mod dev).
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First off, big thanks for providing the configs for the expansion, which I currently don't have! The engine plates will be a bit more difficult to fix. The issue is, that until now I got away with assuming, that the shroud should go from the top attach nodes to two parts up, which isn't the case for the engine plates. Another problem is that the shroud is added to the decoupler and just stays there after decoupling, which will look bad on the engine plate. This will require some bigger changes to the plugin... For now I think I'll make a new version with your new config patches, and temporarily remove the decoupler shroud from engine plates (I don't think it makes sense to have them enabled in the current state of things), until I work on fixing it, which probably won't be before the weekend. In order to do that, it would be great if you could provide me with the names of the engine plates (the config part names).
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@theJesuit thanks for the bug report. The reason this was happening is that I shielded the shrouded part from aerodynamic forces when it is shrouded, but forgot to disable the shielding after decoupling, so your guess was right on! It should be fixed in the new 1.4.1 version of the mod (v0.3.3).
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I guess you could send it to me as a PM (I'm not really sure myself how this site works, also still new to this). I got that it is no longer happening in the later version, but it is still puzzling me how it happened in the first place.
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Thanks for sending the screenshots! I have tried once more to reproduce this, but couldn't. If you could you send me a log, that might help me understand what is happening
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First off, thank you all for the detailed reports! I was able to reproduce and fix most of these issues in v0.3.2! I forgot to check whether the collider on a part is a mesh collider, which caused errors with parts that had box colliders (or any other type of collider). I also remove the decoupler shroud from decouplers that don't have a top node. This is an attempt to filter out parts like the radially attached engines with built in decoupler from Feline Utility Rovers I was unable to reproduce this issue. I think it's not the antenna that caused this, but the part below. If you can remember which part it was, let me know, but I think it was probably also the box collider bug that caused this and should be fixed, but it's better to be sure
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@Teilnehmer The issue with copying the shroud should be fixed now (v0.3.1). I also don't turn on the engine shroud if it's been turned off before activating the decoupler shroud. However, there are still ways to get around it (for example the info does not get copied when copying parts) @Psycho_zs I didn't do anything to this point to make this mod compatible with FAR. I'll see if I can find some code showing how to do that, but can't promise FAR compatibility in the near future, as I am a bit busy at the moment...
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@Rawenwarcrow Thanks for the message, but can you tell me a specific case where this happens (part + mod name), maybe with a screenshot? Also are you using v0.2 or 0.3? I guess the meshes also get copied or something, I will look into it Engine shrouds automatically get turned off and on, depending whether you turn the decoupler shroud on or off. I will change it to check whether the engine shroud was active or not before turning on the decoupler shroud, and don't turn it on if it was already off, but I think I should leave turning off the engine shroud when activating the decoupler shroud in
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Are you still having these issues? If so, could you be more specific about what parts you are talking about (which are the saddlebag parts)? Also, the side mounted engines I found don't have a bottom attach node, so how do you want to use the decoupler shroud there? Does this only happen when decoupling or all the time? Is it supposed to flash when decoupling or not? If it is bright all the time, could you send me a screenshot of the light? I don't know how your rocket looks, or how you caused this issue, and for my test rocket it looks fine during flight.
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Versions 0.2 and 0.3 affect aerodynamics. Are you getting some strange behaviour or are you just curious?
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Update: I think it's fine in 0.3. I just got confused because I was struggling to right click the part, but I think it just has a small hitbox. That said, it has the options to generate a shroud in it's menu but can't so I'll still patch it out.
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If by crash you meant make the part unclickable, then it still happens in 0.3...
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Is this in v0.2 or 0.3 (I just put it up minutes ago...), because in 0.2 I didn't check if the part with the decoupler actually has a top node. I think (and/or hope) this isn't a problem in 0.3. In any case, you are correct, and parts where it doesn't make sense to have a decoupler shroud shouldn't get one.
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Just wanted to let you know I changed it back to 1.28, since I don't like the way the shroud is smaller at the top than at the bottom with 1.32 I've also changed the bevel angle. It is now halfway between top and side angle, and not just 45° all the time
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Added some bevel, right now it also always is 45°, which looks a bit weird if the Shroud is at an angle. Also (assuming the pull request is from you), are you still happy with all the values, if so, I will merge them
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ok, I changed it. What are your thoughts on only having a bottom and no top edge?
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So, your idea is to make the bottom clip through the decoupler mesh? This could work for the bottom, but don't think this will work for the top, since it might look weird after decoupling
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I have to admit my English vocabulary is not up to the job here... Are you thinking of an edge like on the bottom of the FL-T200 tank or something else? Edit: did not see the edit
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I've added some bent edges (right now they are sharp edges, let me know if you have opinions on that...). For the moment they are always at 45°, start at the defaultBotWidth and go outwards and up for bottomEdgeSize units UV height is at the moment hardcoded, but I want to change the whole system on how UV heights are calculated, so I'll just do it right then
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Thank you for suggestions! Virtual struts sound great, but I don't really know how ksp handles those (maybe creating an own joint, but how do you disable them when the ship separates, ...) I originally didn't jettison them after watching Space X as a reference, but sounds like a good thing to add in the future Right now I don't use any colliders, because the engine has to be able to exit the shroud every time, otherwise there really wouldn't be a point to this mod... Maybe adding a collider only after the engine has cleared the shroud might work, but that isn't really a high priority at the moment I set it to 64 sides after seeing that the stock fairings have 64 sides, but I think you do have a good point and I will set it back I have not been able to replicate it (or I just don't see it). Is this directly after turning off auto detection? What parts did you use? It does look nicer when it lines up with the decoupler, but I also like the shrouds going straight up I'm currently working on better texturing (trying to do something similar to procedural parts), but I'll try to put in some bent edges when it works to some extent. Do you think the player should be able to modify the size of the bent edge while playing, or are you thinking of it more being a predefined amount?