Avelium
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Posts posted by Avelium
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On 3/10/2020 at 11:03 AM, Nertea said:
Maybe TR does not like skinned meshes - those are all in common here.
Fyi though, the panels already have reflections. You just want to increase the strength I guess?
Thank you for answering!
Interesting. Are wheels a skinned meshes too? Because vanilla wheels can have reflections for example.
I guess by default panels reflect skyboxes only, while with Texture Replacer you get a render of enviroment, though it would be nice to know if there is a way to improve reflcetions without TR
Thank you for attention!
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Greetings!
I'm trying to add reflections to NF Solar panels using TextureReplacer 4.1.3 shader and encountered a problem.
For most parts reflections works fine, but for several it works partially only.
Problematic parts located in deploying-blanket folder, they are Halo, Ares, Gateway, Titan, Sirius, Orion, Starship (marked with red arrow). Their basic metalic parts have reflections but not the panels. Also interesting that Nautilus and Copernicus, located in same folder, are reflecting correctly (green arrow).
Here is code i'm using (example)
@PART[nfs-panel-deploying-blanket-arm-1]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { %MODULE[TRReflection] { %name = TRReflection %shader = Reflective/Bumped Diffuse %colour = 1.0 1.0 1.0 %interval = 1 %meshes = } }
Could there be issues with models or textures? Don't know where else to dig since i'm noob in modding and most of your models have correct reflections :\
Thank you for attention!
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Hello! Thank you for the mod, can't imagine KSP without it.
Unfortunately, I have an issue with performance. Without the mod my framerate on Kerbin with simple craft is around 170 fps on highest settings. But with clouds game shows only 18-20 fps (without scatterer). Perhaps i made a mistake somewhere when install mod. Can you please help me?
My specs: Ryzen 2700x, 1080Ti, 16Gb RAM, Win 10
Much appreciated!
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Sorry I still have this issue with Service Module engine in version 3.2.5.2.
Spoiler -
Thank you sir so much!
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Okay, guys. Any idea how to save kerbal in this module using early tech?
And any chance to prevent it in next time?
[Most 1.12.x] Near Future Technologies (August 26)
in KSP1 Mod Releases
Posted
Thank you for the info and thank you for your wonderful mods! I'll keep an eye for B9!