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jaxmed

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  1. Bold of you to assume that the grid fins will actually be in the next patch. For all we know they're just showing off some new 3D assets that won't actually be fully implemented for some time yet.
  2. @GrimmasThanks! Playing with the orientation option in the Bon Voyage controller part seemed to have solved it.
  3. Had a really quirky experience on my first attempt at using this mod. Made a simple autonomous rover with a Bon Voyage radar on it, put it on a suborbital rocket and launched it north, landed the rover on the ice sheets near Kerbin's north pole. I had previously used SCANsat to identify a couple of anomalies in that region and marked them with waypoints. Assigned one of those waypoints as the destination with Bon Voyage and sent my rover on its way. After about a week, got a notification that my rover had reached its destination, even though on the tracking station view it was still a good ~30km away from the waypoint. Selected the rover and as soon as I loaded in, it was flipped over on its back and nowhere near its destination. Had to recover it and abort the mission. Any ideas what could've caused this? The "root part" of my rover was a 1x1 structural panel. I suspect that maybe that particular piece is considered "upside down" as far as Bon Voyage is concerned (hard to tell in the SPH because it's a pretty basic symmetrical piece) and I wonder if that's what caused it to flip. No clue about why it ended up so off course though.
  4. I'm using this on 1.11.2 and it's working mostly fine but noticed that the "To Boldly Go" strategy isn't working. I'm not receiving any bonus funds even though I've transmitted science from brand-new biomes.
  5. Just wanted to pop in to give kudos on this. I've been looking for a replacement for the long-dead SETI UbM tree for a while, and while there are a few out there, this one really strikes me as being the most logically laid out and doesn't go completely overboard on the tree. I'll be using this WIP in my career and hope to see you continue to build on it!!
  6. Is this offer still valid? Great work on this mod and I love most of it, but I'm really not digging the fact that Duna turned blue. Even when it looks "as expected" and not due to a EVE glitch or anything, Duna just looks weird to me.
  7. Am I missing something or is it impossible to get the larger Procedural Fairing bases in career mode? I unlocked the standard/small 1.25m fairings pretty early on (either under aerodynamics or advanced construction or something, can't remember exactly) but it doesn't look like the larger (2.5m and 3.75m) sizes ever get unlocked in the tech tree. Are these just not available outside of sandbox mode? I am using Community Tech Tree but I'm fairly confident that wouldn't affect this issue, but maybe someone else has an idea of what's going on. 1.3.1 by the way.
  8. Sorry if this is a "nag" request, but is there any reason the Settings.cfg functionality has been removed in favor of reading custom Module Manager patches? It's not a huge deal I guess since it's just one extra step, but it does seem to be a needless tedious step for no discernible net gain. Is there some technical reason behind this, or do you think it would be possible for future updates to re-implement the ability to just modify the Settings.cfg directly?
  9. Yep, exact same resolution here, 1920x1080. Not sure what else in my setup is worth mentioning: I do run a multi monitor setup, vsync on, 144hz monitors. Honestly I doubt any of that would affect the rendering here but if you think that there might be something funky going on with the shader pulling in other random screen parameters, then maybe something in there might be a clue. In any case I don't think it's a super high priority thing since the fix is pretty easy if you know about it, just changing one value in the config file. Regarding the skybox, I was able to make some progress there. Turns out it was a combination of things in the default config file that all contributed to the skybox being blurred/washed/dimmed out, but I was able to resolve it by removing the color grading and vignette effects. These things combined seemed to really affect high-res skybox textures by darkening them to the point of invisibility, but with those effects turned off, the stars are now able to peek through the skybox even with AA on. Which is good, I know that the stock game does have some AA but it's kinda crap compared to this shader's AA, so now I can leave AA on while still having a visible skybox. Thanks again for the fantastic mod! Even with the color grading and vignette turned off, the FOV, AA, and bloom effects really add a lot of atmosphere to the game.
  10. Thanks for this mod! Just installed it yesterday, it works great and is very performant. Even better is how easy it is to get working, don't need to go through all the hassle that you'd need with ReShader. I did need to make a minor tweak from the default configuration. I noticed whenever I zoomed the camera in really close to any object, it would go completely black and silhouetted. It looks especially bad on a Kerbal on EVA, as zooming in even remotely close would cause their EVA suit to lose all texture. Fortunately it's a simple fix, I just changed the config to set the Use_Camera_FOV value in the Depth_Of_Field section from False to True in all instances. The odd silhouette issues immediately cleared up. So if anyone else encounters the same issue, that's all you need to do to fix it. One other thing I noticed: if you use the Anti Aliasing this shader provides, it also tries to apply AA to the skybox, which causes a lot of high-res skybox textures (Rareden's 8K and Galenmacil's RSS Galaxy both are affected) to have their stars blurred out and effectively turned invisible. If you turn AA off, you can see all of the stars in your skybox texture, but then obviously you have no AA. I doubt there's anything that can be done there, seems like you need to pick one or the other, but it is kind of a shame that you can't have both AA as well as a clear skybox texture. Just a very minor thing I know.
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