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Everything posted by Zorg
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[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
Could I get the full modlist for both of you (screenshot of gamedat should suffice)? The NERV plume config has special MM handling because it has to deal with a complex web of patches to deal with Stock, restock, kerbal atomics with stock or restock, Kerbal Atomics with stock or restock but the NTRs use LFO patch and so on. So a full list will help me identify the problem patches. -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
Ok I must have broken something in the last update The NERV config is a little complicated. Will try to take a look this weekend. -
Oh I guess I should set notifications on this topic, very late reply 1. Yes I do use F1. 2. I use my monitor resolution of 2560x1440. I am not using supersampling just to keep file size under control and also last time I used it it caused problems with EVE. Its been a while since I did that so not sure if still the case. 3. Sometimes I crop, usually just using windows photo viewer ( )or whatever its called for most uploads which are otherwise undedited. Other times when I feel like having some fun with a more vintage type look I send it to photoshop. Dont recall export settings, pretty standard PNG settings.
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You can put them anywhere in gamedata. I just make a folder for them, doesnt matter what its called.
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[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
Is it just with the nuclear engine or all of them? Also do you have restock? -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
RealPlume has provided its own engine sounds since long before I took over it. I my opinion they are better than stock sounds. If you don't like It I'm afraid theres no ready made solution. You would need some extensive module manager patching to get rid of them. Edit: Did you mean NEW engine sounds or NO engine sounds? -
RealPlume stock has now been updated so as to not conflict with WaterfallRestock. Waterfall will of course take precedence. Sorry I forgot to respond earlier. I preferred to keep things simple. I dont see a reasonable use case to run any existing realplume content on top of Waterfall, they just wouldnt work well together. Anyone needing Smokescreen particles together with waterfall would be better served by creating dedicated smokescreen configs.
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[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
UPDATE RealPlume-Stock v4.0.3 Fixes Deconflict Restock and RestockPlus RealPlume patches with WaterfallRestock. Waterfall will take precedence for plumes if WaterfallRestock is installed together with RealPlume-Stock. Misc Update .version https://spacedock.info/mod/2226/RealPlume - Stock https://github.com/KSP-RO/RealPlume-StockConfigs/releases No change to RealPlume v13.3.2 Kerolox sea level plumes now larger in vacuum courtesy of CaptKirk fix some float curve errors https://github.com/KSP-RO/RealPlume/releases/tag/v13.3.2 -
We would need more details 1) which version of BDB? (current release? github master?) 2) Which parts are affected? All or some? Please give some examples of problem parts. 3) your modulemanager.configcache (found in gamedata) 4) Your modlist - a screenshot of your gamedata will be fine 5) Your KSP.log - open the game, try to do a colour switch, quit and then find your log. Please see this to see where to find your log:
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Im not sure what Cobalts stance on it is, but just to be clear from my perspective while I do have my own thoughts and opinions about nuclear weapons, the reason Im not working on warhead based stuff isnt so much to do with a moral stance about what people should do with BDB stuff in game so much as a lack of interest. There is an opportunity cost to everything thats added to the game in terms of time, energy, effort and texture space that could be used for something else. Warhead based probes offer little functionality in game and are at the end of the day quite boring and there are other more interesting things we could be working on instead. The Titan II one I do like because the Titan II missile had a very aesthetically pleasing profile and the Peacekeeper one also looks nice, works well as a payload fairing and offers something that works well with the black paint that offered with the Peacekeeper and derivative parts.
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The Peacekeeper family got a little left out from all the fairing fun. With these 3 I think every rocket except for Saturn now has at least some dedicated fairings. Saturn of course will come with the revamp. Left to right Athena II, Minotaur IV, Peacekeeper The warheads have been denuclearised to convert them into a simple fairing! Honest!
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No I appreciate it, I would love to have full neptune configs in time for the next update. I can take a look at the models some time tomorrow and provide the transform names for you tomorrow probably. Several of the unkown ones (like the old generic science cameras) almost certainly dont have dedicated camera transforms.
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[1.12.X] Neptune Camera - Basic Camera Utility [4.3][21.06.2023]
Zorg replied to Beale's topic in KSP1 Mod Releases
Fantastic! Will be very useful thanks -
Im not sure why it had a problem with cameraTransformA, will need to do a little digging. Perhaps its having trouble finding them if they are buried deeper in the hierarchy or something went wrong with my export. I would suggest looking at some of the other parts if you're interested in the meantime (like Lunar Orbiter or ranger). Those parts should all use "cameraTransform"
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Yup camera main is incorrect. Thats for the main body of the camera. The correct transforms for camera mods are cameraTransformA, cameraTransformB and UVTransform. The PAW items look correct, I think they will be removed from being visible in the VAB in the future. You could theoretically have 3 separate modules, 2 identical ones for A&B for stereo imaging and then another for UV. Could be a messy PAW though but worth try it out. I did suggest to @Bealeabout giving each module a title so cameras with multiple modules on the same part are easier to handle. I think you can give the main camera some good stats. It was very advanced camera. 832(w) x 700(h) was the real resolution of the vidicon tube, that seems reasonable to me actually for in game since its the highest tech science camera in BDB (excluding spy and observatory parts). Its a far cry from the grainy Lunar Orbiter stuff
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you want a NEEDS[NeptuneCamera]. Most of the BDB cameras should now have a cameraTransform to target. The new Mariner 10 camera actually has 3 camera transforms; 1 for UV, and 2 for the main cameras for stereo imaging with Neptune. Im not at my PC right now so I cant recall the transform names right now but you can check them using DebugStuff. I'll post it on the github issue though when I have a moment. https://github.com/CobaltWolf/Bluedog-Design-Bureau/issues/964 Just as a bit of additional info, FOR should only ever be used by the mod in question as when FOR is declared, MM will consider that the mod exists and every other patch that has a NEEDS for it will activate. This can cause all sorts of havoc as you can imagine. As such FOR Bluedog_DB should only exist in BDB files and FOR NeptuneCamera should only exists in Neptunes files...etc
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A couple of small bonus parts, wanted to fill out some of the free space on the DCSS texture sheet so it doesnt go to waste. Dual payload adapters for Delta II and Delta IV/Atlas V These are on Github now The Delta II one is available in two sizes and the lower mount on the larger one is available in 2.5m (to match the Delta IV fairing base) and 1.875m to match Centaur with the optional truss for Atlas V.
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I made a few small contributions to waterfall already, perhaps there will be a few more as I start to convert BDB to Waterfall if we require some custom plumes (which can be be ported to Waterfall main.) Its worth noting the main reason I even took over RealPlume back in the day was to help support Restock which was left in limbo after the previous maintainer left with no one else stepping up for months. I think waterfall is the future and so I have zero motivation to add new content to Realplume. I wrote out my thoughts on this on the realplume thread in a little more detail. For me the main reason to keep RealPlume installed alongside Waterfall would be so that engines not patched by Waterfall still has something decent as opposed to stock effects and whatnot as it will take some time for people to catch up to the hundreds of extant realplume configs. The high level of interest in waterfall and the excellent UI which IMO makes creating new effects much easier makes me think major mods will have good support sooner than later though.
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I'll update RealPlume soon with a :NEEDS[!WaterfallFX] for restock patches so this is automatic. But yes the mods at their core dont conflict, only the patches affecting the parts need to be resolved. If people write configs for other mods with RealPlume configs (that have their patches in RealPlume-stock) please let me know and I will deconflict. Doing that is the only work I will be doing on RealPlume now that Waterfall is in a version controlled release.