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OrbitalManeuvers
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Everything posted by OrbitalManeuvers
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ok cool -- that spreadsheet should be editable by anyone just in case, or whatever is easier for you whenever you get to it. in the meantime i'll start coming up with suggestions for the other params. I expect cameraType to be just a matter of investigation, and one of these four: color, b&w, IR, UV. But things like FOV and quality is where I'm gonna struggle. A bridge to cross later. I also need to get TantaresSP installed again and see how it's implemented there. If anyone else is using Neptune elsewhere and wants to chime in with ideas, PLEASE DO. ok fantastic, thank you.
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Man, I hate to be a pain. If this is just more work for you guys or bad timing then I don't have to pursue this by any means. Zero offense taken if you wanna put this off until later or whatever. Otherwise ... here's a spreadsheet I started, figuring the hardest part would be the Neptune params, but as you can see I'm not past the first column yet of cameraTransform names. I'm literally guessing when there isn't something specifically named "cameraTransform" so that's why all the blanks and "?" cells. Surely in some cases there actually is a cameraTransform that I just can't see, as that tool tends to draw text over other text like 95% of the time and I can't figure out any zoom or declutter or anything. Honestly all the rows should probably have a ? on them except Lunar Orbiter. https://docs.google.com/spreadsheets/d/1-_7J5hXN5fThRptQ-XN30xJekrVNKfORNUJTvebFq3k/edit?usp=sharing Is there a way for me to confidently determine the correct transform name? Or does this require more Unity info than I have access to?
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@Zorg thank you for the help! Here's my updated findings, which conflict both with my earlier tests and with your suggestions, so let's see where to next... OK, using either cameraTransformA or UVTransform, I get hit by this: - using CameraMain, there's no debug spam, and I get images created, but the images are not showing where the camera was pointing, which doesn't surprise me if there's transform confusion. So my config and my results: edit: also, do you guys have magic tricks for testing minor cfg changes? 10-minute game reload time make head go boom. maybe i need a pared down install?
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asking for a friend, who is me. So I want to mess around with NeptuneCamera. It's my (likely faulty) understanding that I can write a custom cfg that will detect both the BDB camera part and NeptuneCamera, and allow me to add the module and its values. I believe the opening would have to be some FOR or NEEDS or WANTS or THINKSABOUT statement that I have no idea how to write. The inner part with the neptune params, that part I can handle. Does any of this sound close to correct? Is that a difficult statement for someone to plonk out? Idc which BDB camera, I think I just need a small head start and I should be able to figure out what to replace where/when ... if this is even possible in the first place? Please advise. Standing by. N e e d d i s t r a c t i o n
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SpaceDock.info (Mod Hosting Site)
OrbitalManeuvers replied to VITAS's topic in KSP1 Mods Discussions
Hello. I would like to inquire about the feature captured below. This is Chrome on Win10. I'm hovering over the text in order to read the text and that's when this link appears that covers the text. Any way this could be maybe aligned with the bottom of the thumbnail, or really anywhere that isn't covering content?- 2,176 replies
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- totm july 2019
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edit - sorry, thought there was a way to delete a post? can't find it!
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Hiya. I'm getting lots of B9 startup errors on a new install. I'm trying to get KSRSS working, which means 1.8.1 and specific versions of kopernicus/eve/scatterer. Once I had KSRSS working, I dropped in the BDB 1.7.1 release, and the B9 startup errors are where I'm stuck now. Is the BDB github version of B9 still compatible with 1.8? Log here just in case: https://drive.google.com/file/d/14jI5C0am2flzfxgrpaehQDTSRQyyS878/view?usp=sharing Thanks for any help!
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I imagine a lot of work goes into filtering down details of real-world hardware into KSP-sized chunks that can eventually be put into a cfg and onto a texture sheet, so that someone without a degree in rocket science can actually mess with it in-game. That's probably a long road, but you guys have a knack for it, and that's one of the things that makes BDB great. So, thanks! For anyone like me who wants to know KSP-level details about real-world missions, I use the NASA site linked below. (The link is for the Mariner 10 mission). It usually has high level details that are useful for KSP, like if there was an initial parking orbit or not, the sequence of deployment, when/if mid-course corrections where made, etc. https://nssdc.gsfc.nasa.gov/nmc/spacecraft/display.action?id=1973-085A
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I have a JNSQ install, and a resized OPM/AVP install both on 1.10.1, and I don't see any weird shadows. Here's anything that I can think of that might be pertinent: Removed TUFX until it's updated, using two different versions of Eve (published, and RTB's temp WIP build) both are fine, same scatterer on both (0.0632).
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
OrbitalManeuvers replied to Gameslinx's topic in KSP1 Mod Releases
Trying out parallax on 1.9.1 and wondering if this gap between ground visuals and collider is expected? edit: sorry - forgot to add that it looks gorgeous!- 1,655 replies