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R-T-B

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Everything posted by R-T-B

  1. You're right, KSP1 Kerbin with parallax and clouds looks better than KSP2 Kerbin, and it works too. The only thing it's worse in is PQS detail and that's precisely why KSP2 Kerbin is pretty broken.
  2. KSP1 really doesn't have a resolution limit problem. Case in point, look at some of the RSS stuff ballisticfox is doing.
  3. Yes, being a modder in the community I'm well aware of this, but that's irrelevant to the fact they put a nearly identical launcher in the first game, which requires identical services. And it's still there. That's my point.
  4. This would only make sense if the KSP1 launcher was also removed, as it is nearly identical. And it's not.
  5. Darn, I am seeing the same myself. Unfortunately I don't have the skill to improve it much further. I would welcome anyone to look over this useful mod with an eye for performance, but I have neither the time nor skill to do so.
  6. New in this latest version release-204: 1.) Fixed the antispam logic in the messaging system for kerbals near lethal scatters. No more spam! 2.) Added eratta note about BetterDensity and lethalScatters/heatemitters. These don't work well toghether, and possibly more things with BD, as that facility is pretty broken. Really, avoid BetterDensity and use in game density facilities when possible. Consider it deprecated. See Known Bugs & Caveats for known bugs.
  7. New in this latest version release-203: 1.) Added new lethalRadius option strings lethalRadiusMsg and lethalRadiusWarnMsg. The first string displays as a dismissable dialogbox if the kerbal is killed by the scatter killbox, the second allows a string to warn of impending danger using a similar system at approx 2x the killbox range. 2.) More landcontrol optimizations from @gotmachine See Known Bugs & Caveats for known bugs.
  8. This has been cropping up a bit. An outdated version of VertexHeightOblateAdvanced can cause this in Kopernicus. The author has fixed that bug. You can download the update here: https://github.com/jamespglaze/VertexHeightOblateAdvanced/releases Ensure you completely remove the old version, as it breaks Kopernicus's ability to even load, and the directory names have changed.
  9. I'd think SigmaDimensions might be worth looking at yeah, it's a much more complete project. Only issue is licensing, Sigma wants to keep it ARR and while that technically means you are signing off your rights to him, I talked with him and it's pretty clear he's not out to poach anyones work, he just wants to protect his stewardship as the lead if he ever wants to come back. He's a chill guy, I'd worry little about it.
  10. Kronometer is a separate mod so not sure how it relates to this topic, but last I heard LGG was adopting it. I'd use that. It does appear to be that version.
  11. New in this latest version release-202: 1.) Fix a regression that caused leprochan valley JNSQ and bright colors in other planet packs (caused by createColors = false not being applied). 2.) Better error message if an orbit icon fails to be applied. See Known Bugs & Caveats for known bugs.
  12. Can you post a before and after, or even just an after? I think I know what happened but want to confirm. Also, what planet pack, if not stock? EDIT: Cannot replicate, at least in stock. Is anyone else experiencing this? EDIT EDIT: Nevermind, JNSQ. Yep, I know what's going on. Hotfix incoming.
  13. Following a discussion with the man himself, I'll be taking over management of this project and administering PR's (which we encourage!) from the community as appropriate. If you are here, you probably already know what this mod does. We are just fixing some old bugs and modernizing the code a bit. So far, we already have one release with a bugfix for ASL Atmopsheric pressure hardcoding on worlds named "Kerbin" and some other maintenance related changes. Source and a manual can be found here. License: ARR to Sigma88, allowing changes strictly via R-T-B, who will administer the project for the time being until/if Sigma sees fit to takeover again. Download Proof of adoption follows:
  14. New in this latest version release-201: 1.) Fix a nullref spam that could occur if a body lacked a scaledspace version. 2.) A few more performance related optimizations from @gotmachine. See Known Bugs & Caveats for known bugs.
  15. I'm just going to drop this here: With Kopernicus's distant collider fix (it disables colliders too far out to be relevant in gameplay, or in our case, past stock eeloo distance), you can actually move pretty reliably between systems literal lightyears away. Actually, the only real bugs with moving to systems that far out appeared in 1.8+... This is all In KSP1. So they certainly had some knowledge of floating origin working, it just needed some tuning.
  16. And here I thought you just liked the "Space aliens go to space, but are bad at it, help!" silly premise, Bej Kerman. I know I do.
  17. No offense, but if you didn't enjoy it at least somewhat, why are you even waiting for the sequel? Yes it was a novice project but it was far from a turd overall.
  18. Indeed. We've slowed our release cadence a little since then, but isn't it nice when things are just working and we can focus on fun stuff? I'd like to think so.
  19. I did not read the thread title admitedly, apologies.
  20. Stop licking the radioactive rocks, Jeb! On that note, it's been suggested to add a text string explaining WHY your kerbal just died in a popup, lol. Probably will do that in a followup maintenance release at some point. For now, just know, this won't happen unless your planet pack author gets ideas.
  21. I agree. I say that as a guy who used to use the FPS-mod in a stripped down fashion (no graphs for less overhead) to get metrics, and still do sometimes, but honestly, just use the profiler. It's one of the main benefits of Unity, and not using it is ignoring a major boon we have.
  22. Big release time. The release notes here are rather large. But it has been in testing for some time, so we consider it suitable for stable usage in the utmost sense. New in this latest version release-200: 1.) The distant body sinking bugfix has been rewriteen by @gotmachine to be nearly zero-overhead vs the previous, soemwhat CPU-heavy version. 2.) Added a new landscatter parameter for scatters, lethalRadius, default 0. Values above 0 add a kill sphere to scatters that kills only kerbals, in meters. 3.) Added a parameter to the RingShader, radiusMultiplier, that effects the multiplier to planet radius for the shadow cast on the rings. 4.) Adds an offset to KittopiaTech's zeropoint for heightmap export. Planet authors may find this useful. 5.) Exposed Atmosphere value shockTemperatureMultiplier to KittopiaTech. 6.) Many many fixes for distant bodies and bugs related to them, especially in terms of scene switching. Again, credit to gotmachine for being invalueable here. Parameters ResetFloatingOriginOnKSCReturn and TrulyMassiveSystem are both deprecated, as they are no longer needed. 7.) Config file generation when one does not exist was moved to earlier, to fix some bugs. See Known Bugs & Caveats for known bugs.
  23. IIRC there is a green button on each experiment "bar" or something that opens the experiment text. I'll try and grab a screenshot shortly.
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