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Hohmannson

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Everything posted by Hohmannson

  1. Parallax without its texture packs(in the 2GB download or inbuilt in BH) only does the fix. Scatterer used to have same fix, but it seems it got broken when the optimisation happened. @blackrack d3d11ShadowFix is no more, take a look.
  2. It seems it's DX11 shadows fix isn't working. I had it too, but was blaming my overmodded install. Do a test. If "d3d11ShadowFix = True" is enabled in your config and it doesn't help, then install Parallax plugin https://github.com/Gameslinx/Tessellation/releases/tag/1.2.3 (only the 15.5mb one, it won't hurt performance) and see if it goes away.
  3. Thank you! Edges got way better and frames didn't got significantly worse. Definitely a must-have, TUFX wasn't able to do it that good.
  4. Hi! I want to contribute this for new CryoEngines Methalox parts support. Worked fine for me.
  5. You need to type camera transform in it. For finding them, try using Kerbal Object Inspector. Here's my patch for TrackingLights mod for example. @PART[MiniSpotlight] { MODULE { name = ModuleNeptuneCamera cameraTransformName = Lens_low cameraType = FULL_COLOUR cameraHasCustomFieldOfView = true cameraFieldOfView = 70 cameraFieldOfViewMax = 170 cameraFieldOfViewMin = 5 cameraHorizontalResolution = 2000 cameraVerticalResolution = 2000 cameraHasErrors = False cameraErrorRate = 0 cameraHasNoise = True cameraNoiseMaxStrength = 2 cameraHasCustomTitle = true cameraCustomTitle = mts_camera } } Transform should be in the place you want the camera to be and to look where you want it to look, you may not be able to patch some parts that don't have proper transforms, but - you can use them on moving parts, unlike Hullcam VDS module. This patch literally turns mini spotlight into a two-axis moveable camera.
  6. There aren't much landing leg packs, but very good landing legs exist in: Tantares(LK landers), TantaresSP(Luna lander), BDB(Ranger and Gemini landers), Duna Direct, The Martian, Making Alternate History. If you know how to do configs, you can make them standalone for your own use.
  7. Flags are buggy enough on their own, and adding extra buggyness by making them into deployable parts won't be a good idea IMO.
  8. Don't worry, only sources of PRUNES got gone, others are recovered with their binaries. They are all licensed MIT, MIT license can't be revoked, so I'll hand them to potential maintainer once we realize what's going on and once admins will confirm it's OK forum rules-wise.
  9. Not for parts as big as cabins, and not for cabins anyway because they have inventories in them and thus can't be stored. The new system is inferior compared to KIS IMO. You can probably use packedVolumeLimit of inventories in pods as a reference for free space avaiable. We have 200 on MK1-3 pod, 1500 in Hitchiker, but sudden 200 in MPL. So, it's a questionable thing too.
  10. Yes. Stock big EPL workshop is 15. Workshops in tiny crew cabins are about 0.7
  11. You need to add in your ELWorkshop module in part config file strings UnmannedProductivity = [choose the right digit] and IgnoreCrewCapacity = true. And it will be able to build vessels without kerbals, yes.
  12. Construction weight is tuned by MM patch(it actually patches physics.cfg): @PHYSICSGLOBALS { @constructionWeightLimit = 50000 } For others it's maybe EVA_INVENTORY_RANGE, EVA_CONSTRUCTION_RANGE, EVA_CONSTRUCTION_COMBINE_RANGE in settings.cfg, i'm not completely sure.
  13. The worst thing was - i couldn't produce 100% repro steps because they sometimes work, and sometimes don't in same configuration. I had it with 1.875 lab, with non-round endcaps and the ladder attached to it.
  14. I had it too, but it seems to be random. May be related to switchable endcaps on modules.
  15. Sorry for necroing the thread, just wanted to say "thank you". It doesn't help with performance, but it surely helps with building atmospheric landers, making some surface attachments physicsless. Curious if it is possible to make parts shielded in the same convenient way, because cargo bays are known for their buggyness.
  16. Haven't seen this big dish antenna in Knes, where is it? Looks great.
  17. Bases - yes, with AirPark mod and maybe some config tweaking you can make a sky platform. But the balloons fly only upwards and their buyoancy can't be controlled, pressing Deflate just pops them forever, so airships are not possible.
  18. A less intrusive solution can be installing SCANSat - you can enable radar map or biome map as an overlay over the planet in map screen and plan your descent accordingly. I use that on visuals-heavy packs and bodies.
  19. Open settings - difficulty settings and Textures Unlimited tab. There you'll find something like "custom reflections in VAB". Check it, press some buttons - maybe it'll get better.
  20. Yeah, just realised Telemagic isn't yours, sorry
  21. Atmos are hardcoded. For users of planet packs or even something like Realistic Atmospheres it won't work as it should. I suggest just adding a window where you can type in custom pressure, gravity and temperature - and calculate terminal velocity against these values. Also, it will help with more precise calculations in case of landing on high mountains like on Eve or Laythe, where chute landing is very different from ASL. Great mod BTW, always wanted such "realchutes without realchutes". Also, for the refuelling mod - distance from the tanker could be higher or configurable from config file. If you want to safely refuel giant OPT plane - 30m is a joke.
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