-
Posts
4,290 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by darthgently
-
Environmental Visual Enhancements Maintenance Releases
darthgently replied to R-T-B's topic in KSP1 Mod Releases
I don't know about all the other bozos on the internet, but this bozo appreciates your efforts. Without knowing it as a certainty, I would bet that the people who are good at shaders didn't start that way and got better by trying anyway, lol. Yet another example of on-the-job training, right? FWIW, I'm ok with the previous version that works for now. I kept playing for quite a while with the big pink planets so it wasn't a show stopper for me anyway I know that the first thing I'd do is a 'diff' of the version that works and the one that doesn't. It could just be a minor typo, but it kind of smells like the code isn't taking into account some operation that needs to be special for open-gl or something. Or maybe it isn't properly detecting the open-gl at that point in the code. Looking at another similar shader that handles both open-gl and non-open-gl successfully in a similar situation might show what is missing in the shader in question. When I'm in over my head in code I make a lot of use of similar code that works for comparison purposes -
Environmental Visual Enhancements Maintenance Releases
darthgently replied to R-T-B's topic in KSP1 Mod Releases
I've just been flying around pink planets and trying to ignore them. But it is getting a bit cloying, lol. And trying to find KSC when returning home can be more complicated. Is the link you posted on mediafire the 1.10.1-1 flavor? Actually, it looks like CKAN still has the -1 available, I'll just swap via CKAN. Thanks guys -
Environmental Visual Enhancements Maintenance Releases
darthgently replied to R-T-B's topic in KSP1 Mod Releases
I'd rather get it straight from a git repos or similar, but thank you So it looks like on git that the only shader modified remotely recently is SpherePlanet.shader. How do I get the older version of that from github? [edit] looks like SphereCloud.shader was also modified recently. -
Environmental Visual Enhancements Maintenance Releases
darthgently replied to R-T-B's topic in KSP1 Mod Releases
How would I copy over my 1.10.1-1 shaders over to my 10.10.1-2xxx install? -
Environmental Visual Enhancements Maintenance Releases
darthgently replied to R-T-B's topic in KSP1 Mod Releases
Linux, I meant to mention that. Debian buster, but in OpenGL mode -
Environmental Visual Enhancements Maintenance Releases
darthgently replied to R-T-B's topic in KSP1 Mod Releases
I'm getting the same on 1.10.1.2939 for another data point -
[1.12.x] Click Through Blocker - NEW DEPENDENCY
darthgently replied to linuxgurugamer's topic in KSP1 Mod Releases
Off the wall question: Is click through blocker less functional on linux? I seem to have a lot of variability in how and when it works and wondered if it is across all platforms, just linux, or even just my install. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
darthgently replied to IgorZ's topic in KSP1 Mod Releases
I've had similar happen. It is likely the familiar scene loading physics bug in a different form. If the winches had any tension on them who knows what the physics engine would have made of that during the initial few moments. I've learned to not have any motion or tension in the scene when making a backup -
I usually put the root way at the top. I suppose I don't have to do that. I wish someone at Squad back in the early days had taken a cue for how high end interfaces deal with 3D objects. Many allow you to hold a key down to limit motion to vertical, horizontal, etc. and the key works no matter what you are doing: resizing, translating, ... Many graphics oriented packages allow you to align one part with another, vertically, horizontally, or radially, by just a few clicks and a key. I love ksp, but I can't stand it, but I love it. It is cute how it fails so earnestly and doesn't hold back. My heart aches for its struggles
-
Well, as it turns out, it may not have been Hangar Extender, and probably wasn't, but I thinned the herd trying to solve the issue and that was one that seemed correlated. Just a lot of lag and crashes in the VAB, as well as issues with IR robotic parts becoming "exploded diagrams" of themselves in the editor when HE was running where the subparts of the single robot part would become offset from the other subparts. I'm thinking now that was more of an IR issue as it hasn't really been updated much and the new stock robotic parts seem ok, but I made the change prior to getting the stock parts. Anyway, I'm playing whackamole here trying to figure out what works, what doesn't, and am beginning to suspect most of it comes down to a heat issue in my gaming laptop. bleah I never knew about shift-click, but on linux my right-shift is the "alt" key so I was always wary of what the left might do, lol. Ok, I just tried the shift-click and that works great (would be nice if were like the translation tool to keep in on the same XZ axis (where x and z both = 0), but I'll take it)
-
For tall rockets, it would be very useful to be able to set the distance from floor to negative numbers in the editor so when the B key was pressed a tall rocket could be dropped down low enough to reach the higher parts without disassembling the craft. If there is a way to achieve work on higher parts other than removing lower parts and pressing "B" I have missed it and would be grateful for finding out how that is done. Thanks for all you do, it is very much appreciated! I used to use Hangar Extender for tall ships but that seems too unstable on 1.10.1 Where is the current forum for Editor Extensions? This seems too quiet and the messages are a bit old. I can't find anything newer on forum.kerbalspaceprogram.com
-
Environmental Visual Enhancements Maintenance Releases
darthgently replied to R-T-B's topic in KSP1 Mod Releases
Will do. Back at KSC for a launch in a bit, so that will be a great test -
Environmental Visual Enhancements Maintenance Releases
darthgently replied to R-T-B's topic in KSP1 Mod Releases
I had EVE running great on 1.10.1+BG and I just did a reinstall (for unrelated reasons) and am trying to get EVE going again. I have all the same versions of everything as before when I had EVE running great on 1.10.1 with BG, but now all planets in map view are bright pink spheres. Even the planet in the background on the initial splash/menu screen is just a bright pink sphere. The Alt-0 popup terrain and atmo "tabs" say I need to "create a EVE_TERRAIN and EVE_ATMOSPHERE config" but I don't know where that file would be or what to call it and the textbox with the error message won't let me type anything in it, so I'm unsure what to do. I have the 1.2.2.1 config file mod installed via CKAN (which I think is a different version from the one on my old install; CKAN found the newer file I suppose). I did a brute force grep of my old install for EVE_TERRAIN and EVE_ATMOSPHERE and came up empty. The good part is I *know* it works; I just need to figure out what is holding it up, thanks! [Edit] This may be a SCANsat issue, looking into that -
[1.12.x] Near Future Technologies (September 6)
darthgently replied to Nertea's topic in KSP1 Mod Releases
Yeah, my gamername ends up in forums like this, elsewhere it is non-gamer I'm trying really hard so specifically write that I'm not assuming anything. All I got is correlation at this point and that is all I've stated. I certainly meant no offense. It isn't clear to most people what PartSet is; now I know that at least and I thank you for that. Thanks especially for the clarifying information as to PartSet and SimResource in particular. And thank you for all you do! -
[1.12.x] Near Future Technologies (September 6)
darthgently replied to Nertea's topic in KSP1 Mod Releases
I'm "ackshully" aware of that open issue as I'm the one who opened it back when I figured it *might* be a PParts issue. One has to be careful assigning causation based upon an issue being open. I state in that issue that I'm not sure at all that it is a PParts issue. Which is the same language I used here. NF does do electrical and thermal simulations at the very least; in fact it was wording in a post from, iirc, Nertea related to simulations that made me think maybe an NF module was trying to run on a PPart and having a hard time. What would fix this kind of confusion is a *hard* requirement that all mods put a recognizable form of the mod name in any log message so anyone looking at the log and loaded mods will be fairly certain which mod produced the message. I'm baffled why no such requirement exists. It would really clear a lot of fog away during debugging. It seems people find comfort in obfuscated environments. Apparently -
[1.12.x] Near Future Technologies (September 6)
darthgently replied to Nertea's topic in KSP1 Mod Releases
Is it NF mods that create the "cannot find simulation resource" messages in the logs? Because I've been getting tons of this correlated with massive lag. I thought it was a procedural parts thing because it is usually a procedural part to which the message is associated but now I'm thinking that maybe procedural parts might not be supporting your mod correctly or vice versa. Without know for sure I don't want to dump it here, but in case it rings a bell, here is a sample of the logs. Each line takes a second or 2 to dump to the screen and there are thousands of repetitive lines like this. Usually on loading ship in VAB, or doing a ctrl-z/undo in the VAB, or changing scenes. But truthfully, the problem seemed to go away on its own for the most part a few days ago. Anyway, there are the log entries and at this point I'm just curious if an NF mod generates them for future reference [LOG 12:23:18.447] [PartSet]: Failed to add Resource -1154601244 to Simulation PartSet:1030003 as corresponding Part Procedural Liquid Tank-3065372864 SimulationResource was not found. [LOG 12:23:18.487] [PartSet]: Failed to add Resource -1154601244 to Simulation PartSet:918144 as corresponding Part Procedural Liquid Tank-3065372864 SimulationResource was not found. [LOG 12:23:18.489] [PartSet]: Failed to add Resource -1154601244 to Simulation PartSet:918144 as corresponding Part Procedural Liquid Tank-3065372864 SimulationResource was not found. [LOG 12:23:18.538] [PartSet]: Failed to add Resource -1154601244 to Simulation PartSet:532504 as corresponding Part Procedural Liquid Tank-3065372864 SimulationResource was not found. [LOG 12:23:18.540] [PartSet]: Failed to add Resource -1154601244 to Simulation PartSet:532504 as corresponding Part Procedural Liquid Tank-3065372864 SimulationResource was not found. [LOG 12:23:18.548] [PartSet]: Failed to add Resource -1154601244 to Simulation PartSet:128072 as corresponding Part Procedural Liquid Tank-3065372864 SimulationResource was not found. -
I'm having to reinstall my KSP instance and all mods due to file corruption. I'm hoping my game file will work fine in a new install context. How to I preserve all my SCANsat data results from the old install directory to the new? Or will this work at all. It just occurred to me that a new install might put the resources in different places on the planets than the previous did, though I think that is hinged upon some random seed or similar in the sfs file, not sure though
-
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
darthgently replied to politas's topic in KSP1 Mod Releases
Thank your for the detail, very much appreciated -
[1.12.x] Near Future Technologies (September 6)
darthgently replied to Nertea's topic in KSP1 Mod Releases
I will pay more attention next time I'm in that situation. I also seem to recall that tweakscale rescaling some things didn't affect their EC+/-. I hesitate to mention these things because my install is so unstable that until I figure out what the root causes are (bad memory chips?, idk) that I don't want to send a mod dev down a garden path because the mod couldn't handle an underlying issue, if that makes sense. -
[1.12.x] Near Future Technologies (September 6)
darthgently replied to Nertea's topic in KSP1 Mod Releases
I've found a lot of power sources and sinks aren't recognized by NF power manager. It would also be great if the NF power manager would let you know how long dark will be if on the surface as well as when in orbit around a body -
Totally naive observation here as I've never done what you are doing but it appears the base of the piece and the curved angle are not on the same page with regards to a single reference axis (or maybe 2 axis) in some respect. It appears the outer piece is rotating on a different axis, or maybe on 2 axis at once instead of one, relative to the base section. So maybe examine how the connection between those two pieces are defined with regards to axis, or maybe the rotational action needs to be applied to both subassemblies in an equal manner? Again, I have no idea of the workflow involved in doing this, but it sounds a lot like a situation where one thinks they are making changes they should see but might be looking for the changes where they won't show up. Just something to rule out. Example, I've kept making changes to code before, then tested the code, and pulled my hair out in frustration until I realized I was running/testing code that was in a similarly named directory to the one my newly compiled code was going into; so I wasn't running the changed code at all. Could something similar be happening here? Maybe verify that the chain from edits to testing is contiguous; or put some blatant simple change into the model that you can easily see so you *know* you are looking at the result of modifications instead of an old unchanged version, if only for sanity's sake. Anyway, something to rule out prior to more frustration and maybe it will help