shelshok
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KSP2 Release Notes
Everything posted by shelshok
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[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
shelshok replied to UltraJohn's topic in KSP1 Mod Development
Actually, adding a blank GaugeThrottle.png and GaugeGee.png doesn't seem to do anything. Edit... seems they are also in the Navball model in the Squad folder, so I guess that's a job for Navball Replacer? -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
shelshok replied to UltraJohn's topic in KSP1 Mod Development
"9-slice" sprites have a border width for each side that determines how corners and edges are scaled. They are used for any UI images that get arbitrarily scaled (buttons, progress bars, etc). If you don't get your borders to fit exactly in the specified scaling region when changing the image, you end up with a distorted blurry mess... Unity stores that info in the sprite's meta file. I believe the relevant line is: More info here: https://docs.unity3d.com/Manual/9SliceSprites.html And yeah, you're right about the throttle/g-force text! They are textures. Just didn't show up in the debug. -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
shelshok replied to UltraJohn's topic in KSP1 Mod Development
This is amazing! Would be great if the debug showed width info about the 9-slice sprite borders. Even better would be to be able to edit those widths somehow. Also would be nice to be able to recolor the navball throttle and g-force text (really I just want to make it transparent). -
Just a note that it still seems to be happening some of the time. Same issue. Just KJRN installed, and launching the stock Dynawing. Fuel tank breaks off sometimes when the boosters are decoupled after they shut down. Not always.
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Your plume patch for stock seems to require Bluedog_DB. Is that intentional?
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Looks great so far. One thing that's always bugged me is that the smoke comes from the engine rather than the end of the flame. Any chance you are working on making that more accurate?
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Can't load vehicles in SPH
shelshok replied to guituga---'s topic in KSP1 Technical Support (PC, modded installs)
I just noticed this too after recently installing AtmosphereAutopilot. Have you had any thoughts on how to fix it? -
Awesome. Look forward to trying it!
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So, I've been playing around with the stock Dynawing ship for the last couple days, and I updated to the new KJRN last night, but since then the main tank breaks off when the boosters separate. I tried the first two slider options in KJRN's settings (more realistic and less realistic). Switching back to the previous version makes it not break off anymore.
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On Mac as well. It seems anything using the Waterfall/Additive (Volumetric) shader does this.
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The problem seems to be the: transform = Waterfall/FX/fx-volumetric-simple(Clone) shader = Waterfall/Additive (Volumetric) ...in the material section of mainPlume in lemon-srb-2.cfg. I've replaced mainPlume on my install with a version using: transform = Cylinder shader = Waterfall/Additive (Dynamic) ...and the problem goes away. Still working on getting a closer match though.
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Poll: When are you going to buy KSP2
shelshok replied to GigFiz's topic in Prelaunch KSP2 Discussion
I'll jump on it once it seems there is the ability to start a science-based career and get updates that won't require me starting that career over. -
I'm only getting highlighting if I hover my cursor over the broken part. Is that how it's supposed to work?
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[1.8.x-1.12.x] - RasterPropMonitor (adopted)
shelshok replied to JonnyOThan's topic in KSP1 Mod Releases
I mean something like this: -
[1.8.x-1.12.x] - RasterPropMonitor (adopted)
shelshok replied to JonnyOThan's topic in KSP1 Mod Releases
Is there a way to get a raster prop monitor overlay in flight view? -
Early Access and options for M1 Mac owners
shelshok replied to Shmauck's topic in Prelaunch KSP2 Discussion
Seeing this thread is quite a bummer, but I haven't seen it mentioned otherwise. Has there been an announcement about Mac Compatibility? -
I know it's a bit late in the game, but it's been on the back of my mind for a while... Has anyone tried using Unity's TrailRenderer for long continuous launch plumes? Album with videos: https://imgur.com/a/FV2DqZ8
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Installing from CKAN says incompatible with later versions of Harmony. https://imgur.com/a/5ZMYh1i
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Anyone figure this out? If I use this on a tall rocket, unclamping the tower pushes the rocket into a wobble. Anyone figure this out? If I use this on a tall rocket, unclamping the tower pushes the rocket into a wobble.
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[KSP 1.8+] Kerbal Konstructs (Continued)
shelshok replied to NathanKell's topic in KSP1 Mod Releases
So I had the previous version installed on 1.12.x and it loaded all of my 1.11.x instances, but obviously didn't load the ctrl-K interface fully. I replaced it with this new version, and now ctrl-K does nothing and no instances load (I copied over the NewInstances folder). The toolbar icon is there and loads the toolbar button stuff, but none of the construction stuff works. Log here: https://www.dropbox.com/s/npznbgl0qfc8uqu/KSP.log?dl=0 Edit: After glancing at the log file myself, I tried removing the NewInstances folder, and it works now. I'm guessing it was a custom MapDecalMap that I hadn't copied over? -
[KSP 1.8+] Kerbal Konstructs (Continued)
shelshok replied to NathanKell's topic in KSP1 Mod Releases
That's odd. I modified my KSC to be all flat in 1.11, and it still is in 1.12.2. -
Two grabbers. One flipping.
shelshok replied to shelshok's topic in KSP1 Gameplay Questions and Tutorials
Done. -
Two grabbers. One flipping.
shelshok replied to shelshok's topic in KSP1 Gameplay Questions and Tutorials
Yeah, so it seems any same vessel grapples flip for me. Doesn't matter in which order they were used. Just that they are the same vessel. EDIT: Figured I should try without mods. Same result: https://imgur.com/a/1FQPhj9