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[1.0.0] Firefly - Revamped Atmospheric Effects
MirageDev replied to MirageDev's topic in KSP1 Mod Releases
Yes, vapor cones are planned, but there's also an awesome mod that adds them: https://spacedock.info/mod/3805/VaporCones -
[1.0.0] Firefly - Revamped Atmospheric Effects
MirageDev replied to MirageDev's topic in KSP1 Mod Releases
It just turns the stock setting down, but if it's set to anything other than "Minimal" then the effects mix and look worse. The mod will get additional customization settings in future updates though, which would allow for additional aero fx for example. -
[1.0.0] Firefly - Revamped Atmospheric Effects
MirageDev replied to MirageDev's topic in KSP1 Mod Releases
Hey! If anyone runs into the Linux bug, then please see this Github issue page and reply in it: https://github.com/M1rageDev/Firefly/issues/16 We're trying to collect as much info about it as possible, to be able to find out what's causing it, since I can't reproduce the bug on my Linux install. -
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[1.0.0] Firefly - Revamped Atmospheric Effects
MirageDev replied to MirageDev's topic in KSP1 Mod Releases
Ah yeah, that is a good idea. Will update the post. Done! -
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MirageDev started following [1.0.0] Firefly - Revamped Atmospheric Effects
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Firefly [1.0.0] for KSP 1.12.x Image by Truthful Hello! For the past few months, me and @mindseyemodels have been working on Firefly, a complete replacement for KSP's reentry and aerodynamic effects, and this is the post for it. This mod, as said above, completely replaces the stock effects with it's own system. It features: A smoother double-layered plasma trail Bowshock in front of the ship New particle effects In-game effect editor Many configuration options Firefly can have a minor FPS impact, but in some cases it can have the same performance or better than stock. It's mostly on the GPU, due to the amount of triangles generated every frame for the trail. Enjoy! Media Wiki The mod has a wiki! Check it out here. Compatibility Firefly currently has full compatibility with the entire stock system, RSS and KSRSS. If you make configs for a planet pack and want them bundled with Firefly, then please let me know! If a planet/moon is unconfigured, then the mod will default to the same config as Kerbin. Known Issues RSS effects start late. Playing on Linux with Proton produces weird graphical artifacts. The spaces between parts glow. Credits The mod's icon and particle sprites were created by @mindseyemodels, who has also made incredible concept arts for the mod and helped shape it the way it is now. The effects would definitely not look as good as they do now without him. Massive thanks to @JonnyOThan for making some really awesome optimizations and fixes to the mod's plugin, and other support. The core shader was based on Leah Lindner's paper describing a method of creating promising reentry VFX. Without the paper, this mod would definitely not be possible. Massive thanks to all the people mentioned above, as well as everyone from the early testing groups, and all the Patrons - without you the mod would probably be much different than it is now, or wouldn't exist at all Licensing This mod and it's source is licensed under GPL 3.0. All model and texture assets (.mu, .png, .dds etc.) are All Rights Reserved. Dependencies This mod's only required dependency is ModuleManager. It is NOT bundled with the mod, which means that you will have to install it yourself, if you aren't using CKAN. Downloads We highly recommend installing the mod with CKAN, but here are the downloads if you're installing manually: 1. SpaceDock 2. GitHub
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[WIP] RasterPropMonitor Maneuver Planner
MirageDev replied to MirageDev's topic in KSP1 Mod Development
@Svm420 I have more experience with RPM (mainly writing plugins for it), and I've noticed some issues with MAS modules (I believe Kurgut made a Github issue on the MAS repo about it). -
Maneuvering panel (picture by Kurgut) Hello! I've been working together with @kurgut to create this API and prop set allowing You to plot maneuver nodes right from the internal view (IVA). Includes 2 prop sets: Toggle-switch based Retrobutton based TODO: Integrate the displays with the ASET DSKY Fix the default numbers on PRO/NORM/RAD displays (only in the RB-based set, has no effect on gameplay, since they're erased when their respective buttons are pressed) Dependencies: RasterPropMonitor Module Manager ASET Consolidated Props Pack Downloads: GitHub Pictures: Toggle-switch panel RetroButtons RetroButtons (DSKY layout) For IVA-makers: Licenses: The source code and prop packs are released under the CC BY-NC-SA 3.0 license. Contains props/models derived from ASET Props (CC BY-NC-SA 3.0) Huge thanks to Kurgut for giving me the idea of this addon and JonnyOThan for help with C# modding and maintaining RPM!
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[WIP] Old school NASA-style Probe Control Room IVA
MirageDev replied to kurgut's topic in KSP1 Mod Development
This looks awesome! -
Nevermind, I figured out that the rings have to be perfectly aligned for the hard docking to succeed.
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Well uhh, I wanted to say that after careful consideration RPM really could in fact be better. I tried it but there were many issues. I just added a MASFlightComputer with some MAS Action Groups to the Apollo Capsule and replaced my props with the example code (with correct colliders and animations ofc). But yeah, RPM really is easier to work with and it's flawless. Also, do you know what could be the issue with the BDB Kane (Apollo) docking mechanism not working? The docks are perfectly aligned and the probe is extended.
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Alright, thanks! I really recommend using the MASFlightComputer thing, it allows you to create more action groups that don't interfere with the default ones. I really like them since I'd like to make a J-type lunar mission, where I deploy my rover with action groups. Also, does RO use the BDB docking mechanism or the Deck one? I'm experiencing issues with it, since I'm also trying to recreate an Apollo IVA mission.
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Hi, I'm currently in the process of editing the Deck's IVA to contain more switches, and I'm currently looking at how did the RO devs make some of the props. However, I saw that the IVA in the ROCapsules GitHub repo does not have the switches that you have in the video (SM Sep, SLA Sep, D Ref, etc.). Did you add them yourself?
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Unity 2019.4.18f PartTools issue
MirageDev replied to MirageDev's topic in KSP1 General Mod Development Help and Support
Fixed the issue. Turns out my system is using a comma as a decimal separator and I had to manually edit the PartToolsEditor assemblies in dnSpy to fix this issue. Can't believe this wasn't implemented before! -
Unity 2019.4.18f PartTools issue
MirageDev replied to MirageDev's topic in KSP1 General Mod Development Help and Support
Seems like it gives up on loading the props after the singular prop thing throws an error. The error says something about a failed parsing of a Vector3, that might be why the singular prop is in the 0 position. -
Hi! I've been trying to modify an IVA space from a mod called "Deck's Saturn V". To do this, I've installed the Unity version specified in the original forum post, downloaded PartTools and imported them through the Assets menu. I've successfully selected my GameData folder and the IVAs are appearing in the list, but when I spawn them they don't contain any props. I've checked that the original cfg files do in fact have props listed, and the Props list shows the required props (I can also spawn them), but they are not spawning in with the model. I've also noticed that other things like seats and WindowEyeTransforms are loading. Sometimes only 1 prop is loading, like in the Mk3 cockpit it loads a singular CargoBag in the 0,0,0 position. Does anyone know what the issue could be?