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Nyxilo

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  • About me
    Kerbal Flight Simulator player since 0.18
  • Location
    Somewhere where the Kraken can't find me

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  1. Do you think this mod could be updated to use [KSP 1.1.3] RSS DateTime Formatter v1.0 - KSP1 Mod Releases - Kerbal Space Program Forums ? I don't know if that could even be possible but... you know.. for those kind of players...
  2. Small other issue I found, the Aerodynamic Nose Cone - Kerbal Space Program Wiki when switched over to "paint" resets back to Restock's white config (which I would guess is the second in the slider, so in the same place as "paint" ?) Changing back to stock color then paint again seems to solve the issue, but it is quite inconsistent. Replacing the part does work, tho.
  3. Hey @MrShelter, just remembered that someone already did a few configs for TURD / Restock (including that goddamn Small Nose Cone) I don't think they are aware of your new initiative to make configs for Restock. Maybe they could be merged in your configs ? As far as I know there is no conflict between both sources of configs - and it allows me to recolour most of the parts I use (said, all the aero ones ) Thanks for your amazing work !
  4. This is quite stunning, to say the least... That's not maybe where to ask for this, but do you have any update on Parallax Continued / RSS Reborn compatibility ? Or maybe it's on RSS Reborn's side and it has nothing to do with Parallax Continued, uh.
  5. Okay. This time is the right one, I'll hit every single building in the KSC. Right ? Right ? On the technical side, I've swtiched again to RSS and changed the livery + a ton of internal stuff no one cares about
  6. Just save the craft and reload it, should disappear It happens only when you add / move a part like intakes or jet engines That is due to the depth mask of Restock, if I'm not wrong
  7. Hi, I was recently looking at the console and my KSP.log and it looks like RSE is throwing an exception every fifteen milliseconds while in flight It is the following : NullReferenceException RocketSoundEnhancement.RSE_PartAudioManager.LateUpdate () (at <80da5f92e59a4e1e8c62d932c2676817>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) I know nothing about Unity so, could someone help me figuring out what this is ?
  8. Is there a methodology somewhere on how to configure dynamic deflection? I haven't found anything on the forums and, apart from testing all the control surfaces and limiting them to the edge of the stall, I don't really have any idea how to proceed.
  9. If it's linked to the physics frame rendering that means your delta-time per physics frame also impacts a lot, because else if @MrShelter is speaking about in-game seconds, IRL it could be delayed by a lot. I've made some tests and at 0.12 it's real time (but my GPU is bottlenecked by the dying CPU so I have "stutters") and at the lowest, 0.02, the game runs at 0.55 speed, i'd say. Two hours of flight turned into 3 and a half... So, if you were to increase the in-game voxel update time for FAR, that would require you to decrease the delta-time per physics frame for the whole game, meaning in-game FAR would be updated faster but you would "see" IRL the same speed because you've reduced the game's speed. Else you have a god-like CPU who eats KSP's physics frame and you don't care.
  10. A nice addition to FAR would be modifying the sliders in the elevon's settings. I.e. : instead of setting the deflection to +/- 40° having something similar to BG Servo's where you can set for example +10°/-50° I see a good use for AOA Slats for example, because they should be able to deflect downwards but not upwards. Anyway, awesome mod, been using it for years now !
  11. This worked, but then the stock sun reappears below. I got rid of it by using “givesOffLight = false” but then everything goes dark because the “Sun” doesn't emit light...as expected. Yeah. As in real life, the accretion disk should emit a huge amount of light (not implemented in Singularity) and this is something I want to keep (i.e. use the Sun's light instead of the Disk's). I'll stick with my poor solution for now, I played around a bit with the Light node and the Subscale node but it got me nowhere. In the end it looks like that : (File name is Sun.CFG)
  12. I've tried it but it didn't worked because of Scatterer which was applying its effects at the same time. In the end the solution was just to create a Scatterer Sun config and replacing every flare / spikes / ghost by a black pixel. It's a bit of brute-force but it worked.
  13. I was finally able to fix the problems I had with Singularity, thanks to a messy Scatterer / Kopernicus setup. Using Kopernicus I removed the Corona and using Scatterer I just created a configuration for the Sun and forced the Sunflares into 1x1 black/transparent pixels. https://imgur.com/vLGJ9pz.png As these are standalone files (a .cfg for the patch and all these black pixels with different names), I don't think I can PR on GIthub, so where should I put them? If necessary, of course. I've also included a small setup for a black hole and its textures, borrowed from the EventHorizon mod.
  14. Does anyone know how to properly hide the sunflare on a given star ? Using "givesOffLight = False" doesn't work as said in the wiki "Whether the star should emit light and have a LensFlare effect, or whether it's an object like a black hole", it only cuts off the light but leaves the LensFlare in place. The LensFlare is what I'm trying to remove but without any success so far. Is there a parameter I missed ? Note : I need to disable both Scatterer & the Stock Sunflare.
  15. Yeah, it worked I don't know why some engines have @fx-engine-something-running and others have @fx-engine-something-power Anyway, know eveything's fine, thanks for your fixes
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