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Nyxilo

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Everything posted by Nyxilo

  1. 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
  2. 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 ?
  3. 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.
  4. 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.
  5. 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 !
  6. 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)
  7. 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.
  8. 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.
  9. 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.
  10. 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
  11. CKAN works on my side, it registered the 1:v1.0.1 as the latest version, which is the right one, right ? Got an issue with Deferred Rendering conflitcs but it was with Parallax Contined though.
  12. I think RWE is using the stock layout (maybe ?) with High / Low / Shutdown / Startup sounds for each airbreathing engine However I have no idea what's going on in RSE with the resonnances sounds and stuff Your fix worked absolutely fine on RWE ! Now that I hear correclty the sounds I can tell RSE has pretty nice turbine sounds, but yeah, it's the same for both the Panther and Whiplash Rotos are amazing though Edit : Everything is muffled correctly besides the panthers in Afterburner mode Edit2 : The line "@fx-panther-wet-power{!AUDIO,* {}}" was lacking in your CFG fix, but it stilldidn't change, while supersonic you can hear the full AB in front of the craft, wherehas the rest of the sounds are near inaudible (as it should be)
  13. RWE does modify "only" 15 engines (the 6 Airbreathing + 9 Lox), but the thing is the way audio is used in RSE differs a lot from stock / RWE For example, I don't see a disengage sound in RSE and it looks like it uses sounds as layers rather than complete, full audios
  14. Could something like that work ? If [RWE Detected] then [use RWE_sound.mp3] instead of [RSE_sound.mp3] remove [Stock_audio] I was just thinking about changing the path to the sounds, which means RSE could still apply its effects but with RWE's sounds I'm not familiar at all with the AFTER: LAST: and all that stuff in the CFGs to be honest, usually if i'm opening a CFG it's to edit the atmosphere curves or mach curves of an engine rather than something else x))) Edit : so, one one side RWE is getting rid of the Stock bloc (audio, particles, etc), and on the other side it looks like we could change the audioClip path to force RSE to use RWE's sounds and that's maybe the easy part. The complex one would be, I think, to get rid of RWE's stock (who's already getting rid of Stock ones, etc...) I'm only focusing on the jet engines for now, I don't know if there's a similar issue with rocket engines
  15. Maybe because AA doesn't like the torque of your engine. I think I had a similar issue and solved it by making everything contraprop. Have you had the issue with a non-prop plane ?
  16. Hello there ! Very humble clip from me, I don't know anything about editing but hey, what do you think of the plane itself?
  17. Ok I'm just stupid. Here's what I saw while testing : https://1drv.ms/v/s!AtylFJmePVdBjLgMrKSSHKNo3Q0izA?e=z8vONr Here's what it should be : https://1drv.ms/v/s!AtylFJmePVdBjLgJcJbTgvyhkVB-dA?e=0Rv2M4 The difference ? Setting the Max Delta-time per physics frame at 0.12 instead of 0.02. Surprinsigly, it works better when the system isn't running at 50%. As a bonus I can cook on my CPU now. Works great now :
  18. (Repost from the WIP thread, I think it's more appropriate to ask the question here) TL ; DR: Does anyone have the YF-23 control surface settings on hand? Hello everyone! I've been working on a jet fighter for three years now, and the latest problem I've encountered is really bothering me. I'm trying to make something with the aerodynamics of a brick (I see you, F-4 Phantom) at least decently maneuverable. So far, yaw and pitch are no problem, but roll is... slow, to say the least. As the main wing is very similar to that of the YF-23 (despite the front canards, I know...), I thought I'd use this aircraft - a real one, for once - as a basis for the elevon settings. Here are the specs and current control surface settings, and I'm not sure this is the most relevant. https://imgur.com/a/oAJqBzG The design is done, and apart from a few tweaks here and there, I'm mainly trying to improve the settings, nothing else.
  19. TL ; DR: Does anyone have the YF-23 control surface settings on hand? Hello everyone! I've been working on a jet fighter for three years now, and the latest problem I've encountered is really bothering me. I'm trying to make something with the aerodynamics of a brick (I see you, F-4 Phantom) at least decently maneuverable. So far, yaw and pitch are no problem, but roll is... slow, to say the least. As the main wing is very similar to that of the YF-23 (despite the front canards, I know...), I thought I'd use this aircraft - a real one, for once - as a basis for the elevon settings. Here are the specs and current control surface settings, and I'm not sure this is the most relevant. https://imgur.com/a/oAJqBzG The design is done, and apart from a few tweaks here and there, I'm mainly trying to improve the settings, nothing else.
  20. So, this means using Resurfaced alongside Textures Unlimited Recolour Depot is pointless, right ?
  21. Do you think something similar could be happening with RestockWaterfallExpansion ? I've looked into the .cfgs, doesn't seem to use LAST but RWE does in fact replace the stock audio with custom ones (better than those from RSE in my opinion) RWE doesn't use SWE (only Waterfall Core and Restock as dependancies, everything installed trhough CKAN). When I have RSE & RWE installed at the same time, RWE isn't affected at all by RSE and I hear both of them / RWE at full sound when RSE is muffled. The best of both worlds would be to apply RSE's effects to RWE's sounds (so, replacing RSE's jet engines sounds with RWE, said in another way). I am dreaming ?
  22. Does this mean we could hope for a RealFuels compatibility in the future ? It seems the new update works fine with KSA IVA, I got no issues with the MK1 Inline and the MK1 standard cockpits.
  23. Hi, I'm currently using AtomicTech's RestockWaterfallExpansion which has included Linuxgurugamer's Jet Sounds Updated since this year. It seems now that RWE and RSE are in conflict, so I was wondering if a compatibility patch could be released, i.e. when RWE is installed, using their sounds instead of RSE's. The muffling effect and mach bang are really nice features on this mod Edit: it seems that JSU/RWE sounds are also unaffected by RSE and are always played at full volume, while other sounds are muffled.
  24. Hey, I have an issue using Singularity - the Sunflare isn't properly hidden. A while ago I've made a small config (thanks to @OhioBob) to remove the Sun's Corona, so i was wondering if there was a way to do the same with a Sunflare. Also, I'm using Scatterer, so the Sunflare I'm seeing is certainly not the stock one. Any Ideas ?
  25. It seems that the dependencies haven't been updated on CKAN... Right ?
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