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m_spaceman

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  1. Ah. Well as for KSP2 mods, the general consensus seems that modding won't really be that much of a thing until the game is somewhat fleshed out and the devs add APIs...at this point it's not really moddable at all. But I would expect that in the future there will certainly be an adaptation of CameraTools for '2, not any that I know of right now though
  2. Ah. It appears there is an option in the client settings to generate a config for your local mod combo.
  3. And not to mention all the other wrong things with this config, for example it doesn't even connect to the master servers, so will not be visible to the main list at all: <MasterServerSettingsDefinition> <!-- Set to false if you don't want to appear on the server list --> <RegisterWithMasterServer>false</RegisterWithMasterServer> <!-- Specify in miliseconds how often we will update the info with masterserver. Min value = 5000 --> <MasterServerRegistrationMsInterval>5000</MasterServerRegistrationMsInterval> </MasterServerSettingsDefinition>
  4. I tried out the recommended config at https://github.com/jrodrigv/BDAMultiplayer, but it basically bans all parts, including stock ones, so you can't even launch anything. There's also the option of simply disabling LMPModcontrol at all, but then of course people can use whatever mods they like, and I'm still not entirely sure that it will even work with BDarmory. From what I can tell, I have to manually copy across all the parts in BDarmory into the mod control file. But is there any better way? Surely there would be some other, un-broken configs out there.
  5. Is this a normal or a possible bug? Even after I go well past the horizon of Kerbin and even Duna, the communication link remains completely normal. Is this mimicking ionosphere bounce or something...?
  6. Check out CameraTools: It allows doing just as you described, including keyframing of movements and fixed positioning. Here is an amazing example of a short someone made using it (as well as other graphics mods): https://youtu.be/LihN1_FCeWE Good luck
  7. Not sure where to put this so I'm just going to post it here. I've been making a Kopernicus mod for the first time, decided to make the textures procedural during blender. But as you can see in the image below, the planet does not seem to be illuminated by the sun at all. Along with that, when going onto the surface, the terrain appears a cyan color, and from orbit it just looks like it's template, Dres, without any light at all even though it is in the direct view of the sun. From the map view even the slightest bit of light there is is oriented the wrong way from the sun. And on top of all that, there doesn't seem to be any elevation in the terrain. I'm assuming this has something to do with the template, because if I use Duna it adds a kind of atmosphere, and with Dres there is none...help? Map view: Offset illumination: Cyan surface: Color map: Height: Normal: And my config: @Kopernicus { Body { name = Drachon cacheFile = aeegh/Cache/Homeworld.bin Template { name = Dres removeAllPQSMods = True } Properties { displayName = Drachon description = something :D radius = 500000 geeASL = 0.8 rotates = True rotationPeriod = 90000 tidallyLocked = False } Orbit { referenceBody = Sun color = 0.6, 0.1, 0.6, 1 inclination = 0 eccentricity = 0 semiMajorAxis = 24875420958 longtitudeOfAscendingNode = 40 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 } ScaledVersion { type = Vacuum fadeStart = 10000 fadeEnd = 20000 Material { texture = aeegh/Textures/PluginData/DrachonColor.dds normals = aeegh/Textures/PluginData/DrachonNormal.dds color = 1,1,1,1 specColor = 0,0,0,0 shininess = 1 } } PQS { fadeStart = 20000 fadeEnd = 40000 minLevel = 2 maxLevel = 9 materialType = AtmosphericTriplanarZoomRotation Material { saturation = 1 contrast = 1 tintColor = 1,1,1,1 specularColor = 0.1,0.1,0.1,1 albedoBrightness = 1.5 steepPower = 1.5 steepTexStart = 10000 steepTexEnd = 200000 steepTexScale = 1,1 steepTexOffset = 0,0 steepTex = BUILTIN/MunCliff [Diffuse] steepBumpMapScale = 1,1 steepBumpMapOffset = 0,0 steepBumpMap = BUILTIN/MunCliff [Normal] steepNearTiling = 500 steepTiling = 250 midTexScale = 1,1 midTexOffset = 0,0 midTex = BUILTIN/MunFloor [Diffuse] midBumpMapScale = 1,1 midBumpMapOffset = 0,0 midBumpMap = BUILTIN/MunFloor [Normal] midTiling = 15000 midBumpTiling = 15000 lowStart = -1 lowend = -1 highStart = 1 highEnd = 1 globalDensity = 1 } Mods { VertexHeightMap { map = aeegh/Textures/PluginData/DrachonHeight.dds offset = 0 deformity = 8000 scaleDeformitybyRadius = False order = 10 enabled = True } VertexColorMap { map = aeegh/Textures/PluginData/DrachonColor.dds order = 50 enabled = True } } } } }
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