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Everything posted by rockmeowstar
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Good day! You can freely remove two cfg files called FlagGeneralMaterial and FlagReplacement located in 000_ShineFix folder. This is an experiment with the materials, and maybe it's too broad for some modded gamedata folders. The result will cause just the rollback to stock flag materials (nothing else).
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ShineFix 1.1.0 A decent Shabby implementation. Global refactor: Asset and config usage reduced from 156 to 35 files with the same effect; Only 1 mu mesh in the mod (it's a cylinder battery almost indistinguishable from the stock model); Fixed Stayputnik materials; Fixed some strange behaviour of a module with multiple color variants; Fixed crew position on EVA, returned the third option of EVA for Inline mk1 cabin; Removed some unnecessary changes from the alpha level, more stock feeling; Minor fix: inline mk2 docking port is shiny now! https://github.com/rockmeowstar/KSP_ShineFix/releases/tag/1.1.0 Like any retexture, it's not adding anything heavy cause it's the same resolution. But the dependencies can slightly boost your performance (refactored shader code in there). I suggest you 512 or 1024 for the reflection settings, not 2048 (too heavy). The screenshots are made on 1024.
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I know about this problem, now I am working on it. No Restock compatibility yet. But there's one good thing, I plan to improve this mod in the nearest future.
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Thanks for letting me know! Will investigate it asap
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https://spacedock.info/mod/3764/ShineFix Added this version on SpaceDock and CKAN
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Everything is possible, I'll add this feature in the next release
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Thank you! There is a way. Could you please show me the exact part you are speaking about?
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Just press the spacebar. No SAS, no gyrodynes, no control, just SRBs. Drink tea, enter orbit. I've done something similar in stock before - it really did manage to launch crew, satellites, and a bunch of other things - and even make all this beauty returnable. FAR brazenly takes away 100 m/s of delta V, complicating the situation. It would seem that this is a simple craft of five boosters, and such attention to it. But everything is in the details. 1. The angle of the small booster and the amount of fuel affect the starting pitch angle, and its location relative to the center - the final pitch angle. The further it is from the center, the faster the craft spins in the thin atmosphere. 2. The wings at the end of the booster, looking like a dart, reduce the tilt and increase stabilization. The further they are from the center, the slower the craft spins in the thin atmosphere. Outside the atmosphere, they have no effect at all - only point 1 works. 3. At first glance, it seems that the optimal formula is to maintain TWR 1.0 after acceleration and not increase the time to the apocenter. Everything is almost true, but reducing TWR reduces the delta V and the height of the apocenter, which requires changing the amount of fuel in the small booster and the distance of the wings to the center (points 1, 2). 4. Intuitively, burning down is like burning the delta V in vain, but this is moving the apocenter closer to the craft and setting the pericenter directly below it on the other side of the planet. At the moment the burn is completed, the apocenter and pericenter change places, and the craft remains in a stable orbit of 73.8/76.2 km, which I consider a good result for SRBs. 5. The Kerbonaut in the chair greatly affects the symmetry of the craft, and therefore it has to be placed very precisely and clearly, because in a vacuum, every kilogram of weight in one direction or another without SAS and gyrodynes gives a turn of several degrees, which completely changes the geometry of the orbit. To summarize: FAR forces us to invent more complex centering schemes, but the hypothesis is confirmed - it is POSSIBLE. Video with proof of concept: Craft download link: https://steamcommunity.com/sharedfiles/filedetails/?id=3347523570
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Just a tiny fix: the batteries. Fixed a material error in 0.625 and tuned up the rest of the alpha channels. https://github.com/rockmeowstar/KSP_ShineFix/releases/tag/v1.0.1
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https://github.com/rockmeowstar/KSP_ShineFix/releases/tag/v1.0.0 Now all the configs are fixed. Added docking port reflections in the game. Actually, it wasn't expected to have a reflection there but I did it because of consistency in all in-game crew windows of that size. Fixed the problems and typos. Now the stock shine is completely normal.
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Thank you! Sure. I plan to add ReStock compatibility to the mod, but a bit later
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Ready. The license is added from release v0.2.4 and further.
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Oh thank you for the info. Will fix asap https://imgur.com/a/qvupDEJ This is the album with those pics
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Thank you for the info! Actually, I have fixed it by myself, it was just a little problem. Sorry for disturbing. But then I have found the actual refactor for 4.1. So for anybody who encountered the same problem, this is a fix https://github.com/popos123/io_object_mu/tree/patch-1 Tested by myself, it worked well.
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https://github.com/rockmeowstar/KSP_ShineFix/releases/tag/v0.2.2 Release 0.2.2 Reworked all the glass objects and fixed all the flags. Known issues: Configs! In progress now.
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Good day! I have one bug exporting the exact mu model. Blender 4.1.1, latest plugin version. Traceback (most recent call last): File "C:\Users\...\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\io_object_mu-master\export_mu\operators.py", line 68, in execute return export_mu(self, context, **keywords) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ File "C:\Users\...\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\io_object_mu-master\export_mu\operators.py", line 39, in export_mu mu = export.export_object (context.active_object, filepath) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ File "C:\Users\...\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\io_object_mu-master\export_mu\export.py", line 188, in export_object anim_root_obj.animation = make_animations(mu, animations, anim_root) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ File "C:\Users\...\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\io_object_mu-master\export_mu\animation.py", line 294, in make_animations muobj = mu.object_paths[path] ~~~~~~~~~~~~~~~^^^^^^ KeyError: 'SP-10C/sunParent/base/rootHinge/Truss_Root/sunPivot/Truss_A/Panel_A/collider 1' This problem is related to sun panel SP-10C animation, nothing else yet. OX-10C panel export works well.
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License: Non-Commercial Open Data License (NCODL) Game Version: 1.12.5 The original Deferred+Harmony+Shabby pack opens up the mistakes of the devs regarding the shininess/gloss/material set up. There are literally no unified models in the game, each one has its own errors. This mod fixes that errors to make your experience better. https://github.com/rockmeowstar/KSP_ShineFix/releases/ Fixes: 1. Specular and shininess fixes in the original KSP mu models (stock and expansion packs). 2. Four different flag shaders -> one unified flag shader. Now the flags are the same. 3. Slightly changed the alpha channel for the textures, as few as possible, to keep the stock vibes. Affected: cabins, electricity, science, misc, utility. Download: https://github.com/rockmeowstar/KSP_ShineFix Known issues: If something is wrong please let me know, just started making this mod. Manual installation Get the latest .zip from releases. Unzip it, paste 000_ShineFix folder in your game's GameData folder. Requirements: https://ksp.sarbian.com/jenkins/job/ModuleManager/ https://github.com/LGhassen/Deferred https://github.com/KSPModdingLibs/Shabby https://github.com/KSPModdingLibs/HarmonyKSP └──────GameData ├──────ModuleManager.dll ├──────000_Harmony ├──────000_ShineFix ├──────Shabby └──────zzz_Deferred Behold, the ultimate shininess guide for your mod: For specular-based materials: Specular color is ALWAYS #e7e7e7 Shininess is ALWAYS 0.593 Everything else is made via gloss alpha channel For shininess-based materials: Specular color is ALWAYS #e7e7e7 Everything else is made via shininess channel Shininess settings Material Alpha value (0-255) Shininess value (0-1) Wood, sand, and fabric 000 - 040 0.000 - 0.157 Matte metal and stone 041 - 107 0.158 - 0.420 Scratched/painted metal 108 - 143 0.421 - 0.560 Plastic 144 - 175 0.561 - 0.686 Metal and varnished wood 176 - 192 0.687 - 0.753 Foil and chrome 193 - 200 0.754 - 0.784 Polished metal 201 - 219 0.785 - 0.859 Glass 220 - 241 0.860 - 0.945 Mirror glass 242 - 255 0.946 - 1.000
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