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pizzaoverhead

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Everything posted by pizzaoverhead

  1. A faster hard drive will have the biggest effect. Aside from a physical upgrade, regular disks (not SSDs) can be sped up by defragmenting the drive. Beyond this, you can make sure there are as few files as possible for the game to load. It checks everything in the GameData folder, so moving readme files, old installer zips, and included source code folders out of GameData into a new folder next to KSP.exe could help. I'm not sure if this is still an issue, but in the past, Unity attempted to search network connections when loading files. The fix for that was to disable unused network connections, such as those made by Hamachi.
  2. Most hatches tend to be swinging plug doors that lock against the wall when open, but some are removable. The closest thing to a sliding door is the common hatch in the ISS that runs on rails: The hatches behnd APAS on Mir and the ISS seem to all be inward-swinging plug-style doors. Inside Kristall on Mir has a lot of inward-opening hatches: You can see the same in the Zvezda and Zarya modules:
  3. IVA is pretty different from EVA, so I've had to make a new system to do this. Internally, it's closer to the behaviour of RasterPropMonitor than KAS/KIS. Some integration with RPM may come in future, after this mod is released.
  4. It was mentioned in one of the webcasts around 2015 that Squad have a full library of sounds to add to the game, but that it wasn't on the immediate roadmap at that point. There have been some added since, but there's still a long way to go. There's a list (old) of potential actions that could use sounds here.
  5. One thing that hasn't been mentioned that's worth checking: You can sometimes get errors which repeat every frame, writing to the log each time and making the game run very slowly. Hit Alt+F12 and check that you're not seeing a wall of red text.
  6. It's a missing feature due to you not having Audio Muffler Redux installed.
  7. I'm starting to find more time/motivation to work on this lately. Latest progress: Working FPS-style controls in gravity and completely free look when in microgravity. There are still some issues with gravity. The values coming from KSP are occasionally tilted or sideways while sitting on the runway, so there's likely some aspect that I'm missing. The basics for needing to remove a helmet to fit through smaller IVAs (Mk 1 aircraft parts mainly). The beginnings of a basic IVA-pressurisation system. Currently just a part module that holds a pressure value with no effects, but the goal is to require having similar pressures between modules to open hatches, needing to depressurise to go on EVA, having negative effects on kerbals without helmets etc. I'll be making this as compatible as possible with failure mods so you can have leaks or accidental depressurisation. A basic object holding/moving system. Click on a nearby object to grab it, then it becomes attached to you, allowing you to move around until you click again.
  8. @Jengaleng Sorry, I meant post a link to the file. Looks like the end of it has been cut off here. You can upload it to dropbox, pastebin or similar.
  9. I already have done. Collision FX changes its sound effects depending on what surface the craft is sliding along for instance.
  10. In a sound plugin, you would have multiple AudioClips, then select and assign the one to your AudioSource just before you play it.
  11. Delaying the sounds only gets you more of the weird echo effect. (For the actual speed of sound realism, bahamutod's Camera Tools give a good example of what you can do for sound realism.) The only way around this is more sound diversity. You can add multiple samples for each sound and randomly select which one is played, at the cost of (a small amount of) extra memory for each sounds, or you can fake it by slightly changing the pitch of the sound randomly each time it's played. Wheel Sounds uses this for the tyre squeak of aircraft touching down, and Minecraft uses it for all its sound effects for example. Check out Audio Muffler. It fades out the sound realistically as you leave atmosphere. Atmospheric Sound Enhancement did this too originally, with dulled or no sound in external space views, and only muffled external sounds heard from inside.
  12. There are a few mods that already do this. Check out Alternis Kerbol, KerbalKomets, or mods based on Kopernicus. One thing that would be cool to do (if I ever got time) would be have re-entry affect asteroids (in a new mod): have them be burnt smaller and break up on entry.
  13. Hmm... It looks like it only happens 10 minutes after I stop watching it. This'll be fun to find! Sounds like you have an error when loading OGGs. Preloading won't fix it, it'll just make it hang longer and more often. Could you post your output_log.txt or player.log to see what the issue is?
  14. Hi @Kerbal101, can you include the playlist.cfg, save file and output_log.txt for this? I'd like to get this one solved once and for all. If you have a process that reliably makes this happen, that would be a great help too. Thanks!
  15. Soundtrack Editor 4.4 is now available. This is mainly a bugfix release to get things back on track: Added pre-launch ambience similar to the Space Centre. Fixed non-numeric input being allowed for numeric fields. Fixed "Pause On Game Pause" not working. Fixed current track resetting on situation change that didn't change the playlist. Fixed max/min velocity/altitude settings not working. Fixed error on saving new playlists in some cases. Fixed issues with nearby vessels check. There are likely still some issues left. If you find any, make a post detailing how I can reproduce it, including the playlist.cfg and output_log.txt files as appropriate. Enjoy!
  16. Soundtrack Editor currently only supports one "speaker" (AudioSource) playing music at a time, (plus a temporary second one for the sound board player), so it isn't able to play both the construction music and the ambience at the same time. The mod operates by creating its own speaker, disabling and unloading the KSP speaker and music system, and doing everything itself. This means lots of code for event and situation tracking, which has proven to be bug-prone. Biomes are one of the situations I hope to track in future. I have code to identify biomes from Collision FX, but it needs to be hooked up properly for STED, and support modded biomes etc.
  17. You're most of the way there already, though beware that it sounds like you're coming down with a serious case of modder-itis. The prognosis is that you risk never playing KSP again! Thanks for your detailed investigation into this. It sounds like you've caught a lot of problems already! I've been planning to get back to this, but found myself short of time/motivation lately. MonoDevelop is probably the best route to get you compiling, though Soundtrack Editor isn't exactly an easy first project due to some of its dependencies being unmanaged code. The KSP wiki has some details on getting started that could help. In particular, the last section on this page shows how to add references: https://wiki.kerbalspaceprogram.com/wiki/Setting_up_MonoDevelop You don't need to worry about (or use) the post-build event: it copies files over for easier testing, and pdb2mdb is used to set up debugging a mod while KSP is running. Here's the MonoDevelop way to copy the files over, using bash instead. Once you get a build working, you should just be able to drop it in over the existing files.
  18. @J.Random is wondering why point lights aren't used for the sun, as the sun more closely resembles a point light source than a directional one. The confusion is that KSP uses both point light sources and directional sources to represent the sun, whereas only the directional light was affected by the issue being fixed. @J.Random : My understanding is that point light sources are used for the sun for planets in scaled space (i.e. when you are far enough away to see that they're round), but when you're on or near the surface in the flight scene, a directional light source lights the terrain and vessel, as it's more accurate in that scenario. You often have both lights at once: Sitting on the launchpad on Kerbin, the launchpad and rocket are lit using a directional light, and the Mun is lit by a point light. @JPLRepo is this reasonably accurate? Edit: Just reading the Unity light types, would an area or emissive light be more accurate in low sun orbit? Craft there shouldn't have strong shadows as the sunlight is coming from nearly prograde through 180° to retrograde.
  19. I probably should have asked for your output_log.txt file first. Your screenshot shows the issue, just a few lines above the error: Check your configuration file (and especially any changes module manager is making to it from other files), and revert to a stock version if you can. It looks like the thrust transform line of your EFFECT node in the .cfg file for that RCS is missing.
  20. Yes, it's now stock. Since the lighting is broken, the only advantages this mod has over stock is the end firing/valve close sound, silencing it in vacuum, or that you prefer the sounds in this mod. If you want a lighter-weight version of this mod, you can just grab either of the firing sound files from it (cold and hot gas thrusters) and replace the stock ones using a ModuleManager cfg on the EFFECT node. No sounds anywhere in the game or no RCS sounds? Check your in-game sound settings to make sure the volumes are all turned up. Also check the console log on the Alt+F12 menu to make sure there is no red text there.
  21. That's a bug that keeps reappearing every time I think I have it fixed. Thanks for letting me know it's back again, hopefully I'll be able to end it for good this time! This version was built against KSP 1.2.2, but works fine with KSP 1.3, so the title has been updated to reflect this. I didn't release an update for KSP 1.1, as life was busy around that time. The CFX releases for KSP 1.0 and 1.2 aren't compatible with KSP 1.1 unfortunately. The lag is CFX falling apart internally, hundreds of times per second. Anything that was waiting to affect KSP after this, like TweakScale, will be badly affected. Check the Alt+F12 log to see it in action. However, two people did put together their own CFX releases for KSP 1.1. Check out these posts, hopefully one of them works for you: http://forum.kerbalspaceprogram.com/index.php?/topic/91537-13-collision-fx-v32-2017-03-09-now-with-biome-coloured-dust/&do=findComment&comment=2511363 http://forum.kerbalspaceprogram.com/index.php?/topic/91537-13-collision-fx-v32-2017-03-09-now-with-biome-coloured-dust/&do=findComment&comment=2809501
  22. The famous film is pretty inaccurate in the graphics department for that section. Real life uses additive particles that build up to a glow in the distance, but are quite thin from the side. Look how the trail forms a bright point in the centre of the screen: To make the effect more accurate, the flames that we have now should be replaced with more of a misty glow. The Space Shuttle's astronauts described it as a white fog over the craft. There should probably be much fewer fragments/sparks too.
  23. There has been a post-track cleanup/unload for many versions now. I'm pretty sure it's the well known leak in the GUI system. Anything that uses the old GUI system will leak memory over time. The GUI is now one of the most complicated parts of Soundtrack Editor, so completely replacing it will be no easy task. It failed to load from anywhere else. I assume it's Mono doing the loading and searching for DLLs in its path. I'm not sure how to point it elsewhere. This is the stock music system. Once you unload the stock tracks, its music list is empty. It isn't built to handle that, and falls over. I had added a zero-length file to it in the past, but that may not be working currently.
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