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pizzaoverhead

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Everything posted by pizzaoverhead

  1. Thanks for the bug reports everyone. There is now a 5.2 bugfix release available to fix the crash issue: https://spacedock.info/mod/525/RCS Sounds https://kerbal.curseforge.com/projects/rcs-sounds
  2. Great write up @JPLRepo! I always love to see the care and attention put into the game, as well as the process of identifying issues and figuring out which solutions works best. They make a great resource for the Unity community too. Yes, either the near camera's near clip plane or the scroll wheel FoV control changed noticeably between KSP 1.0 and KSP 1.1, reducing how close you could get to the craft without cutting it. Here's a screenshot of KSP 1.1.2.1260, zoomed in to a capsule on the launchpad, up the the point of first clipping: Here's a similar scene in KSP 1.0.5.1024, with no clipping at this zoom level: The clipping only appears when the capsule's window is zoomed in close enough to fill the whole screen. One more level of zoom beyond this causes the first sign of clipping:
  3. Thanks for this. It definitely sounds like it's coming from RCS Sounds. I'll get to the bottom of it.
  4. In KSP 1.0, you should be able to get back into the same seat you left, but the code was quite fragile then (2015), and could be broken by other mods (or a slight breeze). There's been a lot of work done since then that should make it more stable, but it's not yet in a releasable state. If it's KSP 1.3 you're using it with, then all bets are off.
  5. Thanks @Damaske! It takes a long time to get through all the mods that need tested and fixed, so I really appreciate when people post their experiences (good or bad) when a new version arrives.
  6. Hi @canisin! Glad you like it! Thanks, I'd totally forgotten about this! It will be fixed in the next release.
  7. Version 5.1 is now available. It adds support for KSP 1.3 and the new RCS effects. Lighting effects aren't working just yet. You can download it from CurseForge or SpaceDock, or install it via CKAN.
  8. Yes, any mod that's broken will be updated. Are you having issues with this mod under 1.3?
  9. I'm afraid not. It's a trial of the object mover code, arranged for funs. Here's another one from late 2015: (has it really been that long?)
  10. Thanks! Great thread, Harv's persistence paid off, even if it did take a long time. It's great to see Squad interacting with and benefiting the games dev community at large.
  11. Excellent! Do you have any details on the fix for reference? It may be of use to modders suffering from similar issues. Does it affect the near camera fade-in for shadows that bound both cameras?
  12. Wow, the gap between the near and far cameras when rendering the water? This must be the oldest KSP bug that's ever been fixed! It's been there since, what, 0.10? Nice to see the team taking a keen eye to polish issues.
  13. You know you've got enough boosters when... It's custom code. It's not particularly usable at the minute: It just creates a box and allows you to type in the size and position of it. If it turns out to be something that's generally useful to the community, I may turn it into something releasable.
  14. Sarbain has also released this mod for graphing memory usage in-game:
  15. It's pretty simple as you saw. You don't even have to do it by field of view: You could create your IVA code as a PartModule and only show IVAs in connected parts that also have the module. There are fields to get the current IVA kerbal, their current part, and what parts are connected to that part. If you want to improve the performance on long/complex vessels, you can hide the props in far away parts. The only thing to be aware of with showing IVAs is that they're visible through vessels when seen from the outside. For example if you're in a ball turret in a B-17, and look forwards through the glass, you'll see the cockpit IVA through the underside of the aircraft. This normally isn't a problem in aircraft, as their IVAs are generally in-line, but it gets fun in space stations. There's likely some shader/render queue trickery to get around this, but I haven't come across it yet.
  16. Don't worry, it's on the to-do list once I find some free time!
  17. That would be cool! Being able to move in IVA makes so much extra space to put things. I think it would be cool if you could have an RPM laptop that you could attach to the walls wherever you go to keep an eye on things. If a kerbal would be able to fit through it in real life (helmet and all), you should have no problem. If you've clipped parts well into each other, such as attaching most parts at 90° to their normal connection point, then you'll have the roof of the next part preventing you from getting to the docking port of the current part. If you clip it too far the other direction, outside of the craft, then there's a risk that you could fall out when passing between sections. It's just another design consideration like aerodynamics or heat. Your design in the video looks fine. It'll just narrow the docking ports slightly, but they already have plenty of room.
  18. I've been putting some time into this over the past few months. No major news to report. A lot of the things broken in the recent KSP releases have been fixed. The round hatch shader still isn't working yet, and there are often errors that force you to restart the game, but there is progress. I've also been working on a gravity/force system while in IVA. The goal is to allow you to walk around while in a gravity well or centrifuge for example, and float or grab handrails while under lower gravity. The camera system will be a normal FPS-style control while under acceleration, and a free look with no "up" or "down" in space, so you can build your stations in any direction you want, and risk getting disoriented when the ceiling is the floor. The gravity system needs all IVA parts to have custom colliders added, otherwise you fall through the craft (and also everything else), so there is a lot of work to be done. In the really long term, there's lots of cool stuff that could be done, like supplies that take up internal space, moving things around, customising IVA equipment and gauges in the VAB, having to put on space suits, explosive decompression etc., but all that fun stuff is quite some time away. Those are my thoughts for where IVA could be brought. What would you like to see from IVA in an ideal world?
  19. The pause menu not being displayed means that KerbTrack is either not installed so that KerbTrack.dll is in (KSP)/GameData/KerbTrack/Plugins/, or that the mod is encountering errors while running. Assuming the latter, if you can upload your output_log.txt from (KSP)\KSP_x64_Data\output_log.txt to a site like pastebin and link it here, I'll be able to look and see what errors it might be throwing.
  20. No worries about resurrection, the project is still alive! It's pretty easy to add sounds to a new wheel. Open your GameData folder, then go to WheelSounds and open the file ModuleManager_WheelSounds.cfg in a text editor. In that file you can see all the other wheels that have sound added to them. Add a new section to the end of file like this: @PART[MyWheelPart] { MODULE { name = WheelSounds wheelSoundVolume = 1 wheelSoundPitch = 1 wheelSoundFile = WheelSounds/Sounds/MyWheelSoundFile skidSoundVolume = 0.2 skidSoundPitch = 1 skidSoundFile = WheelSounds/Sounds/gravelSkid damageSoundVolume = 1 damageSoundFile = WheelSounds/Sounds/wheelDamage soundInVacuum = false } } Replace the MyWheelPart on the first line with the name of the part you want to add the sound to. You can find it from the part's part.cfg file. It's at the top of the file, normally on the third line. For example, if you look at the stock RoveMax Model XL3 wheel's configuration file called roverWheelXL3.cfg, you can see that its name is roverWheel3: PART { name = roverWheel3 module = Part author = Squad mesh = model.mu scale = 1 rescaleFactor = 1 ... Once you've put that name in, the only other change you need to make is to give it a sound file, replacing WheelSounds/Sounds/MyWheelSoundFile in the example. You can see the sound files already used for other wheels in ModuleManager_WheelSounds.cfg, for example WheelSounds/Sounds/RoveMaxXL3. Unity by default supports .ogg and .wav files for sounds. MP3s aren't supported without other addons unfortunately (Soundtrack Editor uses libmpg123 for instance). Be sure not to include the file extension (e.g. ".wav") when entering the filename into the wheelSoundFile section. The path to the file starts in GameData, so if your sound file is at C:\Games\KSP\GameData\SXT\Sounds\MyCoolWheelSound.mp3, you should put SXT\Sounds\MyCoolWheelSound for wheelSoundFile. If you're looking for your own custom sound for the wheel, I normally find appropriately licensed sounds on freesound.org and edit them into loops using Audacity. If you find any cool ones, you should release your own mod for the SXT and WheelSounds mods! You can put your changes into a separate ModuleManager_MyCoolSXTWheelSoundsMod.cfg file and ModuleManager will load them for you once the game starts. Then all you have to do to release is the cfg file and your sound file. Hope that heps! Happy modding!
  21. At the moment, all new definitions have to go into settings.cfg. In future it could be made to load up any cfg in a set directory or similar. What has worked best for you with other mods? Here's what the definitions would look like: BodyDust { name = Gael Biomes { EucriaShores = 0 0 0 0 Highlands = 0 0 0 0 IceCaps = 0 0 0 0 Lowlands = 0 0 0 0 Midlands = 0 0 0 0 MinorShores = 0 0 0 0 Mountains = 0 0 0 0 PligiaShores = 0 0 0 0 Reefs = 0 0 0 0 Tundra = 0 0 0 0 UakoraShores = 0 0 0 0 Volcano = 0 0 0 0 Midlands = 0 0 0 0 EucriaShores = 0 0 0 0 InlandWater = 0 0 0 0 MinorShores = 0 0 0 0 PligiaShores = 0 0 0 0 Reefs = 0 0 0 0 UakoraShores = 0 0 0 0 Water = 0 0 0 0 } } BodyDust { name = Ceti Biomes { Highlands = 0 0 0 0 Lowlands = 0 0 0 0 Midlands = 0 0 0 0 Plateaus = 0 0 0 0 Poles = 0 0 0 0 } } BodyDust { name = Iota Biomes { Droops = 0 0 0 0 Highlands = 0 0 0 0 Lowlands = 0 0 0 0 Midlands = 0 0 0 0 Skids = 0 0 0 0 } } The values are Red, Green Blue and Alpha (opacity), and can be specified in either decimals 0 - 1 or values from 0 to 255. For example, lime green would be "1 0.5 0 1" or "255 127 0 255", depending on whichever is easier for your workflow.
  22. Yes, it'll work fine. The dust trails will default to grey for bodies that don't have colours defined, but you can easily add the correct colours into the cfg file.
  23. ASE isn't working yet, but Ser has made an updated version of the Audio Muffler mod:
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