Why485
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Everything posted by Why485
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UI/UX Celestial Camera Behaves Like Horizon Camera In Flight
Why485 replied to Vinhero100's question in UI & UX
I know this isn't like, a game-breaking bug, but this is one of the most frustrating points of friction in KSP2 right now when it comes to just playing the game. You have to gimbal lock the camera downwards in order to see where you're going, where you've been, or anything else in the solar system. -
Completely agree with OP. I never liked the science system from the original game. Of all the things in the game, it felt the most "video gamey" and a complete grindy slog to get through. I've never finished the tech tree in KSP1 and instead just do sandbox instead because it just doesn't work for me at all. An "achievement" style system for unlocking parts in KSP1 makes far more sense to me. Instead of just tediously running the same action group/clickfest experiments, jumping out of the capsule for a second to take notes then popping back in, over and over with minor variations to maximize a magic science number, you'd have concrete goals with concrete rewards. This not only makes much more sense to me from an "immersion" point of view, but it's also just far more interesting a game than the old experiment and science farming techniques of the first game.
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Please no wobble (Solved!!!)
Why485 replied to Superluminaut's topic in KSP2 Suggestions and Development Discussion
Wobble should be able to happen, but only for extreme cases. A reasonable looking rocket just shouldn't wobble. I play with Kerbal Reinforcement Next and the way this mod handles it is how the base game should be. Struts should only be used in extreme situations where a part is connected in an awkward way such that it a sufficient torque would be problematic. To give some examples of what, in my opinion, is the KSP joint system working the way it should be: A ship like this should never wobble. A ship like this might wobble a tiny amount, and really just the boosters since they are generating so much thrust off-axis and are connected through only a single ejector. You can probably get away without strutting something like this down, but you might want to for the extra stability. A "ship" like this should wobble, because it's a very powerful rocket connected in a very unstable way. This wobbles so badly I needed to send an EVA mission up to strut it down, after which point it still wasn't the most rigid thing ever, but it was usable.- 68 replies
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Bring back AutoStrut
Why485 replied to PoppersRHere's topic in KSP2 Suggestions and Development Discussion
I agree. Autostruts are an inelegant and hacky solution to a problem that shouldn't exist. -
This is one of those mods that I've been using since forever, but I don't recall having as much of an issue with the dimming as I am now. Is it intentional that when "Dynamic Sky Dimming" is disabled, all the planet flares no longer render? Basically if you disable the dimming, the mod seems to do nothing. I also kinda feel like intensity 100 is too dark for a lot of the planets as well.
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[WIP] Nert's Dev Thread - Current: various updates
Why485 replied to Nertea's topic in KSP1 Mod Development
I look at IVAs once to go "wow, they actually modeled this, that's cool" and then never look at them again. It's cool they exist, but I wouldn't miss them if parts were released without them. -
@Shadowmage Any word on getting this pull request merged to fix the gamma not being loaded correctly? https://github.com/shadowmage45/TUFX/pull/25
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Thanks for the reply! I don't think it's so much my resolution as it is that at the time I had so few things on the toolbar. Now that I have more mods installed, I can comfortably read it. It's an edge case (literally!), but maybe if the pop ups could be aligned by their right edge, it could prevent the issue from happening. The temperature readout that showed a range where the operator works nominally was really nice to have. I think this mechanic is still in place, but I didn't test in detail, so maybe it's not. Either way it's not really apparent unless you are very closely watching the power generated value on the new panel. Having a quick way to dial in reactor power was useful because you could more carefully manage a reactor to stay within the appropriate heat levels. You can still do this, but now you need to click on the reactor itself, check manual control, and then do it with that little slider instead. I also really liked being able to run the reactor at lower power levels, because it extended the life of it, though that mechanic seems to have been removed. The auto setting doesn't work as well as I'd like (e.g. not automatically going to full power when something super power hungry like an engine starts running) so I manually set the power to max myself. I really liked having that slider so easily accessible. While not needed per se, it was nice having quick options for the auto-shutdown and when auto-hibernation kicks in. A minor thing that I didn't notice until I took these screenshots: it was more intuitive that how much power the reactor was generating in the old popup since it outright said EC/s instead of kW. I kept on clicking on the reactor to see the power output that way instead. It seems that the two panels overlapping was similarly caused by having so few buttons on my toolbar. Now that I have more mods and stuff cluttering it up, they are spaced out such that I can see both at the same time. I'm not really sure how you handle that kind of edge case, but yeah. That seemed to have been the cause.
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Hello, I've noticed a few UI issues appearing after installing System Heat. In addition to System Heat, I'm also using Near Future Electronics, and Near Future propulsions. After installing System Heat, I also added the Nuclear Reactor Configuration and Nuclear Engine Configuration. Here's a screenshot of my CKAN configuration so you can see what mods are installed. I'm running KSP 1.11.1.3066. When looking at the Systems Manager, the nuclear reactor doesn't seem to contribute power for these calculations. I'm not sure if there's an option I missed, but no matter what I do to the reactor I can't seem to get it to show anything more than zero. This tool is very useful for figuring out the high power-consumption engines, so this no longer working makes building require a lot more cross-checking. Worth mentioning is that during flight, this does work correctly. I run the game in 1920x1200, and when I click on the toolbar button for heat, it the values get clipped off the edge of the screen. I can click and drag the toolbar to the left to momentarily see what's on there, but as soon as I let go, it snaps back and can no longer be read. I think I'd prefer if this was a standalone window. After installing System Heat, the Reactor Control Panel that I was used to seeing from Near Future Electrics doesn't seem accessible. Instead, it's been replaced by the nuclear button on the toolbar. This one doesn't have many options or information as I recall the old toolbar having, but the biggest issue is that I cannot view the System Heat and reactor control bar at the same time. These two things are pretty heavily related, so seeing both at once is very valuable.
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Posting this here in case it was missed on the GitHub: https://github.com/shadowmage45/TUFX/pull/25 There is a bug where the gamma doesn't load correctly from the configs. A pull request is up to fix it. Seems it was only a missed line. I love using TUFX for taking screenshots and all-around looking awesome, and tweaking gamma is one of the most powerful settings for color correciton. This fix would be greatly appreciated!
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[quote name='sashan']Wow, awesome. Short question - does it work in 1.0.4? I'm holding up my update untill I'm sure all the mods in both installs would work.[/QUOTE] I don't know what happens if you try to run a mod built with the 1.0.5 dlls in an earlier version. I want to say it probably would, but I honestly don't know. [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='Kartoffelkuchen']That's pretty cool! You can even use it for spacecrafts! [url]http://cdn.rsvlts.com/wp-content/uploads/2014/07/%E2%80%9CDragon-starting-its-journey-home.%E2%80%9D-Swanny-This-image-of-the-SpaceX-Dragon-was-taken-from-the-International-Space-Station-just-after-it-was-released-by-the-robotic-arm-on-May-18-2014.--630x630.jpg[/url][/QUOTE] I think they look really cool on space ships. In fact if you put a single white light on ships and set it to be visible from below, your ship will appear as a white dot from a distance. It works really well and I love the way it looks. Here's a ship with a white light on it. (It's on the other side of the capsule) [img]http://i.imgur.com/FiEOmwF.jpg[/img] Here it is from a distance. You can still see it as a white dot. [img]http://i.imgur.com/0NWmLXC.jpg[/img] I'm looking forward to seeing what this looks like when you put it on stations.
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I added a bunch of usability features to the nav lights. You can now toggle whether or not the lights are visible from below, as well as if they should have a limited viewing angle. If they do, then you can set by how much. Click the image for a gfy video. [url=http://gfycat.com/GrizzledForsakenBudgie][img]http://i.imgur.com/9Z1OakA.png[/img][/url] The basics of strobes are now in place. There's some bugs I've found related to strobes + persistence, and I've also found some weird bugs that happen with more than one craft in the scene that I need to track down. I'm not sure if switching between craft is what causes the billboards to break or if it's the simple fact that there's more than one. It's not completely consistent when they break. [img]http://i.imgur.com/yZmpLpO.gif[/img]
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[quote name='jlcarneiro']These nav lights look great in the demo, but they don't show up in my installation. Am I doing something wrong or are they in a different file?[/QUOTE] They're not released yet. I'm still working on them. I fixed a bunch of bugs, added a lot of UI usability improvements, and got strobe functionality working, but there's some bugs I've noticed with persistence and changing crafts. They're getting pretty close to release. I [url=http://forum.kerbalspaceprogram.com/threads/139602-WIP-1-0-5-Surface-Nav-Lights]opened another thread in the Add On Developments forum[/url] so I can post updates there rather than spamming it here. It's kind of grown into its own mod at this point. [quote name='ObsessedWithKSP']Curse updated to 1.2.2, waiting for approval.[/QUOTE] Thanks again for keeping it up to date!
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This started as an extension of my Surface Lights mod, but it's starting to grow into its own thing. I've never been too happy with the nav light mods that are out there, so I started working on my own. The big difference between these and all others is that the lights actually glow (using a custom billboard). This means that I can scale them with distance so that you can still see nav lights from afar like you should be able to. The current ones are just lights, which doesn't do you any good when you barely see the plane anyway. There's still a bunch of functionality left to add like blinking and bunch of usability stuff, but I'm really happy that the core of it is working great. Here's a video of it in action. http://gfycat.com/ScaryClearBobwhite Here's a fancy Imgur album, but you'll need to look at the album on Imgur to be able to really see it. Today I fixed some bugs related to the external camera and got the limited angles working correctly. I've added values so that nav lights (and in the future, strobes) can have limited angles. I'm surprised that no flight sims seem to model this, but depending on the angle of the plane, there are certain lights you shouldn't see. For example, from the front you should see only the red and green, but no rear white. If they are flying right to left, you should see red. If they are flying left to right, you should see green. If they are head on, you should see both colors. Here's a video http://gfycat.com/ElatedIllegalKestrel It's a bit hard to see in a small webm due to compression. It's much more visible ingame and in screenshots.
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Update on the nav lights. I've added values so that nav lights (and in the future strobes) can have limited angles. I'm surprised that no flight sims seem to model this, but depending on the angle of the plane, there are certain lights you shouldn't see. For example, from the front you should see only the red and green, but no rear white. If they are flying right to left, you should see red. If they are flying left to right, you should see green. If they are head on, you should see both colors. Here's a video http://gfycat.com/ElatedIllegalKestrel It's a bit hard to see in a small webm due to compression. It's much more visible ingame and in screenshots.
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Heh, it's fixed now. Thanks. I've never been too happy with the nav light mods that are out there, so I spent the better part of today working on my own. The big difference between these and all others is that the lights actually glow (using a custom billboard). This means that I can scale them with distance so that you can still see nav lights from afar like you should be able to. The current ones are just lights, which doesn't do you any good when you barely see the plane anyway. There's still a bunch of functionality left to add like blinking and whatnot, but I'm really happy that the core of it is working great. Here's a video of it in action. http://gfycat.com/ScaryClearBobwhite Here's a fancy Imgur album, but you'll need to look at the album on Imgur to be able to really see it.
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Because that mod uses the same KSP emissive material, my module has the same effect on it that it does on my own lights. All you need to do is change the ModuleLight plugin name to SurfaceLight, and then add the line "startingRGB = 0.8, 0.85, 1" to the module. Here's an example using the inline 1.25m part (part02-125). The bolded lines are the lines I changed/added: MODULE { [B]name = SurfaceLight[/B] lightName = SIL0225DCLS useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 animationName = SIL0225turnON resourceAmount = 0.0015 useResources = true [b]startingRGB = 0.8, 0.85, 1[/b] } I changed the light to red in the VAB to show that it works.
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What do you want then? I'm not really clear on what you're getting at with the stack inline lights functionality, unless you're just talking about making similar inline lights. - - - Updated - - - Without putting any thought into it, I'm not really sure of an easy way to do that because of the way the light module works. I think I would have to write a much more involved custom light if I wanted to merge them all into one light. - - - Updated - - - I just released the updated color and default light settings to Kerbal Stuff and updated the OP a bit to reflect the changes made to it since the initial release. The Curse link is currently out of date. ObsessedWithKSP, if you can update the link and let me know I'll update the OP to reflect it.
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So today I was messing with plugins to fix my two annoyances with the lights ever since KSP added tweakables. 1. The lights now default to a color set in the part file. One of the big intents behind these lights was to get away from the ugly pure white default lights in KSP. When tweakables were introduced, it made all lights default to pure white because they now took their color from the tweakable value instead of the what the light was set to in the model. 2. When you change the color of the light, the model reflects the change. Now that you can set an arbitrary color for the lights, the yellow tinge on the light lenses looked out of place. Now, the light texture takes the color whatever you've set the light color to be. The only weird case is the 4 way light, which just uses the last color you set. Unfortunately I can't figure out a way around this aside from making this much more complex than I think is worth doing. Something else I'd like to do, and now that I've opened the plugin can of worms, is create good nav lights using the above stuff. There's already a mod out there for nav lights (that I actually contributed to at one point), but I think now that tweakables are a thing it could be done better.