Why485
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Everything posted by Why485
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It's been a while since I look it, but checking the stock lights it doesn't seem like there's a way to do it. The light itself is provided by the Unity scene, which means its brightness and range is preset. You can make the light dimmer by lowering the RGB values across the board as peteletroll said. I often do that with the landing gear lights because I think they're overly bright. Unfortunately there's no way to as far as I know (short of making a plugin) to change the intensity of the light. This means if you wanted it to be brighter, then you're out of luck. I specifically designed these to be darker and with a yellow tint when compared to the stock lights, as before tweakables you couldn't adjust the stock lights in any way. I wanted something a little darker, and something that would sit more flush. With tweakables, the lights now annoyingly default to pure white, and you can lower the brightness of the stock model as well as clip them into stuff if you want. I still keep this mod around though, mostly because I like how the models look. - - - Updated - - - I just uploaded peteletroll's update to the mod to Kerbal Stuff because I like the format and how nice it looks. Is there a way to allow me to update the Curse link you made or would I have to make a separate one? I'd rather keep that link as it seems to be popular. If I can't update it myself could you update it with the version from Kerbal Stuff? It's identical to peteletroll's but with an updated readme.
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[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
Why485 replied to tajampi's topic in KSP1 Mod Releases
It's more that the lighting in the game isn't the same as in real life. I've been a shuttle night launch as well and it is so bright it's like watching a sunrise, but it doesn't actually light up the shuttle itself the same way the game lights the spacecraft with point lights. The shuttle is pretty evenly lit because all of the light on it is coming from reflections off the ground and diffused light from the exhaust. -
It's really hard to tell considering KSP has never been good at memory management. My crashing became much more frequent once I installed EVE if only because I now start my game with 3GB of memory usage. I'll have to do more detailed testing to really say anything conclusive about the new version of Scatterer. Edit: Did some testing on my game with and without Scatterer. Even without Scatter, there is undoubtedly some kind of vanilla memory leak as the game's memory usage creeps up. However it doesn't seem to be as much without it. It also helps that without Scatterer, my initial memory usage (starting at the space center from fresh load) drops to 2.95 versus 3.24.
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I added EVE to the latest version of Scatterer and did the fix that blackrack mentioned for the pink shaders. I'm starting to regularly hit the 3.5GB limit and am crashing constantly. It crashes so much but it looks so good. I messed around with OpenGL to see if it would help memory issues. It vastly improves them, but it messes with the AA and I get the black rings in the sky among other weirdness that's already been mentioned in the thread. Here's a screen with OpenGL, Scatterer, and EVE just for the record.
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This is what I saw. You get an error message because the mod was built with 0.90 in mind, but I haven't had any trouble running it. I'm running a fresh install with fresh saves for whatever that's worth.
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Some screenshots from tonight. I mostly avoided taking screenshots of areas with high mountains because aside from those it looks fantastic at all altitudes I was playing at tonight. I'm running PlanetShine and a SweetFX config to brighten up the game a bit from its normally strange dark lighting. This is one of my favorite mods in development right now. I can't give OP enough praise for how much better this makes the game look.
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I've been keeping a very close eye on this. It's excellent work all-round. Atmospheric scattering is something I've thought KSP was missing for a very long time. It gives you a really good sense of scale and just looks super good in general. My only problem (aside from the obvious bugs) with it is that it looks a little odd at some angles. It looks great when you're at low altitude or on the ground, but from orbit it starts to get weird looking like in Climberfx's pictures with mountains rising above the atmosphere. I wonder if it comes from the fact that Kerbin is at 1/10th scale and the atmosphere is equally weirdly represented on Kerbin and screwing up with the equations that assume a real life atmosphere. It's like the atmosphere ends a lot lower than it should, which maybe physically in the game it does, but it looks very weird having all those really dark mountain tops. I guess it sort of can happen in real life, but it still doesn't look as jarring or dark as it does in KSP and the mod. It also very dark overall, which is something that I think applies to basically all of Kerbal Space Program. I think I remember you saying that you were going to add some kind of configurable brightness modifier though, which should be fine.
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Hehe, oops. That's embarassing. Thread title's been fixed, thanks for the info. The original light color was 255, 238, 200 or 1.00, 0.93, 0.78. I could force the light color with a plugin but I don't think it's worth writing a plugin to override the color. If there's a pure .cfg way to force the color that's be great. I haven't touched KSP modding since I made these so I'm really out of touch.
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ObsessedWithKSP thankfully uploaded the file to Curse. I just found out and I'm totally okay with that. I didn't realize that Spaceport going down meant that there would no longer be access to this so thanks to ObsessedWithKSP it's still online. These parts are purely parts. They use no plugin so they should work just fine in 0.24. I still use them myself. The only thing that's changed since release is the unfortunate effect that tweakable colors has had on the color of the light. They now default to an ugly 255/255/255 white which ruins the warm color they had before but there's really nothing I can do about that unless I create a plugin specifically to override it. I can't edit the title of OP myself. A mod needs to change it.
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Here's a persistence file that causes the solar bug every time I load up the game. Without fail, the two ships I had in Kerbin orbit are thrown into a strange solar orbit as soon as I load the save. It's not there anymore (I recently de-orbited it) but I had a ship orbiting Laythe that seemed to be completely fine each time I loaded it before on this save. Each time I load the save then go to the tracking station. Both ships aren't where they should be. Here are the mods I have loaded: http://www./download/8w1vfmr4giw3aey/Solar%20Orbit%20Bug.zip
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Just wanted to say I've been messing with this since release. It's a pretty fun mod. The only problem I've had is that the solar orbit bug that happens on launch. It also happens when I start the game back up and continue my save. Sometimes a ship will just randomly decide to place itself in solar orbit. So far every time it's happened has been with a ship in Kerbin orbit. Playing with HyperEdit is essential to workaround this.
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It seems so obvious in retrospect! I've been thinking about doing navlight style lights, possibly including the plugin code so that they will blink correctly but there's already a mod that does that so I'm not sure it's necessary. See OP, a couple of the lights are indeed based off the unreleased lights from KSPX. That actually explains something I've been wondering myself, because I could have sworn I've gone over the light limit but still seen lights anyway. It wasn't as consistent as I thought, but raising the light count certainly made all lights work correctly. I'll change that warning a little bit to make it more accurate. Yes, I used to do a ton of Freelancer modding, mostly in effects but also in other places. I did a lot of work with FoxUnit01 on 88 Flak and made my own mod, Itano Circus. Your name sounds familiar too, but I can't recall specifically where. I forgot to mention it anywhere, but yes they should be integrated into the tech tree.
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Download from Kerbal Stuff Download from Curse What is it? Self-illumination is something that I find lacking in stock Kerbal Space Program. I find the stock lights to be too large and clumsy to use for simple self-lighting. To solve this, I made three small lights with a simple stock-alike design. Two of the lights are loosely based off unreleased parts by ClairaLyrae for KSPX. These lights are integrated into the tech tree and are unlocked at the same node as the rest of the stock lights. BY DEFAULT, KSP ALLOWS ONLY 8 SIMULTANEOUS LIGHT SOURCES IN A SINGLE AREA. IF SOME OF YOUR LIGHTS AREN'T SHOWING CORRECTLY, RAISE THE "PIXEL LIGHT COUNT" IN SETTINGS. Thanks to peteletroll for maintaining the mod with minor fixes and optimizations. Installation Extract the Gamedata folder into your KSP directory. The Source folder can be safely disregarded unless you're into that kind of thing. How to Use The three lights function the same as any other lights in the game, except that they have a default value that is no longer pure white. Be wary of the per pixel light setting as it may prevent lights from showing. Be aware that the 4-way light counts as 4 separate lights, even though it is only one part. Here are the three new light parts with the two originals for scale: Changelog 1.2.2 - Fixed bug where light color was not correctly restored when loading a ship in the editor. - Refactored code for expansion (future development of navlights) 1.2.1 - Removed extraneous debug text 1.2 - Lights now use a custom light module called SurfaceLight - The surface lights now default to a color set in the parts file - The color of the light on the model now chanegs to reflect the light's color 1.1 (by peteletroll) - Lower part temperature tolerance to match the stock lights - Converted textures to DDS and lowered their size to make them more efficient 1.0 - Initial release License This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International. http://creativecommons.org/licenses/by-nc-sa/4.0/legalcode
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Why485 replied to Fractal_UK's topic in KSP1 Mod Releases
Hey Fractal_UK, have you given any thought to basing it off of Yargnit/R4m0n's tree? http://forum.kerbalspaceprogram.com/threads/53192-0-22-TreeLoader-Custom-Career-Tech-tree-Loader-1-0 It might just be an optical illusion, but that tree seems to have a lot more nodes than the stock tree. However, the big difference is that it follows a much more logical and well thought out progression from a gameplay perspective, without delving into ultra-realism. Or are you planning on just waiting for custom trees entirely and then build your own from scratch? -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Why485 replied to Fractal_UK's topic in KSP1 Mod Releases
Sounds like a plan. I've been following this mod closely for a while but I've always been put off by how roundabout and un-intuitive the research and upgrading part of it was. I was holding off on really getting into the mod with 0.22 around the corner because of all the mods I've seen, this is the one that would benefit the most from an integration with the stock science system. This is as big of a deal to this mod as when stock electric charge was introduced and unified all the parts that were using unique and idiosyncratic electricity plugins. I'm really looking forward to ISM has in store for KSP. The way ISM works, going from chemical rockets to advanced propulsion systems with a real and logical progression mechanic is what I've always wanted KSP to become. This mod is right up my alley. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Why485 replied to Fractal_UK's topic in KSP1 Mod Releases
Willow's post on the advantages/disadvantages of stock vs ISM was really good. Going into this, I was thinking that the best solution would be to just completely use the stock science system as a replacement, but there is one very significant loss in doing that. You lose the reason to build space stations. That's a pretty big deal because the way science works in KSP right now makes it so that there's no good reason to build space stations or anything permanent due to diminishing returns. What if you merged the two systems? Allow science to be gathered like it always gets gathered in the stock game, but also have the science modules slowly produce science on their own, independent of any science missions you're currently running. The trick would be to balance the two. It's easy to make either the science lab pointless or doing specific missions pointless, but to me this seems like the best approach and getting the best of both worlds. -
I realize this is like a month late, but here's the texture file: http://www./download/ka4pv1sf9d54dqy/model000.tga For those that missed the post on the first page, it changes the textures of the radio model to fit in better with the stock stuff.
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I love the new radio model, but I wasn't too fond of the way the texture causes it to stick out from the rest of the ship. I modified the texture for it so that it fits in better. I don't know the policy on modding mods so I'll just leave this picture here.