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jefferyharrell

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Everything posted by jefferyharrell

  1. I like it. It feels like Restock to me, which I consider to be the gold standard for KSP art direction.
  2. Yeah. HDR images can have pixels that are brighter than the maximum brightness of SDR images. Like if 255 in 8-bit RGB corresponds to 1.0 in 32-bit float, you can have pixels with values above 1.0 — 2.0, 10.0, whatever. That means if you take an HDR image and bring the exposure down (as per sky dimming) the brighter-than-bright pixels will stay bright as the rest of the image darkens. But I don't even know if KSP supports HDR skyboxes. If it were possible somebody probably would've done it by now.
  3. What you really need is a high-dynamic-range skybox. But I can't imagine a way to implement that.
  4. Everybody's having fun playing with the new Apollo parts while I'm just here launching resupply missions to my space station.
  5. Try the Editor Extensions mod. It has hotkeys for vertically and horizontally centering surface-attached parts. I can't play without it.
  6. Near Future Construction is just parts. (And Module Manager patches.) It works fine in 1.12.2.
  7. The part action window makes reference to both rotational gravity and this "paragravity" thing. Which, yeah, as you say, may be sci-fi artificial gravity, since it consumes electric charge.
  8. Question for you @Nertea: I'm finally getting around to looking at your rotating structures. What's paragravity?
  9. Yup. Tried it. Changing the node size from 2 to 4 for "bluedog_saturn_AJ260_LongFlared" and "bluedog_saturn_AJ260_ShortFlared" seems to have solved the problem completely. I didn't touch anything else, just the node sizes. Thanks! EDIT LATER: Thanks again for fixing this. Now my big dumb booster has a big dumb launch pad to go with it!
  10. I tried it on a bare install with only Bluedog and Modular Launch Pads (and their prereqs) installed. The problem still happens with this one specific part, the BR-375-XI. I tried autostrutting to "root part" and also to "heaviest part" and neither of those had any effect. I suspect it's some kind of problem with the BR-375-XI itself. For some reason its bottom node is well below the part and it's unusually small. I've left a message in the Bluedog thread to see if somebody on that team can take a look.
  11. I'm not sure whether this is a Bluedog problem or a Modular Launch Pads problem, so I'm reporting it in both threads. Take a Sarnus BR-375-XI SRB and attach a Modular Launch Pads launch base to its bottom node. (Here I've used General Launch Base 3 - Large but it happens with all the launch bases, I think.) At first everything is fine, but in short order the BR-375-XI starts to oscillate. The oscillations increase until it's spinning wildly around the pad. Weird, huh?
  12. @AlphaMensae, I'm not sure whether this is a Bluedog problem or a Modular Launch Pads problem, so I'm reporting it in both threads. Take a Sarnus BR-375-XI SRB and attach a Modular Launch Pads launch base to its bottom node. (Here I've used General Launch Base 3 - Large but it happens with all the launch bases, I think.) At first everything is fine, but in short order the BR-375-XI starts to oscillate. The oscillations increase until it's spinning wildly around the pad. Weird, huh?
  13. It works fine on my computer, but I've really only used it for testing. The big thing that's keeping me from using CLS right now is the fact that it can't handle a vehicle with only solids in the first stage. I have a big dumb booster with a giant inline SRB (from Bluedog) as its first stage, and CLS doesn't know what to do with that. I went back to using MechJeb's PVG ascent tool, which works well enough in JNSQ and doesn't have a problem with solid-fueled first stages. Don't mistake me, though. It's a very good script. I've gotten a lot of use out of it.
  14. Aw man, you missed a golden opportunity to label the red and green parts of the dial as "not great" and "not terrible."
  15. @cineboxandrew I've got a bug to report. It's kind of obscure. It's possible to put conformal decals on Simple Adjustable Fairings fairings like so: The decals behave in a totally reasonable way, staying put as the fairing pieces move around. But in flight, after the fairing panels get jettisoned, the log starts filling up with null reference exceptions: [EXC 14:47:44.321] NullReferenceException UnityEngine.Transform.get_localToWorldMatrix () (at <12e76cd50cc64cf19e759e981cb725af>:0) ConformalDecals.ProjectionTarget.Render (UnityEngine.Material decalMaterial, UnityEngine.MaterialPropertyBlock partMPB, UnityEngine.Camera camera) (at <65cef3650e6d4a2b96dbe6be3ea77726>:0) ConformalDecals.ModuleConformalDecal.Render (UnityEngine.Camera camera) (at <65cef3650e6d4a2b96dbe6be3ea77726>:0) UnityEngine.Camera.FireOnPreCull (UnityEngine.Camera cam) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) The exception appears to repeat forever, until the craft is unloaded and reloaded. Switching to the space center scene and back to the flight scene stops it. It doesn't seem to affect performance on my computer, but I imagine it's probably not doing any good. Here's a link to a complete (and large) KSP.log demonstrating the bug: https://drive.google.com/file/d/1APGDFD-owW6hVVV13E39wtK2-SIEGCzx/view?usp=sharing
  16. No rush. As far as I know, the older release still works fine. (Also I see what you did there.)
  17. @linuxgurugamer Thought you'd like to know that your versions 0.0.8 and 0.0.8.1 of Space Tux Library broke Dang It. With Space Tux Library 0.0.6.1 all is well, but with 0.0.8 or 0.0.8.1 Dang It fails to load into the game. Here's my log file: https://drive.google.com/file/d/13udwmGImdwtPHPHLxq1PKNgu5GdtvpIi/view?usp=sharing Thanks!
  18. I'm not sure how you'd even attach two vessels that aren't active at the same time.
  19. You might be interested in this. I haven't tried it myself.
  20. I'm running 1.12.2, and the decals are a little touchy. Sometimes they show the wrong flag (in the case of a flag decal) and sometimes text decals disappear when you edit them. I've found that saving your craft and reloading it in the VAB fixes most glitches. With flag decals, sometimes I have to reset the flag and select it again once or twice to get my choice to "stick." But I'm using decals in a fairly excessive way...
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