nubeees
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Everything posted by nubeees
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
nubeees replied to Gameslinx's topic in KSP1 Mod Releases
Is it possible to brighten up direct lighting from sunlight? The textures are wonderful but they seem to show up pretty dark ingame. I've poked around with the configs, but haven't been able to find anything that might help- 3,121 replies
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[WIP] Nert's Dev Thread - Current: various updates
nubeees replied to Nertea's topic in KSP1 Mod Development
Oh no, we get to see more Aesthetic™ fusion engines, whatever will we do? -
[WIP] Nert's Dev Thread - Current: various updates
nubeees replied to Nertea's topic in KSP1 Mod Development
Maximum Aesthetic™ -
Seems a lot more stable now with 1.3! I recreated the setup I was using before with the three plasma engines and it seemed to work just fine. One other bug- I've yet to figure out a way to make it reliably replicatable- which seems worthy of mentioning is an odd one which causes every part on a ship to suddenly overheat and usually explode. It seems to tend to happen either when switching spheres of influence, or when persistent rotation gets too aggressive and tears the ship away from the direction vector PT has it locked to. There's another one, where sometimes PT decides to not function entirely if your SAS is locked on target retrograde (it locks the ship correctly, but no acceleration is applied) but again, its really inconsistent. I hope this is at least slightly helpful!
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Fantastic! It might be worth starting a new forum thread, though completely taking over someone's mod without permission is generally considered pretty rude and I don't see any recent activity on mrsolarsail's profile... I don't have a whole lot of spare time recently, else I'd be more actively developing my own addon, Munwalk. Still, excited to see progress on reviving my all-time favorite ksp mod!
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I was three of the near future propulsion plasma engines (takes electric charge and argon, I had a constant supply of electric using a fission reactor from near future electric), not certain if its modded engine-specific, but I don't think it is. As far as where it was, I hadn't left kerbin orbit yet. After reducing the three engines down to one, I didn't seem to have any issues other than the one where dropping out of high timewarps instantaneously causes the ship to detonate gloriously.
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I'm getting a bug where its triggering the 'propellant depleted' dropout when propellant is most certainly not depleted. Still trying to track down the exact cause but it seems to be related to having multiple persistent engines active during high time warp. Another fun one, is the vessel being pulled out of timewarp from very high timewarp levels seems to smear it across the fabric of spacetime in a spectacular explosion.
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[WIP] Nert's Dev Thread - Current: various updates
nubeees replied to Nertea's topic in KSP1 Mod Development
0_0 I'm almost as excited for Waterfall as I am for KSP 2 now Also, I read something about a ISRU overhaul called SpaceDust a few pages back, will we be seeing some more info about that in the near future? -
@mrsolarsail Would you mind if I (or anyone else for that matter) recompiled your mod for the latest version of KSP?
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You are a gentleman and a saint.
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Didn't expect this mod to get revived anytime soon, it'll be nice to see ion and nuclear engines usable without installing KSPIE!
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Hello! Does anyone know how I'd go about getting the world position for a part? Vessels have GetWorldPos3D() but parts seem to have no equivalent. These two functions: Part.PartToVesselSpacePos; Part.VesselToPartSpacePos; As well as partTransform() Combined in some way with the root vessel's world position seem promising, but I am not entirely sure what the best way to approach this is. Thanks
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I've come to pretty heavily prefer Visual Studio Code over Visual Studio as an IDE, and would like to develop KSP plugins using it. Unfortunately, I've had no luck figuring out how to get the VSCode C# extension to reference KSP's dll files and thus intellisense is useless and there's red underlines under everything relating to Unity or KSP. Does anyone here use VSCode to develop plugins? Any help would be greatly appreciated! *Edit As I should've expected, after a day of searching I found this page right after posting asking for help: https://stackoverflow.com/questions/42000798/how-do-i-add-assembly-references-in-visual-studio-code Turns out if you add the UnityEngine.dll reference via NuGet it pretty much just works!
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
nubeees replied to RoverDude's topic in KSP1 Mod Releases
I should've edited my post or posted a bit sooner. Planetary logistics arent broken, I just didn't understand how to use them correctly Can confirm some of those bugs too. The microwave power transmitter seems to also be acting strange, but I'm not sure if it's broken or not. -
[WIP][1.8.x-1.12.x] Singularity - black hole shaders
nubeees replied to blackrack's topic in KSP1 Mod Development
Do these effects necessarily need to be attached to on-rails planetary objects? I'd be interested in seeing some warp bubble lensing effects in the alcubierre drive mods -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
nubeees replied to RoverDude's topic in KSP1 Mod Releases
Did 1.9.1 break planetary logistics? Or am I just not understanding how to use that particular feature? -
Okay, I'll look into that. Thanks!
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Can this be used to modify ground textures? I've been really enjoying the new ground textures introduced in 1.9 and would like to, if possible, try to create some high quality ground textures for the moons the developers haven't gotten to yet such as Laythe. I searched in the documentation but couldn't find any reference to ground textures specifically.
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
nubeees replied to TriggerAu's topic in KSP1 Mod Releases
It's been a little buggy for me in 1.9, but that could just be the amount of mods I have on -
KSP Interstellar Extended Continued Development Thread
nubeees replied to FreeThinker's topic in KSP1 Mod Development
I cannot find an equivalent to this field: public ModuleEngines engine; I need it to rewrite this line of code: pe.ThrustPersistent = control.throttle * pe.engine.maxThrust; pe is a ModuleEnginesWarp, so I can set its throttle through reflection. I cannot get the maxThrust value though. Is there an equivalent I'm just not finding? Thanks! *Edit There was a stupid question here. I didn't realize ModuleEnginesWarp inherited from ModuleEngines **Edit 2 Ended up solving that; not sure how to handle this however: Severity Code Description Project File Line Suppression State Suppression State Error CS0122 'ModuleSolarSail' is inaccessible due to its protection level SolarSailNavigatorHotfix D:\Games\KSP_win64\AddonDev\SolarSailNavigator_KSPIE_HotFix\SolarSailNavigator\SolarSailNavigatorHotfix\Navigator.cs 107 Active ModuleSolarSail doesn't appear to be 'internal' in the sourcecode on gitHub, but when I go to definition it shows as internal -
KSP Interstellar Extended Continued Development Thread
nubeees replied to FreeThinker's topic in KSP1 Mod Development
I've never learned about reflection before. Originally I planned on just creating a fork of KSPI-E and altering it as necessary to make it compatible with Solar Sail Navigator, but looks like I'll have to look into that. Haven't had time to work on this recently though, I've had a particularly awful set of deadlines to worry about. *edit Did some basic google searches. That's pretty cool!