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cyberKerb

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Everything posted by cyberKerb

  1. Problems don't usually like to group together, but for debugging, it's nice when they do. Also glad it was a bug and not a 'me' error.
  2. I did a search and only found a single reference to comets in this thread, so figured it might be with reporting: With Scatterer Stock:
  3. Sorry! Clearly I didn't know what they looked like in Vanilla. I removed the mod to check and I guess that's how a normal comet looks. It's on the far side of Kerbol and around Eve Orbit at the moment. I was expecting it to be a little more subtle for that distance. Hmmm... just wondering if I should log a KSP bug report for the comet being rendered in front of the sun-flares. (I'm now doing a check without Scatterer to see if that might be related) It's scatterer, I'll post over there. without Scatterer
  4. Thanks for letting us play along with your mod @Well. It's been fun - maybe not for Bob though...
  5. I was looking at the CometModule in the games API and noticed it has similar fields as asteroids. I didn't see anyone ask this, so I was wondering if there is the developers might of added a very rare chance for a Magic Comet like there is for the Magic Boulder?
  6. Thanks for this mod. I'm using it in 1.10.1 with scatterer and I've also got both DLC. I had a question, I'm seeing comets showing up as dark smudges in the sky during the day. Just wondering if that's how they are supposed to look?
  7. Context: I plan to have single part with a metal plate and glass dome over the top. Inside the dome there will be a hidden primitive mesh/transform so I can use to swap with objects I want in the dome. This swapping will be done via EVA interaction using the parts PAW I'm looking to code a mod that will programmatically take meshes / materials already loaded into the game and have them displayed inside the dome. Those object doesn't require a collider as nothing can be mounted the the mesh in the dome. The dome with have the collider, so I'm not worried about any interaction with the object in the dome as it would just be a visual change. Note: Only the dome model will be mentioned in the part file. The swappable materials/meshes will not be loaded / referenced within the part, so I'm not looking at a part variant here. During gameplay, what goes in the dome will be directed by the dll and it will reference meshes loaded separately, but it will all be done in the flight scene. So...with that context, I've been looking at the forums and read a lot about how it doesn't seem possible / hard to swap meshes in the flight scene. @Shadowmage had a few threads mentioning the difficulties due to not being able to reinitialise the part in the flight scene. Is this still the case? Are there alternative ways to make this process easier in the current game version? Or do I have different situation where the part is not needed to be reinitialised as I'm "only" changing a child mesh and associated material and not the entire part?
  8. Can't think of any other place to ask this and still be relevant. Is there a way to add the ability to conduct a "surface sample" experiment from certain PQSCity objects?
  9. The log seems to cut off after about 1 min & 15sec of loading textures and doesn't seem to even get to the main menu. Do you have a full log file? I've downloaded the existing version (I can see you have the same one from the DLL version number in the log file) and I cannot reproduce the error, but I don't have the same mod list as you. Other mods that you have installed related to cameras / second windows to a view of crafts are: ProbeControlRoom HullCameraVDS RasterPropMonitor(Internal cameras) VesselViewRPM Not saying any of these are the problem, but there might be an unknown interaction. Are you able to do any testing with just each of those to see if the issues still occurs?
  10. As advised, I also asked over in the Kopernicus mod thread and got an answer that fixed my issue
  11. Tested a new install and had Val take a moment to appreciate the beauty of this game. Location is Duna in the craggy 'thing' from Duna restoration.
  12. Fantastic - thanks! I did exactly that and worked like a charm and Duna looks beautiful once again. Separate question for @R-T-B was the bleeding edge release planning support for scatter collisions? I tried Poodmund patch for "Stock Scatter Collider Enabler Patch" with v46, but collisions don't seem to be working for the Duna boulders, but not sure if they are supposed to seeing as this is still very much under Dev. edit: I've checked on Kerbin and Pol and found the features there have collisions, so it just seems I've done something with Duna specifically... nevermind me. I'll try to troubleshoot. edit2: Yep, seems that two Kopernicus cfgs modifying Duna as the same time is not good and one takes precedent over the other. Found a workaround and added the duna scatter cfg to the DRP cfg instead.
  13. Sorry to ask here, as it's more of a request for information than about the mod... Is someone able to point me to how to get a current listing of the BUILTIN textures that are referenced for Duna? I'm looking at an old Kopernicus config to change Dunas topology and it references what I assume is a now non-existing texture: BUILTIN/red_cliff Looking to know how I can see it's replacement reference? (if there even is one)
  14. Hi @Booots, just wondering what (if any) negative effects would be seen with having both Commnet Constellation and the CommNetManager add-in for a career playthrough?
  15. Is someone able to point me to how to get a current listing of the BUILTIN textures that are referenced to Duna? I'm looking at an old Kopernicus config to change Dunas topology and it references what I assume is a now non-existing texture: BUILTIN/red_cliff Looking to know how I can see it's replacement reference? (if there even is one)
  16. Hi @Snark, I was looking to use this mod for the biomes, but keep the stock 'high quality' looking clouds that are in the latest version (using .1.10.1). I don't mind I can't see the visual spot on the face of Jool. I figure that'll just be fun to try to find it with no visual reference until I've scanned the biome map. For removing your custom texture, is it as easy as removing this section of code in your CFG file? It seems to work, but I'm not sure I'm making things worse with a half baked Kopernicus cfg. @Kopernicus:AFTER[OPM] { @Body[Jool] { @ScaledVersion { // Need to turn this off so we can show our custom texture, with the Spot -ProceduralGasGiant { } } } }
  17. Hi @nightingale, Not sure if it's an issue with Strategia, but I noticed this while picking my next lot of contracts in an early career game. I'd picked the 'Fundraising Campaign' in the previous gaming session, and this afternoon, I'd accepted a few contracts and looked at the log file. To give context in case it helps - I've recently added OPM and relaunched the game and noticed there is a couple thousand lines similar to the following: [LOG 17:20:58.480] [CurrencyConverter for Fundraising Campaign]: 0 Reputation taken, yields 0 Funds [LOG 17:20:58.481] [CurrencyConverter for Fundraising Campaign]: 0.00952381 Reputation taken, yields 9.571987 Funds I created a new career game to check it wasn't just my instance and got the same effect. Seems there is something creates a bit of log spam - also happens when switching between the VAB and the Space Center scenes ksp log file
  18. Hi @garwel, I was testing this mod again before starting a new career and noticed you can't Decom a Kerbal while in Sandbox game mode. I figured it was due to there being no funds in that mode. Not technically an issue as it was only testing, but figured I'd mentioned it
  19. The OP shows that MFI version 1.2.7 was built for 1.9.x AND 1.8 Just use the 1.8 version. Works fine for me and I'm on 1.10.1
  20. Check through your list of mods and see if one has a camera built-in. (MAS / RPM / KURS / HullCam are a few examples) When KSP updated to 1.9 (release notes here) it updated how the cameras were used and that affected the mods that utilised that functionality. Specifically it no longer renders Camera 01. KSP uses multiple cameras, each having various layers and all of that has to be rendered in a certain order to get what you see on the screen displayed correctly. As mods are programmed based on how it worked at the time, it not surprising issues like that popup after KSP changes their methods with how the game works.
  21. Works fine for the hats in 1.10.1. The sunglasses work too, but I only did a successful test with the 3D glasses, so YMMV. For the hats you'll need to edit some details in the ModuleKISItem to get the items to be placed/loaded correctly. Starting point for the edits are mentioned in the Kerbal Hacks forum posts. Here's my early Xmas pressie for everyone (with a new cfg) Thanks Locob for making these! The Xmas hat replacement cfg, but I adjusted it a little with a tilt to stop Val's hair popping through the back: Option for without the hat tilt
  22. Dammit - I've been doing further testing and found this issue of seeing kerbals through part is now related to the IVA, instead of just the command seat. I'll be working on it / learning the camera system better. Worked out a better solution and set the culling mask to the same as the main Camera 00 is using and avoids hiding other layers that are KSP controlled. (sorry for this miss on this one LGG ) New Pull request sent to @linuxgurugamer
  23. Yay! I think I found a solution to the last issue with this mod. For the problem where Kerbals are being seen through parts, I found that changing the MarkerCam.cullingMask layer from 17 to 16 works. Ref line on Git I don't see any other side effects like the navball in the sky or stuff like that. Added another commit to the pull request to include this change.
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