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KSP2 Release Notes
Everything posted by JonnyOThan
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[1.12.x] ProbeControlRoom Recontrolled (adopted)
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
ProbeControlRoom 1.3.1.0 is now available! Changes Fix test for ASET props installation Mission timer starts at day 0 instead of day 1 Fix PCR disappearing on staging/docking/etc events Fix kerbal portraits freezing after exiting PCR Respect the "retain control point on IVA" game setting Fix transparent flags (this was actually caused by FreeIva, and fixed in FreeIva 0.2.10.2) -
FreeIva 0.2.10.1 is now available! Notable Changes Added support for Feline Utility Rover Added support for Tantares Bug Fixes Etc. Fixed shadow casters in HabTech2 parts HabTechProps and NearFutureProps hatches are now compatible with KerbalVR Fixed depth mask on Planetside MMSEV Added a ladder collider to NearFutureProps cargo nets Added ASET wall labels to the stock station hub. Now you can label your hatches! Fix border mesh on FLA10 adapter part rendering in the wrong location KOSPropMonitor now locks out keys properly Pressing M while unbuckled no longer breaks the cameras
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FreeIva 0.2.10.0 is now available as a *prerelease* build. Please test it out and report any issues here, discord, or on github. **Include your ksp.log file with all bug reports** https://github.com/pizzaoverhead/FreeIva/releases/tag/0.2.10.0 Notable Changes Added support for Feline Utility Rover Added support for Tantares Bug Fixes Etc. Fixed shadow casters in HabTech2 parts HabTechProps and NearFutureProps hatches are now compatible with KerbalVR Fixed depth mask on Planetside MMSEV Added a ladder collider to NearFutureProps cargo nets Added ASET wall labels to the stock station hub. Now you can label your hatches! Fix border mesh on FLA10 adapter part rendering in the wrong location
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Use temporal antialiasing.
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[1.8.x-1.12.x] - RasterPropMonitor (adopted)
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
Wow, I've been neglecting to update this thread! Two new releases since my last post: WARNING Some props that were previously part of RPM have been moved to ASET Consolidated Props Pack. If you are using IVAs that use those props, you'll need to make sure to switch to that version. If you're using CKAN, simply update RPM and ASET Props and you're good to go. v0.31.11.0 Changes Moved ASET-derived props and patches to ASET Consolidated Props Moved thrust reverser patches from ASET Fixed "double-vision" bug that could occur when going EVA while an external camera was active Fixed pan/tilt/zoom buttons on external cameras Fix some harmless error spew Fixed "warp to next" button for maneuver nodes Fixed node burn time sometimes reading as NaN Fixed variables flickering when the game was running faster than physics Fixed terminal velocity readout flickering to NaN on the launchpad Optimized navball page rendering v0.31.11.1 Changes Fixed NREs from navball in Near Future pods Force all clickable buttons to layer 20 (fixes certain props when FreeIva is installed) Fix navball markers being visible when they shouldn't Add support for switchable labels to preserve the selected index Discord support server: https://discord.gg/vBDzZAq3AF -
KSP1 would load all dll files in GameData, had attributes to configure when classes would get instantiated, and allowed for loading custom PartModules from any loaded assembly. None of that kind of thing exists in KSP2. It doesn’t require 100% accurate foresight on the part of the developers, just building an ecosystem.
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Well you made me curious so I went and looked. This is a horrible way to draw meshes - one triangle at a time from software. It looks like they tried to submit the whole mesh at once at some point, but it’s commented out. https://github.com/linuxgurugamer/VesselViewer/blob/4a7d019419fa41b3a3f2caa16d5009341d03bf10/VesselView/VesselViewer.cs#L984
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Yeah, it’s always been pretty terrible but I’ve never looked into it. You can toggle the latency mode to high or obscene on the mfd and it’s not too bad, but updates less often. If you’re interested, there’s a guide here for profiling KSP mods. Maybe you’ll find something interesting. https://gist.github.com/gotmachine/d973adcb9ae413386291170fa346d043
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[1.7.x]ASET IVA for Making History Pods
JonnyOThan replied to HonkHogan's topic in KSP1 Mod Releases
Hey all, I've now incorporated this pack into DE_IVAExtension: https://spacedock.info/mod/2193/DE_IVAExtension -
Yep, that's on the TODO list: https://github.com/pizzaoverhead/FreeIva/issues?q=is%3Aissue+is%3Aopen+label%3A"Mod+Support" If you want to see FreeIva support for a mod that's not on the list, just let me know. These basically get done in whatever order I feel like, but mods that already have well-fleshed-out IVAs or things that people ask for will get slightly higher priority. Thanks! If you have a VR headset, KerbalVR takes FreeIva to another level entirely.
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Thanks for the info, but none of the default profiles other than KSC and MainMenu have AO enabled.
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[1.12.x] ProbeControlRoom Recontrolled (adopted)
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
The RPM thread has links to all the mods -
[1.8.x-1.12.x] - RasterPropMonitor (adopted)
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
Ah, not *exactly* - I sort of misspoke. RPM doesn't depend on ASET. But if you're using ASET, it should be the new consolidated version. I guess you could mark RPM as conflicting with older versions of ASET, but that only helps people who are updating one mod and not the other, which would be weird. -
[1.8.x-1.12.x] - RasterPropMonitor (adopted)
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
You should always send logs with bug reports, but this has already been fixed in RPM 0.31.11.0. Note that it requires the new ASET Consolidated props pack. Both are on CKAN. -
I'd have to double check, but I'm pretty sure nothing about internal spaces is ever created in the editor scene. So your performance issue is likely elsewhere. Those parts definitely shouldn't be visible if the overlay view is off, but neither should the kerbal - so I suspect some other mod might be interfering. What mod do you have that makes the kerbal visible in the cockpit? (oh, I just realized you said the overlay view was *on* here) Note for the future - please include the entire screen in screenshots for bug reports. Sometimes there's something important that gets cropped. Please always include logs with bug reports. I have a policy of not investigating issues without log files, because I've wasted far too much time trying to repro things that would have been easily identified in a log file.
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The error messages are a red herring: I *want* to prevent the coroutines from running when switching into the PCR. If the cameras freeze after exiting it, I must not be restarting them properly. *That’s* the right fix.
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KSA IVA Upgrade (Adopted) [some stock parts, BDB Apollo, SOCK]
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
Are you referring to KerbalVR? Because otherwise the mapping of the stick wouldn't matter... You can click the thumbstick while grabbing the flightstick to swap the roll/yaw mapping. Yes it's annoying that you'll have to do this each time you enter the cockpit, but the default configuration is set on the prop...I'll have to take a look at this again eventually. -
By "animations," do you mean the kerbal portraits? They should be hidden while you're in PCR and then re-activated after you exit. What method are you using to enter PCR mode? Also, please post logs with bug reports. Deactivating the stock portrait containers is intentional, because otherwise the mess of coroutines in there will hide uncrewed internal spaces 3 seconds after camera switch.
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This part is pretty strange, because it actually attaches to a node that's buried inside the orion part. What you should do is attach what you want to the top of the orion capsule, then add the forwardBayCover. That will work properly with FreeIva, but it will likely mean the cover can't be jettisoned.
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[1.12.x] ProbeControlRoom Recontrolled (adopted)
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
Thanks. I think I came across this once when playing the other night but I neglected to file an issue, so thanks for the reminder. In the future though, please post your full ksp.log with bug reports. -
0.2.9.2 is now available! Congratuations to @benjee10 on a wonderful HabTech2 update: To celebrate, I added FreeIva support to all the parts he built IVAs for (and one he didn't!). In addition, you can now type "freeiva" into the stock search box to see all FreeIva-traversable parts (with some false positives because the stock search feature is weird). I also added optional CommunityCategoryKit support, so if you have that then you'll be able to see all FreeIva parts in one category tab. https://spacedock.info/mod/3151/FreeIva#changelog
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Post your logs or use CKAN to install it. The most likely culprit here is installing something wrong.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
JonnyOThan replied to Gameslinx's topic in KSP1 Mod Releases
I think using certain settings in TUFX will trigger this, which would also explain why it's different in each save file because the TUFX profile selection is per-save.- 3,158 replies
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[1.12.x] ProbeControlRoom Recontrolled (adopted)
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
Version 1.3.0.2 is out: Fixed a bug that can occur after exiting map mode after scene changes.