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JonnyOThan

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Everything posted by JonnyOThan

  1. I don't know for sure if this is the problem, but you have TUFX installed...it's throwing a bunch of errors, and as far as I know it's only officially supported on windows. Was it working properly for you before installing tweakscale?
  2. Right, I think whatever changes in later KSP version were done to make the jetpack work with eva fuel cylinders broke it.
  3. I was not precise enough: they work in stock; they don’t work with kerbalism.
  4. I’m pretty sure Kerbals on EVA don’t refill monoprop correctly in 1.12. This isn’t a KSPCF thing.
  5. OK so...I have a pretty good theory about what's going on and what would be required to fix it... When you enable HDR, I think the alpha channel can go over 1, then when the blend is applied it *inverts* the color underneath. I had an epiphany when I realized the colors were getting inverted, and then someone else clued me into the alpha channel thing. Clamping the alpha channel to 1 would require altering the stock KSP shaders. This is pretty technically difficult, plus distributing modified assetbundles and whatnot is probably a non-starter for something distributed on this forum. HOWEVER...Textures Unlimited already has the ability to replace the shaders used for various models. I successfully did a simple test of the mobile processing lab, where previously I could see the ladder parts on the other side of it. The other test case I was using (and where I notice this problem most often) is with fairings. But since the fairing is not a standard model, I don't think TexturesUnlimited can patch it (but I only just started using TU an hour ago, so maybe I'm missing something). It would also be prohibitive to list EVERY model in the game for TU to patch, and wouldn't help non-stock parts that use the broken stock shaders. It *may* be possible to create a mod that uses TU and entirely replaces the stock shaders with TU's versions at runtime, which would *just fix* this problem for everyone.
  6. I still need better repro steps. Putting a mk1 cockpit on the runway and zooming in and out with the mousewheel works fine for me.
  7. I'm familiar with the issue but not the technical details. Shadowmage was also aware, some details here: https://github.com/shadowmage45/TUFX/issues/14 I played around with it a while back and it looks like the texture isn't actually transparent; what's going on is that geometry behind the closest surface is stopping the HDR lighting from affecting that surface. So they kinda come out as shadows. Obviously other unity games can use HDR without a problem, but KSP is pretty unique in the massive draw distance (which seems to also affect the "tree ring" effect when SSAO is enabled). I'm just speculating that it might be related.
  8. Oh that's not what I thought you meant at all...the ocean shouldn't be where it is...But I can't repro this with simple testing. Please post logs.
  9. It took me a few minutes to notice the problem...I'll take a look. There are other outstanding pull requests regarding spectral LUTs - it seems like TUFX has slight capitalization differences in the shader parameter names. I still need to sort those out.
  10. Hey all, shadowmage has gracefully allowed me to take up the reins of TUFX. There were a couple bugs I really wanted to see fixed and a few new features I'd like to get added, so here's my first contribution. Please let me know if anything is broken, since I'm new to this codebase. https://github.com/shadowmage45/TUFX/releases/tag/1.0.3.0 Fix AA setting getting lost on scene switches (thanks @diamond-optic ) Fix Gamma setting not loading from profile cfg (thanks @hairintd ) Fix texture names (dirt, etc) not loading from profile cfg Fix TUFX button not closing GUI window Add support for IVA mode Add AO Mode selection Lots of in-progress work from shadowmage45 (unfortunately I don't really know what state this stuff is in) Update bundled ModuleManager version to 4.2.1
  11. Fix request: if a kerbal on EVA is carrying science data, that data is not recovered if you recover the kerbal directly.
  12. Hey, @ensou04 over on the RocketSoundEnhancement thread has figured out the cause of the missing audio bug! Seems like a good candidate for KSP Community Fixes. Start here and check out the following few posts:
  13. Nice, let me know what you think! I haven't gotten around to editing this yet, but I did an alternate episode 4 for a minmus landing here: https://www.twitch.tv/videos/1468188204
  14. Right - I currently maintain RasterPropMonitor and I'm working on a VR mod that can use RPM IVAs. I know it can be a giant pain for modders to build functional IVAs. I wanted to make a custom one to show off the VR stuff so I recently learned how to build out the props for an IVA (plus I made a few modifications to PartTools to make things easier). Anyway, if you want a hand with that I'm willing - but I'm not too good yet with modeling so I don't think I could make the 3d shell itself - but it sounds like you already have those.
  15. Hi, I hit some modulemanager errors here with this mod installed alongside RocketSoundEnhancments. But it appears to be caused by a bad crashTolerance field in latMainGear.cfg: 37283 [LOG 11:12:07.571] Applying update RocketSoundEnhancementDefault/Configs/ShipEffects/@PART:HAS[~RSENoFX[*],#crashTolerance]:AFTER[RocketSoundEnhancementDefault] to RetroFuture/Wheel/latMainGear/latMainGear.cfg/PART[latMainGear] 37284 [ERR 11:12:07.571] Error - Failed to do a maths replacement: %MODULE[ShipEffectsCollisions] : original value="xi570" operator=Multiply mod value="0.9" 37285 [ERR 11:12:07.571] Error - Failed to do a maths replacement: %MODULE[ShipEffectsCollisions] : original value="xi570" operator=Multiply mod value="0.5" 37286 [ERR 11:12:07.571] Error - Failed to do a maths replacement: %MODULE[ShipEffectsCollisions] : original value="xi570" operator=Multiply mod value="0.5" 37287 [ERR 11:12:07.571] Error - Failed to do a maths replacement: %MODULE[ShipEffectsCollisions] : original value="xi570" operator=Multiply mod value="0.1" The latMainGear.cfg line: crashTolerance = xi570 I assume the "xi" just shouldn't be there.
  16. Would it be possible to just remove those parts from the mod? I'm not very familiar, so I don't know how extensive they are.
  17. These look awesome...is there IVA support? If you can make an internal shell model I wouldn't mind taking a stab at populating it.
  18. I'm working on a VR mod, and I need clarification on a couple of the addon posting rules (https://forum.kerbalspaceprogram.com/index.php?/topic/154851-add-on-posting-rules-april-13-2021/) One of the rules says that you may not modify files outside the GameData directory - is that limited to redistributing those files? Or can I modify them as part of an "install" process? There are several mods that use harmony to "modify" Assembly-CSharp.dll (albeit in memory not on-disk) that are posted here, so I'm curious about the boundaries or if I can get express permission for this. Details: I need to modify the globalgamemanagers file to enable native Unity VR support. I've made a separate executable that you can run to make this modification, so I don't need to redistribute the modified file. Is it kosher to redistribute (a small number of) modified squad assets? Several IVA mods do this already, but I wouldn't be surprised if they just flew under the radar. Specifically, I need to remove the seats from the mk2 cockpit and mk2 inline cockpits because they are baked into the internal mesh. And I need to make a modified version of the Seat_Pilot prop in order to separate the throttle control and flight stick so they can be manipulated individually.
  19. Hey, I was poking around some old mods and I noticed that Apex and Kermantech mk3 cockpits are not supported by Reviva. Would you mind adding them? This seemed to work for me: SUBTYPE:NEEDS[Apex] { name = Apex primaryColor = Red secondaryColor = Grey descriptionSummary = Apex IVA descriptionDetail = Apex IVA MODULE { IDENTIFIER { name = ModuleIVASwitch } DATA { internalName = MK3_ApexInternals RasterPropMonitorComputer { name = RasterPropMonitorComputer storedStrings = v 0.2 |2016-04-28| Mark 3 Pod |ADVANCED LANDING CAPSULE|FOR ORBITAL RENDEZVOUS|SQD002002-A1|MK3| SQUAD & A.S.E.T. & Apex } } } } SUBTYPE:NEEDS[KermanTech] { name = KermanTech primaryColor = Green secondaryColor = Grey descriptionSummary = KermanTech IVA descriptionDetail = KermanTech IVA MODULE { IDENTIFIER { name = ModuleIVASwitch } DATA { internalName = MK3_adv_Int } } } } Kermantech: Apex:
  20. Hey, I was just setting up a new install and I noticed that the version of kospropmonitor available to ckan is quite old. Any plans on getting it updated? If you want I can figure out what needs to be done too but I'd need your permission to get the ckan metadata updated.
  21. Hi, the thumper plumes are broken because of a duplicated file here. It works fine if you delete the bacc - Copy.cfg file:
  22. yeah it's basically sufficient to plant a flag and get back in the ship (you can basically teleport with boardpart). OK I'll have to take a look at the movement, and maybe I can fix it for the kos control too!
  23. Does this happen when you're directly controlling the kerbal, or only when using kos? I only ever use kos-eva in an install where KOS is the only method of control...I knew it was janky with KOS but if it breaks when trying to directly move them then that probably needs some attention.
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