Jump to content

skbernard

Members
  • Posts

    216
  • Joined

  • Last visited

Everything posted by skbernard

  1. There's a bug in the map view overlay - its only rendering on a small swatch of where your ship is in relation to the planet behind it - this shouldn't be happening in normal vessel view, is it?
  2. I've been tweaking this config as i notice issues with it, updated code below in the quote
  3. Is this blzzy's toolbar/default toolbar thing fixed - i'm at work now but i don't remember this working during my play-through this morning, can someone confirm? Thanks
  4. previously speaking about blizzy's toolbar support - i've created an icon i hereby place in the public domain for anyone's use if you feel like it (the two images below are the transparent one to be used, and a black background so we can see the details in the forum) i'd do a pull request myself and create support but i'm a bit rusty on my back-end code, front-end javascript fine, back-end, meh
  5. right now i dont think theres biome specific volumetric effect (but that would be damn cool) - it appears that the volumetric settings are planet wide
  6. the light at night is a byproduct of the atmosphere information contained in the config or the GUI, you can tweak the color and/or visibility setting to get it how you like it, _Color is (R,G,B, Opacity) while Visibility appears to be either the density of the atmosphere or the distance at which you can see it, this one i'm not a hundred percent sure of yet this is supported just fine in the current GUI, you can add or remove layers, name them, all on the left side of the GUI, the config file i posted on the previous page currently uses three layers for Kerbin, one for Atmosphere, one for 2D clouds, and one for volumetric clouds i'm sure it will eventually support blizzy's toolbar but for now, in this development version, we may just have to put up with that extra button press (alt+x) to reset our trim...
  7. PS my config has some render distance issues that may slow down some lower end machines (it's rendering volumetric clouds even when in space) also is there a definitions file anywhere (or comments in the code) that spells out which each config parameter does?
  8. as long as you click the save button it will write your current settings to the cloud.cfg file, it reads from that file on startup
  9. hey guys, figured i'd post a somewhat working clouds.cfg file for anyone using the Overhaul branch from github - this only has tweaks for Kerbin at the moment, its rough and dirty but lets you get something up and running that "works" copy and paste (overwriting everything) to your clouds.cfg file in BoulderCo/Atmosphere EVE_ATMOSPHERE { Kerbin { kerbinAtmosphere { altitude = 4000 speed = 30 atmosphere { atmosphereMaterial { _Color = 0.41, 0.80, 1, 0.25 _Visibility = 0.00001 } } } kerbinCloudVolumetric { altitude = 2000 speed = 100 layerVolume { texture = BoulderCo/Atmosphere/Textures/kerbin1 offset = 0,0,0 particleMaterial { _Color = 1,1,1,1 _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _DistFade = 0.5 _DistFadeVert = 2e-400 _LightScatter = 1 _MinLight = 10 } } } kerbinCloud2D { altitude = 4000 speed = 100 layer2D { detailSpeed = 60 offset = 0,0,0 shadow = true shadowOffset = 0,0,0 macroCloudMaterial { _Color = 1,1,1,1 _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _FalloffPow = 0.5 _FalloffScale = 0.5 _DetailScale = 0.5 _DetailOffset = 0,0,0 _DetailDist = 0.5 _MinLight = 10.5 _FadeDist = 1 _FadeScale = 1 _RimDist = 1 _RimDistSub = 1 } scaledCloudMaterial { _Color = 1,1,1,1 _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _FalloffPow = 2 _FalloffScale = 3 _DetailScale = 6 _DetailOffset = 0,0,0 _DetailDist = 0.0012 _MinLight = 0.5 _FadeDist = 2.25 _FadeScale = 0.00375 _RimDist = 1 _RimDistSub = 0.01 } } } } Mun { } Minmus { } Duna { } Ike { } Dres { } Jool { } Laythe { } Vall { } Tylo { } Bop { } Pol { } Eeloo { } Sun { } Moho { } Eve { } Gilly { } }
  10. you can burn normal or anti-normal at the points where your orbit crosses the 'equator' line of the planet
  11. quick update on my previous issue - i've been playing around with things for a couple of days now and have NOT experienced this problem again - not sure what it was, didnt make any massive mod changes since now and then, i'm guessing some just really random fluke
  12. might i suggesting adding in support for Blizzy's Toolbar plugin, no need to use key combos to open up the menus http://forum.kerbalspaceprogram.com/threads/60863-0-23-5-Toolbar-1-7-1-Common-API-for-draggable-resizable-buttons-toolbar
  13. if i'm not mistaken they are the structural pieces from zodius's Infernal Robotic rework: http://forum.kerbalspaceprogram.com/threads/65365-WIP-MSI-s-Infernal-Robotics-Model-Rework-%28Pre-Releases-Updated-17-05%29
  14. i cant say for sure, i just noticed it now, but thats not to say it's causality - redownloaded and will play around oh and just as a note to the original problem as well, after a reboot the load vessel dialogue box wouldnt open on click in the VAB until i deleted the saved craft file that was giving problems in the first place
  15. hey swamp, there may be something up with the tech limiting code at least on fuel and RCS tanks, not 100% sure (could be a mod incompatibility), but it seems like randomly i can make an infinitely large tank, well beyond my current tech limit, but then if the craft is saved and reloaded, the sizes revert to the tech limit and the whole thing is broken - its a weird one because i cant seem to reproduce any clear identifiable steps to get to that infinite build point i dont have meta materials and my current build limit is for instance 6000L for an RCS Tank I had made the bottom vessel at first adding the normal tech limited size of RCS tank 2.5m, then started adding normal things on to it, radial rcs engines, rcs blocks, batteries, lights - then saved it - then somehow was able to make it infinitely longer, extended it down to the length in the below image, but the diameter was still 2.5m saved it fine, then reloaded it and thats what i get, everything radial is off of it, the diameter is now tech limited, weird
  16. i'm still learning unity myself but i think perhaps a collision mesh as well, then if you want emmisives, theres a way to do that in unity also
  17. whoops, missed that - i'm going to use this opportunity to learn the workings of unity! woohoo ps i really like these open part challenges, great to watch
  18. hey alexustas, should you start a new development thread for the new project? - it might not be good to crowd together the two implementations and the responses/bugs for each?
  19. that code finds an already existing part with name [torodialFuelTank], finds the existing resource module for [LiquidFuel] and modifies the amount value to the one listed, same for [Oxidizer] it overwrites the existing part without changing the original vanilla data files, not creates a new one - to make a new part find the existing cfg file for it, copy the config file and change the name of the part, but leave the things like the models the same, then change whatever values you want deeper inside the config
×
×
  • Create New...