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Everything posted by Starwaster
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[1.0.5] Reflection Plugin Continued 2.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
Still no response. Ok, for the time being, my work here is done. The new shader still needs some work so I'll do that sometime soonish but for now I'm going to go resume work on Ioncross. If someone with the blue problem tries my suggestion above and reports what effect it does or does not have it might give me some handle on the problem. Until then, au revoir. -
But it did make payload to orbit dollars a pound!!! (lots and lots of them as I recall.... )
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Instructions unclear. Downloaded this to solve the problem of unwanted launchpad fires and instead of forming a fire department, my launch complex is now deserted and empty. There's nobody left to even unroll a garden hose out to the launch pad. The fire continues to rage unabated. Rated 0 out of 10. Would not recommend to friends. (just kidding, this looks cool Now we need for them to have salaries so we have more reasons to fire them) Idea: Store the deleted data in a SCENARIO node. They're easy to create. Then you could re-insert them into the applicant pool. Or perhaps just move them to the applicant pool to begin with.... there's a number of ways you could go with that.
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WhimChaser Shuttle [Alpha Release - feedback welcome!]
Starwaster replied to artwhaley's topic in KSP1 Mod Releases
Will you update the pictures on the OP to show the improved texture? Or is that it? -
[WIP] Planet Randomizer 0.2.4 (2014-09-21)
Starwaster replied to metaphor's topic in KSP1 Mod Development
I'm waffling on the fence about whether I really want to try randomly generated Kerbol systems..... but it would be really cool if we could tie this into multiple star systems per save game.... -
Damn you Trigger! Now I actually will have to learn how to use one of those porkchop plots
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Toggleable Lift on Wing Parts
Starwaster replied to KerrMü's topic in KSP1 Suggestions & Development Discussion
Where is Ferram when you need him.... Let's see if I can invoke him. FERRAM I CHOOSE YOU! -
If Jeb is only listed as MIA then he will respawn on his own. In fact I think respawning is the default I'm not sure if stock ever actually turns on perma-death yet. (debug menu lets you do so and some mods do so) And yes, the trio are vital to your space program. If you ever lose them, your program is cursed to catastrophic failures of Whackjobian proportions (ok, big boy serious answer time: Your saved game wasn't invalid because you deleted Bill or Bob, but because you did so improperly and damaged the file. Possibly by deleting something else you should not have or because you deleted a { or a } and now have mismatching pairs. (Each bracket/brace should be in pairs. The number of one must always equal the number of the other)
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It already does....
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I'm only going to troubleshoot his reported issue. Outdated firespitter tends to just not work. The inflatable doesn't even use it
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I'm suspecting TweakScale. Try removing it.
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[1.0.5] Reflection Plugin Continued 2.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
Ok I'll repost this. Maybe it gets a response this time @PART [*]:HAS[@MODULE[ReflectiveShaderModule]] { @MODULE[ReflectiveShaderModule] { @realTimeReflection = True } } try that then FEEDBACK ​(Lag is not unexpected. Just tell me if the blue persists) -
[1.0.5] Reflection Plugin Continued 2.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
NEW UPDATE https://github.com/Starwaster/Reflection-Plugin-Continued/blob/Dev/ReflectionPlugin.DEV.1.2.zip Restores all missing shaders (the last experimental did not have them) Changelog for 1.2.0 Restored missing shaders (compiled versions) Increased default FarClipPlane value to 1000000000f (!!!!!) Mark refresh map as dirty when coming of rails. Caps reflection map refresh rate when time warping. (shouldn't lag when time warping now, BUT NEED FEEDBACK SO I KNOW IT WORKS FOR PEOPLE WHO ARENT STARWASTER. THIS MEANS YOU!!!!) Removed unnecessary debug messages. Enhanced exception handling and shader fallback. Added Starwaster/Bumped Specular shader (reflective, WIP, highly experimental, use at your own risk) Fed the cats. So, #2 and #3 are aimed at reducing 'the blue' except that I have no idea if it will really work because I don't know for sure what's been afflicting those who see the blue. However I did notice when debugging this that the FarClipPlane was being reduced in some circumstances such that if I moved the camera up close and looked into the reflection that the world was missing after a very short distance, causing a lot more of the sky to be visible than should have been. Turns out the default clipping plane was at 100m so the assigned plugin values were probably being lost. So that's one possible cause for the blue. It's likely not the only one and probably not the one that was reported. I did run into a situation where a part suddenly turned blue when loading that ship. The reflection map camera had not generated a reflection map yet. The ship was orbiting Minmus so there's no way that blue could have been the sky. So I put in additional code to force the camera to refresh when the ship comes off rails but I don't think it helped. I'll have to look at the camera code again because it seems like there's too long a delay before the first reflection map is generated when realtime reflections are turned off. Finally, I've figured out how to add new shaders and have added the first new one. It's an edited version of KSP/Bumped Specular but with reflection mapping. It works in that the texture behaves more like other KSP textures but has environment mapping. I'm not very happy with it yet because the reflections are too weak. Weaker than the Reflective/* shaders when I intended that it be stronger. So it's very much a WIP. You can go ahead and try it out. The shader name is Starwaster/Bumped Specular -
Sorry, how exactly does that help him? Look at the entire exchange. He installed this together with FAR and: It takes less to get to orbit now His plane rips apart super easy. Everything is working the way it is intended to work with FAR installed. Drag model is less draggy as it should be. His plane is super fragile because FAR models aerodynamic stress. IMNSHO, it models it not at all accurately IMO, but still according to design for FAR. So the answer to his questions are That's by design That's by design but you can disable it in FAR settings.
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Kerbal Stuff, an open-source Space Port replacement
Starwaster replied to SirCmpwn's topic in KSP1 Mods Discussions
So if there's no prior link that you're following or don't know what to search for you won't see it.... ok thanks, I understand. -
Kerbal Stuff, an open-source Space Port replacement
Starwaster replied to SirCmpwn's topic in KSP1 Mods Discussions
I don't even think there's 100 mods. Where are all the mods when browsing? I count a little more than a dozen... http://beta.kerbalstuff.com/browse -
[1.0.5] Reflection Plugin Continued 2.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
Oh interesting, Monodevelop uses the default namespace and not the namespace I'm working out of when dealing with resource streaming. That would have been so helpful to know Screw you Monodevelop! Edit: Ok, embedding and retrieving was easier than I thought, but my success was masked by the fact that most of the shaders are being rejected as not supported. So far I only have Reflective/VertexLit Reflective/Bumped Diffuse Reflective/Bumped VertexLit (but no bumpmap) I don't get the 'not supported' bit because they're the same shaders loaded the same way. For instance, Bumped Specular (which is probably the best looking and is used by FASA) works in the plugin I compiled for 23.5 works for 24.2 but the one that I compile for 24.2 does not..... -
[1.0.5] Reflection Plugin Continued 2.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
I see, so the blue bothered you enough to tell me, but not a few pages of null reference errors. I need FEEDBACK or things don't get fixed. I got feedback from exactly one person who said it was working ok. Sigh. Oh well, I guess that means at least one of the reflective shaders in the plugin still works That's a serious problem though and it has to get solved before I can even begin looking at the blue issue. It means that even more shaders are missing from the latest KSP builds (stock Unity shaders, not KSP shaders) and while I know how to put them back in using Visual Studio on a Windows platform, I'm currently stuck with Monodevelop on a Mac and so far I've been unable to embed resources in the DLL and then successfully retrieve them and turn them into a usable shader. The engine underneath is in sunlight but the two tanks on top of it are not? I'm sorry but I'm just not seeing how that's possible, and so far have not been able to replicate the problem. I set up an arrangement just like you have in that picture but it's just not happening. Sorry. Let's try a little experiment. Copy the following text into a file ending in cfg. (let's call it blue_test.cfg) @PART [*]:HAS[@MODULE[ReflectiveShaderModule]] { @MODULE[ReflectiveShaderModule] { @realTimeReflection = True } } See what effect that has. (besides making things laggy. It might or it might not, depends on your system) It would have to be more than just one frame. AFAIK all of those parts are set to render one face (of the cubemap) per frame. So at least 6 frames have been rendered in those screenshots. And I think he has it set to 45 seconds between re-renders. (6 frames, 45 seconds then another 6 frames) -
I'll spare you my opinion of your air tanks because it's your sandbox. I will will say that I don't find it necessary at all to do that sort of thing to fly my planes. Even get spaceplanes to orbit. Something is wrong with your game.
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Looks good but the basemass for TANK_DEFINITION isn't where you want -1, it's in the ModuleFuelTank that you put in the part configuration (or that you splice in with MM)
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I haven't. The only thing I can think of here is that you've got some stray part that's throwing it off. Either that or.... the system is lying and your CoL is actually fine. (that kinda seems unlikely... but have you tried flying the plane?)