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pingopete

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Everything posted by pingopete

  1. Managed to get some footage of the system working (at the end of the clip), this is the craft I was using
  2. Here's some of that sweet super-maneuverability I'm now able to achieve also showcasing this mod, thanks again!
  3. Here's the F35 I was referring to in an earlier discussion about adding these textures to the B9 procedural wings
  4. Is anyone having issues in the latest version of EVE (1.4.2-2) using cubemaps, I'm finding that eve doesn't seem to recognize predifined cubemap textures in textures.cfg. I'm not certain but I also found in some other examples that eve would read text editor config defined cubemap 'textures' fine but as soon as the apply was hit all eve features would stop running/appearing (perfmance boost at this point so assuming there actually no longer being loaded in game), I looked in the configs extensively before and after and noticed that the format of some parts of the config had changed e.g. from: _DetailTex = modname/Assets/Atmosphere/Detail/filename _UVNoiseTex = modname/Assets/Atmosphere/Detail/filename to being bracketed like this: _DetailTex { value = modname/Assets/Atmosphere/Detail/filename } _UVNoiseTex { value = modname/Assets/Atmosphere/Detail/filename } Could be completely irrelevant but thought I'd mention it seen as it was a change that occurred when the cubemaps stopped working. In addition to this a text editor defined cubemap texture name works until it is editied and changed back to the exact same name in the in-game GUI becoming red indicating EVE may no longer recognize the texture. It should also be noted I'm running this with scatterer, and on some occasions I found that having the scatterer config setting usesCloudIntegration = false made the clouds reappear but not in every instance. After some more digging it looks like scatterer 0.054 EVE cloud integration prevent EVE (1.4.2-2) from reading cubemapped clouds, they work with this feature disabled but there are then a host of other visual bugs sadly. Can anyone else confirm this?
  5. Thanks for the info, glad it wasn't just my game. I'll give these a go, cheers
  6. Yeah, it's been ages, thought I'd give ksp another go after I saw ksp 2 announced and am tempted to revisit rve now people have been playing with crazy high res cloud cube maps while I was gone. When I first started rve I played with the idea of doing exo planets, these look amazing, almost found it hard to believe the screens weren't from space engine!
  7. Weirdly I tried running a basic kos script for throttle control, and when I disabled it I got the exact same nose diving force, sometimes with tca I can transition out to horizontal flight and it doesn't happen, but also now tca seems incapable of controlling my exact same plane without falling into and exponential occillation loop, but one in about 10 tries it works without fault, I haven't tried this in any other planes yet so I'm guessing it's something weird with the engines km using maybe
  8. I just found this after deciding to revisit KSP after more than 3 years of absence, these planets look absolutely stunning, and very inviting, great work!
  9. If it's relatively simple config stuff I could probably do that, but anything inside dlls is a no go for me unfortunately. Not sure what the best method would be here though, as you say there's already a texture selection option for b9, maybe a patch config as part of textures unlimited or this mod I guess
  10. OK cool, I'll try that, thanks! Just tested it out and it works perfectly! Now I can do my cobra maneuvers! Awesome
  11. This makes my planes using mk2 expansion absolutely gorgeous, I have a question though, how feasible would it be to implement this for the b9 procedural wings? They're really the only other parts I'm using and look so bland compared to the rest of the plane
  12. I've had a look at the wiki in github for this but couldn't see any parameters that might allow this; is there any way to adjust the aoa limit value based on airspeed? I have mine set at 40, which works great for the vast majority of the time, but it'd be cool if there was some way to increase this value at slower speeds. I'm just thinking of super maneuverability fighter jets doing vertical 180's at very low speeds using vectored thrust. Not a big issue at all as I can just manually disable the limiter when I want to do this stuff but thought it might be a cool feature.
  13. I meant to post that in the TCA mod thread, my bad, defo not related to this mod
  14. hmm yeah I was starting to wonder if this is some other mod or a part issue, I'll try disabling other potential issues
  15. OK, so i just gave that a go, unfortunately even though the gui says it's fully disabled, im still getting this phantom nose dive input https://imgur.com/a/iE63iKz
  16. Ah right, nice video, thanks yeah i Just couldn't seem to figure out how to completely disable TCA through the TCA GUI. I'll give this a go!
  17. I think I may have found another bug, or at least I don't know what I'm doing wrong, (again on 1.7.3) I'm trying to transition from vtol virtical flight to horizontal, it works fine until I'm going at a good pace and try switching my engines to horizontal and disable the autopiloting ctronls to go into normal forwards flight, at this point some part of the autopilot constantly trys to pull the nose hard into the ground uncontrollably, I've uploaded a little clip trying to show the issue https://streamable.com/fn1cy EDIT: didnt realise that clip had two launches, ingore the first one that was my mistake, but on the second launch at the end when ive transitioned to horizontal flight looks at the stock ksp input indicator, bottom left, I'm pulling up with everything and its still being pulled down hard
  18. Just discovered this mod, after having spent years struggling to control my IRL fighter replicas in KSP with FAR this is absolutely amazing, thanks so much!!
  19. Hi there just started using the mod and its awesome, although it took a little while to get ym head around things. However I've been trying to set up macros and think I've noticed a possible bug, it could be due to incompatability with 1.7.3 i guess. Basically when i save a macro certain values are reset to default most arent, such as conditions but, some actions such as the number of second to wait (always resents to 1s), and set Altitude, always reverts back to 0. Not sure if anyone else has noticed this in 1.7.3 but thought it was worth noting
  20. Hey man, I heard you saying you got a version of RSS and Kopernicus working in the latest version of KSP, despite there being some minor issues with fuel/engine stats, I was wondering if you could let me know how you got it working or might be able to link me to the configs you updated? I'm concidering coming back to KSP to rework a mod I used to maintain 3 years ago and would love to be able to test some things in RSS in the latest version of KSP, engines stats etc really aren't a concern for me as my mod is all visuals. Any help or info would be much appreciated, cheers, Pingo.

    1. Show previous comments  5 more
    2. RocketBlam
    3. pingopete

      pingopete

      Ah I didn't even know that was out, I'll give that one a go 

    4. pingopete

      pingopete

      Got it working with that new dll and new kopernicus from github, cheers 

  21. Hi Waz, I was wondering how doable adding varying levels of terrain details would be to the EVE shaders? I believe currently it supports a single 'mid' texture, but having a close in and distant texture that could be faded in and out with respect to the cameras distance would add a huge level of fidelity and options for modders. I'm aware KSP2 has just been announced and this may have changed a lot of KSP1 modders plans and conciderations for continuing projects in the current game. Cheers, Pingo. 

  22. Hey @blackrack, I was reading your planned features and saw new terrain system, I was wondering what you might have planned for that? would it involve allowing for new terrain textures as EVE used to allow? Just wondering as this is one of the reasons I halted work on RVE, and as far as I can tell there's no available option for it currently around in KSP other than altering the global body textures
  23. Dude I can't tell you how much your mods help with the level of immersion I can get out of KSP. It honestly adds whole new levels of depth to the game, even just internal cockpit audio muffling e.g. ASE, but this is something else, amazing stuff, thank you!
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