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microsoftenator

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Everything posted by microsoftenator

  1. I am I right in assuming that this means that any part using a Module derived from BaseConverter cannot also have staging?
  2. I've narrowed it down to USI Life Support. I'm gonna post in the USI LS thread as well because I suspect it's a bug in USI LS rather than the capsule.
  3. In my experience, the performance in OpenGL mode is somewhat lower. With my previous graphics card (Radeon 4890), it was literally half the FPS of DirectX mode. The difference may be less pronounced on nVidia GPUs as they tend to have better OpenGL performance.
  4. Here's a Near Future config, if people need it like I do. I'll also put together a Karbonite config and maybe M/OKS if I have the time - it's not hard, just dull and a little time-consuming.
  5. I updated to Universal Storage 0.8.2 today, and it looks like that's what's causing the issues. Deleting the US_Core folder and reinstalling seemed to fix it, so I guess something in US got renamed and was duplicated. Thanks for your help.
  6. I'm sure I only placed a single wedge. Only the doors appear duplicated. The Magnetometer boom can be extended in the VAB, but clips through the second pair of inoperable doors. Screenshot
  7. Another possible issue with the Universal Storage parts: The parts appear to have "glitchy", flickering textures. Upon closer inspection, they have doubled doors, and the "inner" pair of doors cannot be opened in the VAB.
  8. The HPD appears to lack an engine sound in conventional rocket mode. The rocket sound plays just fine in hybrid plasma mode, however. Tested with near-stock KSP: 32-bit + ATM, FAR and B9
  9. Is it just me or does the HX-HPD lack sound?
  10. I'm looking at doing this myself if no one else does. If all you want to do is add Hydrogen and Argon to stock MFT Tanks, you just need a new TANK definition for Hydrogen and Argon. Would require some calculations to find out the exact values, but it shouldn't be too difficult.. Not needed if only adding tank definitions. EDIT: And done. Put this anywhere in your GameData (it's a ModuleManager patch), but preferably in GameData/NearFuturePropulsion/Patches to keep everything neat.
  11. Just trying to figure out if we're on the same page with this: I was hoping that enabling bypasseffects on the non-ship AudioSources would avoid this issue, but apparently it doesn't work the way I expected. The issue, I think, with applying effects to the RAPIERs is that the GameObject has 4-5 AudioSources associated with it, but it seems that the effects only get applied to the AudioSource that matches the GameObject's (readonly) audio property, which for the RAPIER appears to have its clip set to null. Not very useful. Alternatively, it could be that effects aren't applied to disabled AudioSources, in which case your solution might work; I have far too little experience with Unity - and KSP in particular - to know the minutiae of how its audio system works.
  12. Here's what I've got so far: Plugin dll Source code Confirmed working: Low-pass, distortion and reverb filters. RAPIER engines and anything else that uses the new FX system. Bugs: The volume effect doesn't get applied all the time, although it usually seems to work after the first launch/flight. The filters may get applied to the non-Ship sound channels for some reason.
  13. I've actually gotten it partially working: All effects except the volume effect work! I'm not sure that it properly excludes non-ship sounds and the volume effect (it's now a custom filter) does not appear to work on the first launch.
  14. I'm trying to figure out how ModuleEnginesFX works (in the context of plugins). In particular how their sound works. When I try to get the AudioSource for the RAPIER, I get one with the clip property set to null, which doesn't seem right.
  15. Looks like it might be a bug in Unity :c Apparently filters don't work properly if there is more than one AudioSource on an object. After many hours of trying, I just can't figure out why it doesn't work. I can't quite figure out how the new ModuleEnginesFX actually plays its audio, it always starts with a single (active) AudioSource without a clip set, so that's why ASE can't add its effects. However, forcing the effects to be added doesn't work either, Unity gives a warning saying that the filters can't be added. The proper AudioSource objects do appear later, but I'm not sure of the mechanism behind it.
  16. Is there a way to disable brakes on B9 gears? I'm having an issue where my planes tip over forwards on landing if I activate the brakes.
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