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Everything posted by HafCoJoe
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HotRockets! Particle FX Replacement + Tutorial
HafCoJoe replied to Nazari1382's topic in KSP1 Mod Development
XD one more question. Is there any possible way to make the smoke spawn moving in the direction of the flame, and not in the retrograde direction like this? I'm sort of doubting it though. Note that I don't mean moving the smoke so it spawns at the end of the flame. I mean have it spawn moving the correct direction. UPDATE: I have had no problems with the current release in 1.0.3. It appears to be compatible. Woo! -
Please delete or close this thread!
HafCoJoe replied to hieywiey's topic in KSP1 Challenges & Mission ideas
Nope. LOL I just read the invisible text. -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
HafCoJoe replied to Claw's topic in KSP1 Mod Releases
Oh! I'm very sorry for double posting, but I have something to suggest for stock plus too. The ability to toggle engine fairings. This would be very handy when clipping parts. Take it as you may. ^-^ -
I had a question for you... is there a chance that Throttle Controlled Avionics ct. will be able to effect multiple crafts at the same time in the future? I was having the effects turn off when I switched vessels. It presents quite a problem when trying to drive across two floating objects... XD
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The hidden secret, of the mk2 cockpit interior space!
HafCoJoe replied to SeniorFight's topic in KSP1 Discussion
LOL this is great!! -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
HafCoJoe replied to Claw's topic in KSP1 Mod Releases
Hey Claw is there a chance you could make the Mk1 parachute spread when radially mounted too? I'm noticing that it doesn't have that effect.( - Which looks amazing btw, I'll be using this for cinematics now ^-^) -
HotRockets! Particle FX Replacement + Tutorial
HafCoJoe replied to Nazari1382's topic in KSP1 Mod Development
I've just learned through some basic editing that emission is the number of particles emitted by the engine. The first value is atmospheric density and the second value is the (unspecified unit) number of particles emitted for that atmospheric density. I have yet to learn what effects the particle size at what density, which is that I'm aiming to find xD. I'll do some more searching later when I have time. - Just as a quick note, I'm guessing I could edit this by doing something relating density with the size parameter. These words exactly. More or less why I've gotten into texture editing and now revisiting this again. ^-^ -
HotRockets! Particle FX Replacement + Tutorial
HafCoJoe replied to Nazari1382's topic in KSP1 Mod Development
Thank you! Those explanations are helping a lot. Your definitions are more to the point then the smokescreen thread definitions. Thanks. Again... I went through the configs and for editing's sake changed the rendermode from Billboard to Stretch. This did absolutely nothing to the engine effects, so I then removed the segment entirely, which also had no effect. So I've effectively simplified the config. It appears as though there are large portions of the stock engine configs that do absolutely nothing. I'm trying to weed out the areas so I can pinpoint what I want to edit. I'll hopefully be able to learn how to change these effects myself and then I won't need your help. In theory. -
HotRockets! Particle FX Replacement + Tutorial
HafCoJoe replied to Nazari1382's topic in KSP1 Mod Development
I've done enough fiddling that I get which module does what, it's just that the parameters inside each module are extremely confusing XD. It appears as though with emissions the first decimal value is what you set the base game throttle to be and the second value is what HotRockets sets the emission to be at. Energy I have no clue what either value is. Speed I'm guessing is how fast the particles are moving when rendered, but I don't know what the two values are. Grow has to do with how much the particles expand per second, but I don't know what the values do. Scale makes the particles bigger or smaller, but I can't tell what the values do. -
HotRockets! Particle FX Replacement + Tutorial
HafCoJoe replied to Nazari1382's topic in KSP1 Mod Development
This is actually the smoke part of the config that I sent you for the main sail ages ago, things have been really busy for me and I haven't been able to work at all on my new HR set up like I promised, one of these days I'll get it finished lol. As far as that zAtmo cfg is concerned I have no idea, I don't have it at the moment, I'm also still playing on .90, you could post the contents and I could tell you. Do you start with a different that base config? I'm noticing that the size parameters in your code are different than the current release parameters. Do you have a different config than usual? And hello again Akira! EDIT: Just tried adding that code. I screwed something up and it hung the loading screen on the mainsail (LiquidEngine1-2). -
HotRockets! Particle FX Replacement + Tutorial
HafCoJoe replied to Nazari1382's topic in KSP1 Mod Development
Okay. I've been doing some fiddling and on top of the question I'm still asking up there ^, can someone please tell me what it is that "zAtmo_hotrockets.cfg" does? I deleted it and it appears to have absolutely no effect on anything. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
HafCoJoe replied to rbray89's topic in KSP1 Mod Releases
64 Bit Help If you want to run massive amounts of part / visual mods, and you have at least 16GB of RAM and a 64bit system (majority are). 64 bit mode will allow you to surpass your 4GB memory limit imposed by a standard 32 bit install. Now when you convert to 64 bit, Do not inundate the mod Devs with bug reports from your 64 bit install. Keep a 32 bit install around to test mod issues before submitting a bug report. I have yet to truly find a bug that was not repeatable in 32 bit with a properly updated mod. There is a reason Squad held back a 64 bit release this time around, and that's because bug tracking was a nightmare. As far as stability, I can play for hours without any issues. But when you start building 250+ part ships and bouncing in and out of the VAB and flight. It will crash eventually, but so will 32 bit under the same circumstances. v1.0.2 x64 is far more stable than .90 x64 ever was. If you want a kitchen sink mentality with mods, as well as not compress your textures to the resolution of a postage stamp. This is by far the best option. Now that that's out of the way. Linked bellow is a walkthrough on how to convert to 64 bit. As well as a mod utility that will remove the 64 bit block from mods (warning I haven't used Unfixer as the mods I use don't require it - and Sarbian will hate you) 64bit hack http://forum.kerbalspaceprogram.com/threads/117224-Windows-64-bit-community-workaround 64bit Unfixer http://forum.kerbalspaceprogram.com/threads/113069-KSP-x64-Total-Unfixer Environmental Visual Enhancement 7-4 Help I've been getting a ton of questions about how to get EVE running. Plain and simple. In 32 bit I only converted the three images under Boulderco/Clouds/Particles to .dds And it ran just fine. Integrated graphics are having a really hard time running EVE. This is due to the fact that KSP is a CPU hog. And when you want your CPU doing double duty to run the game and better visuals. At some point it just can't keep up. So far from what I have seen, anything bellow intel HD 4400 won't cut it. Also if you are running a large amount of mods already you may be hitting the 4GB ceiling. Hence the 64 bit fix above. You can also try increasing the size of your page file to allot more virtual ram. First try installing some kind of memory monitor to see just how much RAM you are in fact using. If you are hovering around 3.5 - 3.7GB on a 32 bit install a crash is immanent. Memory Usage Monitor http://forum.kerbalspaceprogram.com/threads/99494-0-90-MemoryUsage-v1-20-2015-02-19 You can also try increasing the size of your page file Win 7 Page File Adjustment: http://windows.microsoft.com/en-us/windows/change-virtual-memory-size#1TC=windows-7 If you are bellow the memory limit and you have integrated graphics intel HD 4400 (preferably a dedicated graphics card) or better, and are still having issues. Then message me and I will try and help you out as well as further revise this help file. Astronomers Visual Pack Interstellar v2 Help AVP takes a little (but not a ton) of tweaking. The core mod works with EVE 7-4 I converted the three images under Boulderco/Clouds/Particles to .dds as well as the aurora .pngs to .dds and it loaded in 32 bit. To get the lens flares working in 1.0.2 you will need to extract the sun_flare.tex files one at a time from there old .25 asset files and place them in the new 1.0.2 asset files in the KSP_Data folder using Unity asset explorer. Back up your asset file first! Unity Asset Explorer http://www.nexusmods.com/pillarsofeternity/mods/27/? Using Unity asset explorer 1.3 or newer First open "sharedassets10.assets" from the astronomers visual "jj abrams" Lens flare. Right click "sun_flare.tex" click "extract" this is the file you will need. Rename Folder created by unity asset explorer from "sharedassets10" to "sharedassets9" (folder will be automatically created in the same directory as the asset explorer .exe) Now back up and open "sharedassets9.assets" from your ksp_data Directory. Right click "Sun_flare.tex" and click 'Import" (It will Import from the folder you already created and renamed) Save the changes and, boom the asset9 file in your ksp_data folder has now been modified with the new lens flare. The same process can be used for the AVP main menu logo from interstellar V1. Repeat the above process with "sharredasset2.assets" and I believe the file is "main_logo_red.tex" - Will revise with proper name later The lightning does not work in 1.0.2 without cfg editing. Here is an updated file, just replace everything in the lightning cfg with this. Using notepad++ or equivalent. Notepad++ https://notepad-plus-plus.org/download/v6.7.8.2.html CLOUDS_SETTINGS{ GUI_KEYCODE = N } CLOUD_LAYER_PACK { CLOUD_LAYER { SAVED { body = Kerbin altitude = 7500 volume = False color { r = 20 g = 20 b = 25 a = 10 } main_texture { file = BoulderCo/Clouds/Textures/lightning scale = 1 offset { x = 0.3052678 y = 0 } speed { x = -2.5E-05 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/lightning scale = 0.1 offset { x = 0.3052678 y = 0 } speed { x = 0.0133333 y = 0.1 } } scaled_shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 1 } shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Duna altitude = 10000 volume = False color { r = 20 g = 20 b = 25 a = 10 } main_texture { file = BoulderCo/Clouds/Textures/lightning scale = 1 offset { x = 0.3052678 y = 0 } speed { x = -2.5E-05 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/lightning scale = 0.1 offset { x = 0.3052678 y = 0 } speed { x = 0.0133333 y = 0.1 } } scaled_shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 1 } shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Laythe altitude = 6250 volume = False color { r = 20 g = 20 b = 25 a = 10 } main_texture { file = BoulderCo/Clouds/Textures/lightning scale = 1 offset { x = 0.3052678 y = 0 } speed { x = -2.5E-05 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/lightning scale = 0.1 offset { x = 0.3052678 y = 0 } speed { x = 0.0133333 y = 0.1 } } scaled_shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 1 } shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Eve altitude = 7750 volume = False color { r = 20 g = 20 b = 25 a = 10 } main_texture { file = BoulderCo/Clouds/Textures/lightning scale = 1 offset { x = 0.3052678 y = 0 } speed { x = -2.5E-05 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/lightning scale = 0.1 offset { x = 0.3052678 y = 0 } speed { x = 0.0133333 y = 0.1 } } scaled_shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 1 } shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 0.0001 } } } } Bro! Give this man some rep! -
HotRockets! Particle FX Replacement + Tutorial
HafCoJoe replied to Nazari1382's topic in KSP1 Mod Development
Hmm... Mythbuster you seem to know what's up with config editing. Could I ask which/what settings I would change to make the smoke effects expand more in the upper atmosphere? They currently looks like this and it has been upsetting me: -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
HafCoJoe replied to rbray89's topic in KSP1 Mod Releases
What he said. XD Really though, I suggest just posting them here so the new downloaders can give it a shot. -
XD A true work of art!
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HotRockets! Particle FX Replacement + Tutorial
HafCoJoe replied to Nazari1382's topic in KSP1 Mod Development
I looked on the front page and after not finding a "Known issues" entry, have a bug for you. Sadly If you throttle down jet engines they still create thin smoke trails even when fully shut off. This also causes major lag when timewarping as it creates a crazy number of particles as time speeds up. Is there perhaps a hotfix for this anyone has posted? EDIT: Same problem as you ^ but with the stock jet engines. I'll try locating those segments. EDIT: EDIT: I found these lines in squad_hotrockets.cfg under the basic jet engine: @PART[JetEngine]:FOR[HotRockets] //Basic Jet Engine { !fx_exhaustLight_blue !fx_smokeTrail_light !fx_exhaustSparks_flameout !sound_vent_medium !sound_jet_low !sound_jet_deep !sound_vent_soft !sound_explosion_low EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamejet3 modelName = MP_Nazari/FX/flamejet3 transformName = thrustTransform emission = 0.0 0.0 emission = 0.42 0.0 emission = 0.54 1.55 emission = 1.0 1.78 speed = 0.0 1.45 speed = 1.0 0.55 energy = 0.0 0.05 // Same for energy energy = 0.5 0.77 // Same for energy energy = 1.0 0.99 // Same for energy fixedEmissions = false } } powersmoke { AUDIO { name = sndjet1 channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.0001 1.12 volume = 1.0 1.32 pitch = 0.0 0.3 pitch = 1.0 1.0 loop = true } AUDIO { name = sndjet2 channel = Ship clip = sound_jet_deep volume = 0.1 0.0 volume = 0.3 1.12 volume = 1.0 1.25 pitch = 0.0 0.3 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokejet transformName = thrustTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.07 0.0 // Curve for emission like stock emission = 0.2 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 3.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.15 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.1 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } } } } @MODULE[ModuleEnginesFX] { //@name = ModuleEnginesFX //engineID = rocketengine //flameoutEffectName = flameout %powerEffectName = powerflame //engageEffectName = engage //disengageEffectName = disengage %spoolEffectName = powersmoke // old effect names //runningEffectName = powersmoke //directThrottleEffectName = powerflame !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } It's at the very bottom. It appears as though the lines are already at what you suggested. I'm going to switch them back and see what it does. -
The Galileo Mission - Realistic Pictures from Jool
HafCoJoe replied to Rdivine's topic in KSP Fan Works
These are nice! I'm not sure if I will or not, but would you mind if I used any of these in a video? I'm a fan of the style. -
Just released version 7. I added reflections to the mainsail bell. Hm... I might be able to ask for help from him to get both reflections and lighting working. I'm not sure how entirely do-able this would be though. UPDATE: It appears as though his reflections use a cleaner method then alpha channel, and I wouldn't be able to easily do it for the stock parts.
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The entire surface is reflective. XD. Just not enough to notice. I make the textures have 99% transparency except for the windows which are at a usual level of transparency.
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Cheat option: infinite electricity
HafCoJoe replied to Gameslinx's topic in KSP1 Suggestions & Development Discussion
I've found that if you've already ran out of energy and then activate the "infinite fuel" cheat, you still can't control the craft. Once it runs out of energy there isn't a stock way to hack control of it again. Is this the issue you're getting? o-O -
I just released a new version of WindowShineTR! Just an FYI for everyone who has been using TextureReplacer with it.
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Alpha channel... I think... . I'm not the coder of this mod sadly, only the re-texturer and config editor. Areas of the part texture that have less transparency are more reflective - it relies heavily on Alpha channel. I was guessing your windows where separate meshes, and I'm guessing also that that is part of the reason the lighting doesn't work on the stock redone parts.
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Beale, I'm not sure if you've seen my reflections mod yet, but I am wondering if you could help me get external lighting working. I'm using TR's reflection plugin and if your mod has a better way of handling it I would love to try it out. WindowShine thread
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Eh? *re-reads* Oh yeah! I suggested this as a way of removing the flickering circles from orbit. I'm taking back that suggestion until future updates when EVE-Scatterer integration is at a more solid state. In the current moment of scatterers development I don't feel that suggesting fixes or even reporting bugs is all that useful. Keep reading before you judge this comment. This time of year is usually tests and finals for colleges/schools as well as other irl business that has been effecting numerous modders on the forums (including myself). Just as a guess, Blackrack might be busy irl, and posting bugs and suggestions is probably not beneficial. Especially as the suggestions and bugs have probably already been posted. My two cents on the matter. ^-^ EDIT: Hey Blackrack! NASA just released an awesome 4 minute video of the ISS and earth from orbit in 4K. Idk if you have a 4K monitor (I don't) but regardless it shows some phenomenal footage of the earths atmospheric scattering from orbit as the sun falls. It could be useful! If now, it's a fun video to watch regardless haha. ^-^
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Yep! You can download the endraxial DDS planet conversions on the first page. search Endraxial and download the DDS link.