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Everything posted by HafCoJoe
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Hey all! I just revamped my forum avatar to use perfect curves instead of the varied curves I had before. It's a subtle difference but makes the whole arrowhead a bit sleeker. What do you think?
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Awww yeah. Yeah it's subtle unless you see the old and the new alongside each other:
Old:
New:
For some fun trivia, the curves in the icon are brachistochrones, I.E. the shortest route a falling object would take to get from the top of the curve to the bottom.
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Hey all! I updated the pictures in the OP, and also added some of your guys fanart Let me know if you guys like the new structure As for the next update for Spectra, I am waiting for the release of Kopernicus for the most recent version and then I should have the next update out soon. Some small bugfixes, not too much.
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Maneuver Mode* not Node I think they mean the little window in the bottom left corner
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Greetings! I have a feature request/bug to bring up with using Physics warp with Ascent Guidance. When a craft has finished its orbital burn and is coasting out of the atmosphere MechJeb sets physics warp to 2x. However, you cannot increase this any higher- the warp is stuck at 2x even though I would like to be able to increase warp to 3x or 4x to speed up the process. Would it be possible to add this to MechJeb? I.E. allow users to increase phys warp time above the default 2x warp with Ascent Guidance.
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It is hard to see from that picture if there is actually any issues going on. Could you TP yourself to the surface of Vall? That planet has the most difference from stock so it will be the best example to see if things are broken or not. Also, what is your OS? I have only tested Spectra with Windows 10.
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Spectra only uses EVE's CloudsManager and does not use TerrainManager, AtmosphereManager, or ShadowManager. Instead it uses Kopernicus for terrain and Scatterer for atmosphere. Do you have Kopernicus and Scatterer installed? Also, did you ever press `save` in the EVE GUI? If you did you will have to reinstall Spectra since hitting save breaks EVE's ModuleManager patches and breaks a few planets atmospheres. You'll have to re-download it if you did.
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Hey! I am running into a rather strange bug in which my playlists do not change when a higher priority playlist becomes playable. For an example I have a 'space' playlist that plays at all situations when there is no atmosphere, and I have a 'Mun' playlist that plays at all situations when in orbit of the mun. The Mun playlist is set to "Sort this playlist Before: Space" so that it should start playing as soon as it becomes playable, but it does not and instead the Space playlist keeps playing. If the Space playlist starts at all, it takes priority over the Mun playlist even though it is set to sort after it. The only way to make the Mun playlist run is by loading straight to the Mun from the Tracking Station. Likewise this happens with all bodies. If the Space playlist starts, the planet specific playlists do not start when you enter orbit of them. Image of playlists showing that both Mun and Space playlists are playable at this situation: Image of Mun playlist details showing that the playlist is set to play before Space, yet Space playlist is playing instead: The end goal of this is to have music that runs at all times in space, and then have the playlist play a unique song when you enter orbit of a body. However it seems as though Soundtrack Editor is ignoring the 'Sort this Playlist Before/After' functionality
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thank you for the complement! I had to limit the number of extra features in order to save FPS but for me it was well worth it: I could have added snow to Kerbin/Laythe's poles but it reduced FPS anywhere on the planet by ~20 I could have used UVNoise to make clouds shift more but it also had a massive impact on performance, both in-flight and in map view I also did a number of tests with reducing the number of cloud particles and found a setting that looked just as good as default EVE but had a much lower performance impact All in all I'm very happy with how the pack has turned out. It sounds like everything working normally now?
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Ah I see what you mean. I'm not sure if that can be fixed much sadly. There are some really strange interactions between the EVE added glow (the effects added to non-atmospheric bodies) and the Scatterer added atmospheres (the effects added to atmospheric planets). For Duna, because it has two different hues, I had to overlap both EVE glow and Scatterer atmospheres. In more recent updates of Scatterer the effect of EVE glow has become much lessened, and so I had to blue-ify the standard Scatterer atmosphere. Basically, if I try to make the surface more orange, it will make the entire planet more orange
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It has changed a bit; Scatterer has gone through a number of different iterations in atmosphere settings and so I've had to rebuild it's atmosphere a few times. I aimed for making it as similar to the release trailer as possible- is it off? You can lose focus after staring at the same thing for so long
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All good! You're already awesome for speaking more than one language As for Duna, Spectra has always had a bluish-purple Duna. You can see it in the trailer video on the main page. Duna was by far the most difficult planet to make configs for and I only just recent am finally happy with how it looks. I don't plan on changing Duna's appearance, sorry This said, if you want you can delete Spectra's config for Duna and it should make the game use the default Scatterer settings for Duna. To do this go into GameData/Spectra/Spectra_Scatterer/Planets and delete the entire 'Duna' folder. If this works out well for you please let me know, this is only a theory.
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It sounds like you don't have EnvironmentalVisualEnhancements installed. Since EnvironmentalVisualEnhancements isn't officially updated for 1.9.1 yet CKAN doesn't install by default. This could explain why the clouds and other effects aren't showing up. Installing via CKAN is definitely the best way to go since it automatically grabs all the correct versions of all the necessary mods. To force install it on CKAN first find the mod via the search bar, then click on the versions tab in the bottom left, then check the box for the most recent update: There is very little difference on the modding side between KSP v1.9 and v1.8, so you might instead want to mark v1.8 as a 'compatible version' via Settings/Compatible KSP Versions: I'm not quite sure what you mean by 'On CKAN' - do you mean the version you installed from CKAN? I'm also not sure what you mean by "Mars isn't pink'. Spectra is only for the stock KSP Kerbin solar system and so it does not have Earth/Mars. Do you mean Duna?
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Could we get cubemaps?
HafCoJoe replied to ItsJustLuci's topic in KSP1 Suggestions & Development Discussion
Ahh gotcha I wasn't aware of that. I don't know about cubemap planet textures, but I do know a fair amount about cubemap clouds since I used them as often as possible in Spectra: These two textures are actually six faces of a cube, each face mapped to either Red, Green or Blue, and using black to add alpha. It's a very clean way to compress high resolution (originally 8192x4096) textures into a much smaller file size (2x 2048x2048), however it only works for things that don't have color.- 10 replies
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Mod to save .Meta and .Loadmeta files in a different location
HafCoJoe replied to HafCoJoe's topic in KSP1 Mods Discussions
Yeah that definitely would have been cleaner -
This request is a bit of a strange one. If you have ever gone through your save file location or editor craft file locations you'll be met with this: 5 Every .sfs save file has a matching .loadmeta file. Likewise with ever .craft file. The game does this to save time when you open the load save/craft UI by displaying the .loadmeta file instead of searching the whole .sfs or .craft file, although it is rather tedious and ugly to look at trying to sort out craft manually. You can always sort by Type and Name to organize all LOADMETA files at the bottom, but it still takes up a lot of space on screen and is less than ideal: What I would love is a mod to save loadmeta files to a new "Loadmeta" folder inside the save root, that way the files aren't taking up space next to the rest of the .sfs and .craft files: Would this be something in the realm of possibility?
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Could we get cubemaps?
HafCoJoe replied to ItsJustLuci's topic in KSP1 Suggestions & Development Discussion
If you want to use Cubemaps right now you can try out EVE, it has support for cubemap textures right now, and there is even the mod RVE64k that adds 64k cloud and surface textures to Earth in RSS. It isn't a permanent solution, but it does have the feature right now if you are interested in doing something with it- 10 replies
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Greetings! With Twitch apparently vetoing all unlicensed music I've been diving back into Soundtrack Editor and found that you forked it I noticed something odd with the filepaths- it seems as though SoundtrackEditorForked includes two copies of all of the default sounds and playlist configs. There's a duplicate copy of the Music folder inside of the Music folder: