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HafCoJoe

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Everything posted by HafCoJoe

  1. Gotcha, no worries — the GUI is still quite fast to swap between them
  2. Is it possible to toggle between FBW and CF via a hotkey? I'd love to be able to quickly toggle between standard Fly-By-Wire, and 90-degree heading control as it helps a lot with flying spaceplanes
  3. Update 1.6.5 is in the process of rolling out on CKAN. !!DO NOT DOWNLOAD IT YET FROM CKAN!! — the Meta data is not yet updated, and so if you install via CKAN it won't have any Scatterer configs or addon options. (Red means not indexed, I.E. they don't exist yet in CKAN) If you wait a few days these should get approved, and once they're no longer red, you're all set to install. Fingers crossed that this is the last "big" update to the pack, and things from here on will probably just be addons, or small tweaks.
  4. You are correct that it needs it's own planetslist and sun config. This only really matters when installing via CKAN, since it has the option to install Scatterer without the base configs. On CKAN, Scatterer is technically three mods—Scatterer, Scatterer Default Config, and Scatterer Sunflare. Currently, Spectra requires you to install all three if you want to use the Scatterer effects in game. This causes a lot of issues with mod dependencies I've modified Spectra's internals so that on CKAN, you only need Scatterer to make it work, and Spectra now provides its own Config and Sunflare, instead of the janky method its CKAN code currently uses where it requires you to install all three, then manually overwrites. It's.. a bit convoluted to explain, but it makes a LOT more sense when using CKAN and this change doesn't effect manual installation either
  5. Attempting some back-end maintenance to make things install a bit more easily. There's a few issues with trying to use the non-Scatterer atmospheres that stems from outdated MM patches and config files Currently to use the Scatterer effects you are required to install Scatter, Scatter-default-config, and Scatterer-Sunflare, despite Spectra providing it's own config files and sunflare. I'm fixing this so the latter two are no longer required; just Scatterer
  6. Another bug I noticed is terrain height changes with Parallax—is it possible to fix that or just a consequence we'll have to accept? It only bothers me because it makes the easter eggs spawn underground
  7. Holy Kerb does this mean I'll actually have to pick my landing sites now?! I'm curious how it performs—it'll be interesting to compare the fps hit with current release
  8. Gotcha, apologies on that then—I thought the /L was a typo at first. It seems strange that you'd need to have your initial in the title to mark new ownership — your name is in the op as the current maintainer, and it's in the Ckan 'author' field, no? No other maintainers have done this to my recollection, like PlanetShine, or EVE, etc. DOE is unique in that
  9. Ah, button only mode should works for me! Thanks for the steps, I'll follow them when I'm off work
  10. I'm getting this NullRef Exception when leaving flight to the main menu, repeated four times before seeming to stop. [EXC 01:51:22.857] NullReferenceException: Object reference not set to an instance of an object Atmosphere.CloudsPQS+<DelayedCheckForSphereInactive>d__28.MoveNext () (at <344479ccb68743409608815de7dc27b3>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 01:51:22.857] NullReferenceException: Object reference not set to an instance of an object Atmosphere.CloudsPQS+<DelayedCheckForSphereInactive>d__28.MoveNext () (at <344479ccb68743409608815de7dc27b3>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 01:51:22.857] NullReferenceException: Object reference not set to an instance of an object Atmosphere.CloudsPQS+<DelayedCheckForSphereInactive>d__28.MoveNext () (at <344479ccb68743409608815de7dc27b3>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 01:51:22.857] NullReferenceException: Object reference not set to an instance of an object Atmosphere.CloudsPQS+<DelayedCheckForSphereInactive>d__28.MoveNext () (at <344479ccb68743409608815de7dc27b3>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) KSP.log file, Exceptions are right near the bottom. I'm unsure if this is an EVE caused exception, but seeing Atmosphere.CloudsPQS gives me suspicions
  11. Greetings Dmagic, I wanted to thank you for creating such a wonderful mod The nesting planets is my main use cause for this mod, and it really saves me headache when figuring out what is where
  12. Greeting! Is it possible to change or disable the keybinding? O is used by Collide-O-Scope as well, and it activates both mods when pressed.
  13. Greetings! It looks like the title in CKAN and SpaceDock has /L added to the the of it now. Is this intended? I'm curious if something's going on with netkan
  14. I did a new performance test, this time with the same visual mods but with stock instead of Parallax or Planetshine. Stock results also added to the post above. Stock: ~84-89fps Parallax: ~86-90fps PlanetShine: ~81-86fps Parallax + PlanetShine: ~80-83fps All in all the results are close. Real close. In fact there's no real discernable FPS difference between stock and parallax; they both spike to about as high, and as low as each other. PlanetShine seems to have an impact of around -4fps, and Planetshine + Parallax is about -10fps? Again though these readings are VERY subjective. Literally just one reading, exactly 6:30 into flight. Still I'd call that pretty dang good.
  15. I realize now that I should have done a stock comparison too, to judge how much baseline performance impact both mods have. Hard to judge how well/poorly optimized either one is without knowing
  16. I'm glad a reinstall worked! Yeah... That's really odd, bit I'm happy that it's fixed now. I do the same too with baking up my saves in other places
  17. I did a second test, this time on Vall: Stock: ~84-89fps Parallax: ~86-90fps PlanetShine: ~81-86fps Parallax + PlanetShine: ~80-83fps Stock: ~84-89fps Parallax: ~86-90fps PlanetShine: ~81-86fps Parallax + PlanetShine: ~80-83fps Still pretty negligible. And it seems that Parallax runs better than PlanetShine? Again these tests are taken by a very basic set of statistics; rebooting the game with each variation, waiting until the timer is the same, take reading. It's worth noting too that the Vall-henge monolith is underground with Parallax; it seems to mess with the terrain height
  18. Oh gotcha! I was confused since your name isn't in the header I'm also on mobile, so I can't see if your forum status or signature has any markings either. I wish you luck with TUFX! It's a gorgeous mod—I was using ReShade before, but a mod which does this is much more convenient — the only thing I dislike with TUFX is the inability to hide the toolbar. While Adjustable Toolbar usually fixes that for me, as we know TUFX is strangely stubborn.
  19. Oh, interesting! I might revisit and peek a bit after it drops Another note too; if you can make SRBWE run without TUFX and make RealPlume only recommended for better smoke instead of required, I'll probably include it in the suggested mods for Spectra
  20. An update to what? Apologies but I don't know what mod you're referring to updating
  21. :O a config where? I'd love access to this if possible
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