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HafCoJoe

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Posts posted by HafCoJoe

  1. 4 hours ago, Rodger said:

    You can use FMRS to manually fly your upper stage to orbit, then go back in time to the separation and fly your boosters back

     

    Oh nice, that solution could work! Would  this work for both side boosters? They separate and land at the same time which makes it impossible to fly them both manually at the same time.

    Again I'd still like Mechjeb to hand it though, as having them land themselves would be incredible, and I think there's enough time for them to do so before the main craft leaves range. I could be mistaken though.

  2. Bit of an odd question, but would it be possible to script Mechjeb to auto-land winged boosters while the main craft continues to orbit?

    Perhaps enable specific modules & settings via KAL controllers?

    Craft in question (2x, on both sides of main rocket):
    tjee8S1.png

    The wings unfold themselves via KAL controllers shortly after separating turning them into engine-less gliders and they're decently stable in flight.

    In order to land these, I usually have to swap vessels and them manually, meaning I can only ever land one at a time, and the main rocket doesn't make it into orbit as a result of me swapping away. I'm curious if I can get Mechjeb to do the landing in the background though? 

  3. Greetings @Gameslinx :D

    Spectra is finally getting a proper update for 1.12.3 with the help of @Benzo Kerman, and in testing things I found that your bioluminescent beaches on Laythe looks gorgeous next to the bioluminescent clouds in Spectra!

    6XRUNrL.jpg

    I just wanted to comment saying how beautiful your mod is, and how thankful I am that I upgraded to 32 GB of RAM  recently, as my usage is sitting at around 18GB of usage with all my visual mods installed...

  4. On 1/25/2022 at 7:07 AM, Aerospike said:

    Ok so I ran a few quick tests around KSC today and KISS seems to work just fine with KSP 1.12.3

    So I'll update the info here and on spacedock.

    Greetings! As an interesting note, when I reinstalled this mod via CKAN, it didn't load a settings file and didn't do anything in game — I had to manually copy config.xml from my older game, to my newer one, to make it work.

    Is this a known bug?

     

     

  5. 7 hours ago, Benzo Kerman said:

    Hey all, I have been very busy for a few weeks, and have had about a singular day to work on the update. Last time I worked on it, I did some messing around with the new Scatterer features. This includes secondary sun support, which I used to create a bit of planetshine on Laythe. @HafCoJoe said he would be alright with some of the new Scatterer features being built in as long as they don't have too much of a performance hit. I think I'll be able to get these in on release. Anyways, what you are all here for, the screenshots:

      Hide contents

    Jool reflecting off Laythe's ocean with the planetshinev1aYF9y.png

    And simply Jool and Laythe (I like the little bit more green look of Laythe from SVE and decided to try it, HafCoJoe approves :))GDVUAbu.png

    You can probably expect a release in the next few weeks as once I am done being busy I should be able to finish work on the update quickly. Also let me know what you think of these new features and stay tuned for possibly more!

    Things have picked up a bit here as well, so I'm unsure how soon after you're able to pass it off I'll be able to get it out on SpaceDock, but hopefully quickly!

  6. On 6/6/2022 at 3:37 PM, Benzo Kerman said:

    I could give it a try as I know how to work Scatterer, then I could just send you the configs as I don't know much about getting module manager patches to work.

    :o If you're able to get them working I'd love to push them in an official release — the module manager patches are only so that EVE can detect when Scatter is installed vs when it isn't and apply the 'non-Scatterer atmospheres' when not, but if you move EVE_atmoScatterer.cfg and EVE_atmo_Stock.cfg out of GameData/Spectra/Spectra_configs you should be able to work with the EVE GUI without messing things up. Keep in mind though that whenever you change a setting in the GUI you'll need to reload the game anyways, as it tends to mess with shaders.

    PIXnDUk.png
    ^ Move these two files into a temp location outside of GameData while editing

    It's been quite a while since I've modified the files so my memory is a bit rusty as to what exactly is broken, but feel free to poke me if you have any questions, I'll try to help

  7. 22 hours ago, Araym said:

    This will probably interest @rextableand anyone having issues with the latest Scatterer release.

    I made some tests and experiments:
    the issue of the lack of Spectra's flares are definitely related to the change of syntax of the latest Scatterer version, defining how it shows the Sun flares themselves.
    Scatterer still is compatible to the old syntax method, but needs a full config to be able to interpreter it, not just a MM patch that changes just some of the (now different coded) parameters in its "Sun.cfg" file.

    I basically went back to an older Scatterer version, grabbed its own old "Sun.cfg", manually changing the related line using those provided by Spectra, and created a full config:

    
    @Scatterer_sunflare:AFTER[scatterer]
    {	
    	//This first line will "nuke" the new scatterer's Sun setting, wrote in the new syntax that does not allow Spectra to interact
    	!Sun { }
    	
    	// Then I create a WHOLE new config, using past version of Scatterer Sun config, integrated by original Spectra settings
    	author = JadeOfMaar
    	// Config for Phi sunflare
    	// Modified for Spectra by Avera9eJoe
    	Sun
    	{
    		//path to sunflare textures
    		assetPath = Spectra/Spectra_scatterer/Sunflares/Phi
    
    		flareColor = 1.0,1.0,1.0
    
    		//Flare and spikes: Centered on the sun
    		//intensity, aspect ratio, 1/scale
    		//
    		//sunFlare.png
    		flareSettings = 0.5,1,1
    		
    		//sunSpikes.png
    		spikesSettings = 0.6,1,1
    		
    		
    		//distance under which the flare is faded out
    		//to make the sun surface visible up-close
    		//in scaled space coords, ie actual distance /6000
    		sunGlareFadeDistance = 250000
    
    		//distance over 0.5 of which the ghosts are progressively faded out
    		//full fadeout at  1.5 * ghostFadeDistance
    		//in scaled space coords, ie actual distance /6000
    		ghostFadeDistance = 13500000
    		
    		// Ghosts, variable position along the sun to screen-center line
    		//
    		// each row is an instance of a ghost
    		// 8 instances of each ghost maximum
    		// if you want more ghosts or instances just contact me
    		// for each row: intensity, aspect ratio, 1/scale, position on sun-screenCenter line
    		
    		// position on sun-screenCenter line: can be positive or negative
    		// 0 is sun position, 1 is screen center
    		
    		//Ghost1.png
    		ghost1SettingsList1
    		{
    			Item = 0.05,0.8,0.5,0.9
    		}
    		
    		ghost2SettingsList1
    		{
    			Item = 0.05,0.9,8,-0.2
    			Item = 0.1,0.9,12,-0.15
    			Item = 0.2,0.9,48,0.25
    			Item = 0.15,0.9,24,0.4
    		}
    		
    		ghost2SettingsList2
    		{
    			Item = 0.05,0.9,12,0.65
    			Item = 0.1,0.9,6,0.75
    			Item = 0.15,0.9,48,1.2
    			Item = 0.05,0.9,6,1.6 //with ghost3 #2
    		}
    		
    		ghost3SettingsList1
    		{
    			//Item = 0.05,0.85,0.49,0.9
    			Item = 0.05,0.9,1.5,1.4
    		}
    	}
    }

    Copy-paste the whole code above in Spectra's Sun.cfg file (... it's in "<whereverer is your instal>GameData\Spectra\Spectra_scatterer\Sunflares\Phi" folder)

    WCXhZRJ.png

    Spectra's sunflares are then back in action.

    Thank you for this!! It seems there is indeed something legitimately broken in Spectra now- I'm putting all of these as a priority to fix once I have time

  8. 35 minutes ago, rextable said:

    Hey HafcoJoe

    Thanks for responding.

    As I said, I'm just using plain old Windows 10 - nothing funky about it. I only mentioned it so as to rule out platform specific issues.

    Looking more closely at the Scatterer changelog, it does indeed go into some detail about changes to the way it handles sun flares. However, what those changes mean is beyond me as I'm neither a programmer or mod author so I won't be any use to you in diagnosing the problem.  Soz. 

    As I've already mentioned, Spectra is by far my favorite visual package.  Sunflares issues aside, I do hope you come back to KSP and update your mod. With KSP 2 being pushed further and further back, there's been a real flurry of renewed modding activity for KSP 1 recently. The KSP 1 dev team have been rolling out some ace little improvements to the stock game as well! A truly up-to-date Spactra would just be the visual icing on the potato cake :)

     

    x

     

    Thank you for your kind words :)

  9. 3 hours ago, rextable said:

    Hello space peeps 

    Firstly, I'm a longtime user of Spectra - love it!

    I'm not sure where to report this, and apologies if it has already been reported, but.....

    Following my annual Windows reinstallation, I thought I'd come back to KSP for a playthrough on a fresh system and clean game install. After installing Spectra and its requirements (no other mods) I noticed the Spactra's sun flares weren't appearing in game - I just get the stock ones.

     

    After some investigation and tinkering, I managed to get them to appear in the game.... kind of. I used a solution posted over on the Sunflares of Maar thread. The modification to the sun flares config is in bold below: 

     

        @Sun
        {
            !syntaxVersion = 2
            %assetPath = Spectra/Spectra_scatterer/Sunflares/Phi

     

    However, this only partially works - it still doesn't look right.

    I can only deduce that the likely problem is the recent Scatterer update. Either there's something wrong with the latest Scatterer or something in Spactra needs updating to make it play nicely with the new Scatterer. I don't know though, please correct me if I'm wrong. Has anyone else encountered this problem and if so, is there a solution that an end user/lay person can implement?

    Spanx

     

    Hm, what is your OS? Scatterer has had problems before with Linux/Mac so I want to rule that out first before other things.

    This said though, if there was a change in Scatterer then its very likely this is the cause, since Spectra's sunflares are added with Scatterer. Thank you for giving the example :) I'll have to look into this when I get  back to KSP. I've been on a hiatus of late and I'm not sure when I have the time to update Spectra fully.

  10. 2 hours ago, Stone Blue said:

    @HafCoJoe I know the last version was updated, requiring TRR, while the 1.2.2 version was for TR... is there any reason the latest wouldnt possibly work with the latest TR?.... it seems that TextureReplacer has replaced TextureReplacerReplaced, which replaced TextureReplacer in the first place...

    1 hour ago, theleg said:

    It works with TR too...

    This is beacuse TextureReplacer uses a unique Reflection plugin, which has to be updated every update to work. However, TextureReplacer was not updated for a while, which lead to another user creating TextureReplacerReplaced to keep updated while the original mod was not. However the original creator has come back to the forum since than and started up TextureReplacer once again. Its a bit confusing lol

  11. 15 hours ago, geostationary_coffee said:

    Is spectra CPU or GPU-intensive? The visual effects are stunning but it really increases lag compared to stock (especially in desert biomes, where even with a 3600x+5600xt I can only get single-digit FPS numbers)

    Most visual mods are GPU intensive, while KSP itself is CPU intensive. Spectra is actually quite optimized compared to other visual mods, though it will always have some level of lag. Are you running Scatterer as well? Scatterer is the largest GPU hog of all the parent mods, and thus the largest impact on FPS, so you can try uninstalling it and seeing what it does if you want?

    Also, how many parts is the craft that you're using? 

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