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planeguy868

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Posts posted by planeguy868

  1. When I try to fly near/land on OPM bodies, the textures and terrain meshes are extremely blurry and low-res. On the surface, there are no terrain scatters either. I've attached my KSP log file, but of note I was able to find  these error messages in the log.

    I'm running with Ultra terrain scatters, and OPM + Astronomer's Visual Pack.

    [WRN 15:17:06.192] Cannot find preset 'High' for pqs 'Karen'
    [WRN 15:17:06.211] Cannot find preset 'High' for pqs 'Plock'
    [WRN 15:17:06.229] Cannot find preset 'High' for pqs 'Nissee'
    [WRN 15:17:06.247] Cannot find preset 'High' for pqs 'Thatmo'
    [WRN 15:17:06.266] Cannot find preset 'High' for pqs 'Tal'
    [WRN 15:17:06.284] Cannot find preset 'High' for pqs 'Wal'
    [WRN 15:17:06.302] Cannot find preset 'High' for pqs 'Priax'
    [WRN 15:17:06.320] Cannot find preset 'High' for pqs 'Polta'
    [WRN 15:17:06.341] Cannot find preset 'High' for pqs 'Tekto'
    [WRN 15:17:06.359] Cannot find preset 'High' for pqs 'Slate'
    [WRN 15:17:06.395] Cannot find preset 'High' for pqs 'Ovok'
    [WRN 15:17:06.413] Cannot find preset 'High' for pqs 'Hale'

    https://www.dropbox.com/s/18kbsollf61a28r/KSP.log?dl=0

    KSP.log Dropbox link attached.

  2. 1 hour ago, Lisias said:

    Appears to be a limitation on the patching mechanism, you can't edit an attribute using "variable search" on the value side.

    How about removing the any previous value before trying the (re)assignment without using operators?

    
    @PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]:HAS[#resourceName[ElectricCharge]],!MODULE[ModuleCommand],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines]]:NEEDS[BeamedPowerStandalone]
    {
    	// Make all NFS panels beamed energy receivers, assuming 1 EC/s = 1m2 of receiving area
    	!EC = deleteme 
    	EC = #$@MODULE[ModuleDeployableSolarPanel]/chargeRate$
    	!Area - deleteme
    	Area  = #$EC$
    	@Area *= 1
    	// Convert to diameter (since beamed power uses that as a measure... assume a circular receiver)
    	!Diam = deleteme
    	Diam  = #$Area$
    	@Diam *= 0.318309886
    	@Diam != 0.5
    	@Diam *= 2
    
    	MODULE
    	{
    		name = WirelessReceiver
    		recvType = Directional
    		recvDiameter = #$../Diam$
    		recvEfficiency = 0.98
    	}
    }

     

    Per my edit at the bottom of my post, the issue was as simple as removing the @ in the line that assigns the value of EC and replace it with / (not sure why). That seems to have done the trick!

  3. I'm trying to make a patch for the BeamedPower mod that applies a WirelessReceiver module to every single solar panel, using a crude scale factor assuming that panel area is directly proportional to EC/s produced.

    .cfg attached, but I'm getting errors and thus far haven't been able to get this patch to work. Any tips for where I'm going wrong?

    @PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]:HAS[#resourceName[ElectricCharge]],!MODULE[ModuleCommand],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines]]:NEEDS[BeamedPowerStandalone]
    {
    	// Make all NFS panels beamed energy receivers, assuming 1 EC/s = 1m2 of receiving area
    	%EC = #$@MODULE[ModuleDeployableSolarPanel]/chargeRate$
    	%Area  = #$EC$
    	@Area *= 1
    	// Convert to diameter (since beamed power uses that as a measure... assume a circular receiver)
    	%Diam  = #$Area$
    	@Diam *= 0.318309886
    	@Diam != 0.5
    	@Diam *= 2
    
    	MODULE
    	{
    		name = WirelessReceiver
    		recvType = Directional
    		recvDiameter = #$../Diam$
    		recvEfficiency = 0.98
    	}
    
    }

    Log errors are:

    [LOG 17:27:52.929] Applying update zzz_MyCustomPatches/Solar/@PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]:HAS[#resourceName[ElectricCharge]],!MODULE[ModuleCommand],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines]]:NEEDS[BeamedPowerStandalone] to Bluedog_DB/Parts/Hexagon/bluedog_Hexagon_SolarPanel.cfg/PART[bluedog_Hexagon_SolarPanel]
    [ERR 17:27:52.930] Error - Cannot parse variable search when replacing (%) key EC = #$@MODULE[ModuleDeployableSolarPanel]/chargeRate$
    [WRN 17:27:52.930] Cannot find key EC in PART
    [ERR 17:27:52.930] Error - Cannot parse variable search when replacing (%) key Area = #$EC$
    [WRN 17:27:52.930] Cannot find key Area in PART
    [ERR 17:27:52.930] Error - Cannot parse variable search when replacing (%) key Diam = #$Area$
    [WRN 17:27:52.930] Cannot find key Diam in PART
    [ERR 17:27:52.930] Error - Cannot parse variable search when inserting new key recvDiameter = #$../Diam$

    Edit: The line that seems to be causing trouble is the one that pulls the chargeRate from the solar panel module. Not sure why, though.

    Edit 2: Fixed it! For anyone else's future reference, I changed the chargeRate line to:
     

    %EC = #$/MODULE[ModuleDeployableSolarPanel]/chargeRate$

     

  4. 3 hours ago, ItsJustLuci said:

    Evo32k.zip/Optional - TUFX/

    yeah, this will be fixed in the 0.2 release... originally I was working with RSSVE, trying to get everything from the other visual mods integrated into it and redo some of the atmos. I had to go adjust all the file paths when I pushed for release, and it seems I missed a few :P

     

    I'm not seeing any Optional folders in any of the release .zip files. Moreso, I searched the entire Git repository and couldn't find the configs. Am I going crazy and looking in the wrong place?

  5. On 11/28/2017 at 8:53 PM, Drakenex said:

    Dedicated to @Cheesecakeand his keen eye

     

    -snip-

     

    Well, as accurate as it can be, taking into account that only a pencil sketch is available

    @Drakenex I may be mistaken, but I'm pretty sure those fairing textures, I made years ago (I recognize the light gray rectangle above the color change, I added that to imitate Angara). I've lost my hard drive with my old files on it, any chance you could send the textures back to me?

  6. @CobaltWolf

    Following up on your earlier remark for which Saturn parts seem to be lacking the right rim lighting settings. Hopefully this simplifies things and means you don't have to dig through all your old parts to see what has that issue.

    S-IV 3.75m interstage
    S-IV 3.75m instrument ring/probe core
    S-IVB fuel tank (not the S-IVC extension)
    S-IVB engine mount
    The 3.75m SLA and SLA-derived payload fairing

    That's all I've been able to find so far. Hope this makes things a bit easier.

  7. 14 minutes ago, CobaltWolf said:

    Alright, so that's not a 'bug' per say. It's a setting in the material, for rim lighting, which is Unity/KSP's name for an approximation of fresnel reflections - incidentally, many games (Fallout 4 especially comes to mind) add intense rim lighting to character models which is why they look so strange in the dark. I originally made it too intense on the Saturn parts, but thought I had fixed it. Additionally, some parts might not have it set in their material yet.

    However, @notJebKerman that image in your screenshot contains a broken normal map for the service module. When did you last download BDB? I know I have accidentally uploaded them to the GitHub several times (long story, basically I need to convert them externally before exporting the parts in game and sometimes I forget) but I thought right now the files would be fine.

    If it helps at all, this is the level of rim lighting that things should have when I'm not messing up (see the bottom right of the module):

     

    Thanks for clearing that up! I haven't noticed it on all of the parts, so far I've seen it on the S-IVB tank, engine mount, and 3.75m Saturn 1C/Multibody interstage fairing that I use most often, but it's definitely not on everything. Maybe the older model files for the Saturn parts are being used?

  8. 2 hours ago, Drakenex said:

    My bad! never created a merge request

    While I remember how to do that, get it here

    I still think that the Saturn MB looks better with Atlas V like insulation (looks like polished cooper) than orange foam, so that's the look I've tried to achieve, any feed back will be appreciated.

    In-universe that makes a lot more sense, too. The Saturn Multibody is kerolox, like the Atlas, as opposed to hydrolox like the Shuttle ET. I'll give it a spin!

  9. Hi @CobaltWolf, been a long-time user of this mod (mainly for the ETS parts/Saturn Multibody).

    I recently updated to the newest version of BDB, and I'm getting a weird texture bug on a lot of the parts. I attached a screenshot that sorta shows what's going on. Some of the parts appear to be partially highlighted in-flight, almost like a specular map bug. When I'm in the hangar, that issue persists, until I mouse over the parts in question, and they go back to normal.

    Have you seen this before?

    Edit: I have been able to replicate this bug on a stock install, with just BDB and required mods installed.

    V3Sa1lW.jpg

     

    Also @Drakenex I've seen you mention a Github repository a couple of times on here, is that just the BDB Git, or is there another one with more dank textures?

  10. 7 hours ago, CobaltWolf said:

    But... I already put so much time into Atlas and Delta so you wouldn't have to!

    *cough*doitbeale*cough*

    Do you mean the capsule itself or Gemini as a whole (including the SM?)

    knowwwwwww, but I actually don't do a "Stockalike" texture style, I'm basically stand-up guyizing Tantares parts as my own form of Procedural Parts... Why?  The world may never know.  I did make a practical monolithic Delta IV tank (and I used your Centaur tanks rescaled to make a DCSS), plus I still have my old Ariane 6 textures sooooooo.

     

  11. Well I'm back (finally), and wow, Tantares has changed a lot!  Sorry my TMA textures aren't up to date with the new Soyuz models, but with 1.1 coming soon having some nice thermal blankets won't hurt, so I'll try to get on that!

    Haven't been doing much/any KSP or texture work these past few months, been way too busy with real life (and a job, hooray!), but I managed to get some decent looking Atlas and Delta tanks from the Soyuz LV parts in TantaresLV (because using procedural parts never quite occurred to me).

     

  12. Hey guys, hey beale!

    Just registered a few seconds ago. Mainly for saying THANK YOU so much for this great work !!!!

    Usually I'm not that much into kerbal-forum-writing cause my technical knowledge (which doesn't exist) won't help anyone ;) .

    So this might be my only post here.

    Again: Thanks for this mod. It really brought my personal KSP experience to a never before level. I can not use those crazy mods with highly scaled textures cause my computer won't be able to survive them. But I love 'waisting' my time playing this game - nearly the only one I seriously play. So your mod, beale, was like all that I've ever dreamed of for my KSP. I can have a nice looking Soyuz without cooking my computer.

    But: those little new stripes on the updated Soyuz might take the fun out of the game for me again. Stupid, I know, but just my personal favour.

    What I'ld like to ask is: Would it be possible to add an alternate (maybe green) texture in a folder with the updated version?

    Everything else, every tiny bit, is just mind-blowingly fantastic.

    Sorry for waisting lines and your time,

    KEEP Rockin' !!

    It's an easy enough fix to make! Once Beale releases the new Soyuz textures, I'll see what I can do to make it more low-profile on the hatch.

    If you're looking for a solid texture without the white stripes, you're in luck! I'm that weird guy who made a green and a black Soyuz-TMA a while ago, complete with fancy thermal fabric action!

  13. Six launches, the first expedition, and a cargo mission later, and Discovery is at initial operating capacity. With a crew of 6, and a fresh delivery of scientific equipment for attachment to the exterior hull, the station is ready to be the mainstay of LKO space operations for the foreseeable future.

    Discovery features 3 NDS ports for manned and unmanned missions to the station, an airlock capable of supporting 3 astronauts on EVA at one time, re-configurable science platforms, and the first inflatable habitat module used on a space station.

    1sfY2uZ.png

    Space Station Discovery, with an Orion docked to the zenith central node port, and a Cygnus Enhanced docked to the TransHab.

    bOG43vf.png

    Airlock/Cupola Module attached to the nadir port of the central node.

    bLcQGn7.png

    Orion, made out of rescaled Tantares parts.

  14. Angara A5 scales to 1.64m in KSP using the Soyuz capsule as a standard, so it's closer to 1.5m really. Either 1.5m or 1.875m works for Angara. Personal preference. Both sizes are available in my TweakScale configs. Angara is a really boring rocket frankly. It's just a core with identical boosters. I wouldn't stop Beale from making Angara RD-191s, but we have enough totally suitable tanks for Angara and Briz-M as it is.

    I tend to shy away from those additional scales, so with a 2.5m PTK-NP, a 1.875m URM-1 core makes sense. Angara is a pretty boring rocket, you're right, but it's pretty useful! You can actually fudge a lot of rockets using Tweakscale and Tantares parts. So far I have Atlas V, Delta II, III, and IV, Angara, Zenit, and maybe Ariane 6 soon enough.

  15. Got a picture or part count of the craft causing the issue? Have you tried it with a fresh install?

    When I go through updating the colliders, I'm planning on using primitive unity box colliders for the cbms. I figure no one surface attaches to those so shouldn't be an issue. Otherwise will replace with an octagon mesh if there is a lot of pushback from people.

    Framerate takes a hit the second one of those parts gets added. I have 80+ part stations that get a better framerate than a barebones ~15 part station with parts from this mod. Have tried w/ a fresh install as well, same results. All parts from this mod have this effect.

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