CobaltWolf Posted September 4, 2019 Author Share Posted September 4, 2019 7 minutes ago, Pappystein said: I can't wait to play with the new parts.... Sadly it won't be today for me I don't think.... Stupid chores! The longer you wait, the more parts will be waiting for you! Quote Link to comment Share on other sites More sharing options...
Guest Posted September 4, 2019 Share Posted September 4, 2019 7 hours ago, CobaltWolf said: - New tracking solar panels. There will also be a double-width version, as well as non-tracking versions of both that unlock earlier/are cheaper. Will they have a reflective surface? It doesn't seem like they currently do. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted September 4, 2019 Author Share Posted September 4, 2019 4 minutes ago, Dragon01 said: Will they have a reflective surface? It doesn't seem like they currently do. Guess what? I used the effing shader! Followed the Restock recipe! It doesn't effing work in game! It works in Unity editor, it woks in the VAB, not in space! So what a good use of my effing time... Quote Link to comment Share on other sites More sharing options...
Guest Posted September 4, 2019 Share Posted September 4, 2019 5 minutes ago, CobaltWolf said: Guess what? I used the effing shader! Followed the Restock recipe! It doesn't effing work in game! It works in Unity editor, it woks in the VAB, not in space! So what a good use of my effing time... That's extremely weird. Does it work on the pad? The effect is more subtle in space, so maybe that's what you're seeing (there really isn't much to reflect up there). If it works in VAB, it should work everywhere else. Also, could you try a black/very dark purple surface? It's actually more realistic, and should bring the reflections out better. Quote Link to comment Share on other sites More sharing options...
TheShadow1138 Posted September 5, 2019 Share Posted September 5, 2019 (edited) 3 hours ago, CobaltWolf said: Guess what? I used the effing shader! Followed the Restock recipe! It doesn't effing work in game! It works in Unity editor, it woks in the VAB, not in space! So what a good use of my effing time... I had the same problem working on the updated reflective Orion capsule, looked right in Unity, looked right in the VAB, but looked like garbage out in the world. I discovered that you have to go into the game's Settings, under Graphics, and set the "Reflection Refresh Mode". I set mine to "Low" (it's set to "Off" by default) and the "Reflection Texture Resolution" to 256, and it makes a world of difference. Edited September 5, 2019 by TheShadow1138 Quote Link to comment Share on other sites More sharing options...
Guest Posted September 5, 2019 Share Posted September 5, 2019 Well, if you turn off reflections, you won't get reflections. It's odd that they're on in VAB, though. That might be a KSP bug here. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted September 5, 2019 Author Share Posted September 5, 2019 Trying to figure out the low-profile fork docking port... Quote Link to comment Share on other sites More sharing options...
hieywiey Posted September 5, 2019 Share Posted September 5, 2019 What actuates the forks? Is it like a hydraulic, or just wires pulled manually? Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted September 5, 2019 Author Share Posted September 5, 2019 23 minutes ago, hieywiey said: What actuates the forks? Is it like a hydraulic, or just wires pulled manually? I don't know, I'm still trying to figure it out. Getting the ring-and-fork system in game is a priority but I haven't had enough time to mess with them. Quote Link to comment Share on other sites More sharing options...
Well Posted September 5, 2019 Share Posted September 5, 2019 I really like those new MOL parts, really nice! Quote Link to comment Share on other sites More sharing options...
Pappystein Posted September 5, 2019 Share Posted September 5, 2019 6 hours ago, CobaltWolf said: Trying to figure out the low-profile fork docking port... In a word.... YEeesssss! 3 hours ago, hieywiey said: What actuates the forks? Is it like a hydraulic, or just wires pulled manually? I have an article SOMEWHERE on my computer about building a permanent station using a Ring/Fork style docking ports. The document calls it a Ring/Lock style. It is implied that the lock/fork is spring loaded to keep the attaching node stable to the station. HOWEVER this does not make sense IRL because docking would be really loud throughout the station when ever these spring loaded locks closed. (The sound travels through the physical station obviously NOT through space since that is a vacuum....) 3 hours ago, CobaltWolf said: I don't know, I'm still trying to figure it out. Getting the ring-and-fork system in game is a priority but I haven't had enough time to mess with them. I know I haven't found anything in my MOL/Gemini station documents (which are somewhere between scant and thin) For all I know the latches are actually handled by the astronauts .... I doubt it but I have no proof either way. 18 hours ago, TheShadow1138 said: I had the same problem working on the updated reflective Orion capsule, looked right in Unity, looked right in the VAB, but looked like garbage out in the world. I discovered that you have to go into the game's Settings, under Graphics, and set the "Reflection Refresh Mode". I set mine to "Low" (it's set to "Off" by default) and the "Reflection Texture Resolution" to 256, and it makes a world of difference. Thanks for the tip.. .when I get back into my next KSP session I will check those settings and try that on my end. My settings are/were handled by Nvidia specifically for KSP so who is to say ... Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted September 5, 2019 Author Share Posted September 5, 2019 (edited) So, ring-and-fork is a priority... but I didn't have those files on me today. Anyways, how about the advanced androgynous 1.875m docking port? Unrelated (and untextured), here are the three flavors of 1.875m plate adapter - 0.9375m, 1.25m, and 1.5m. And, I don't think people got a good look at it, so here's the mockup for the new airlock. The idea was to make it seem like a standalone version of the one embedded in the MOL. Edited September 5, 2019 by CobaltWolf Quote Link to comment Share on other sites More sharing options...
Stevphfeniey Posted September 5, 2019 Share Posted September 5, 2019 12 minutes ago, CobaltWolf said: Anyways, how about the advanced androgynous 1.875m docking port? Quote Link to comment Share on other sites More sharing options...
Pappystein Posted September 5, 2019 Share Posted September 5, 2019 (edited) 22 hours ago, TheShadow1138 said: I had the same problem working on the updated reflective Orion capsule, looked right in Unity, looked right in the VAB, but looked like garbage out in the world. I discovered that you have to go into the game's Settings, under Graphics, and set the "Reflection Refresh Mode". I set mine to "Low" (it's set to "Off" by default) and the "Reflection Texture Resolution" to 256, and it makes a world of difference. THIS works!!!! (and NVidia had already set it for me to the exact same settings.... thank you Nvidia) @CobaltWolf I just deployed the new MOL solar panel at the launch pad on a cloudy day and they look AWESOME! I can't wait to see these in direct light! ================================================== Followup: Rocket launched and X-20 Transtage is in orbit about to dock with my station. The solar pannels DO reflect. However they have a limited or very dark reflection (I don't know how to say it better.) The reflection seems to only work when the Array is about 45 degrees from the Sun/lightsource and the view is Perpendicular to the array (so I am looking at the array panel section straight on and the Panel is 45 degrees to the sun. I will work on upgrading the reflection seetings to a higher standard than TheShadow1138 posted to see if that makes an improvement. Edited September 5, 2019 by Pappystein Quote Link to comment Share on other sites More sharing options...
Pappystein Posted September 6, 2019 Share Posted September 6, 2019 (edited) Some pictures of the new MOL Solar panel with reflections showing.... In the first two pictures you can see shadows on the Arrays better than you can the reflection. On the Trype the left most array (Left and up) you can actually see some reflection. I tried several sets of settings and could not get better than this. The panels are beautiful... the reflection on them less so. Probably a very tedious experiment to partially fail..... Still I think these panels look VERY GOOD even if they are not "perfect" It is almost as if the in game reflection shadder does not know where to reflect from. NOOB questions but in setting up the reflection, do you have to set a bounce angle or vector? EDIT==== almost missed this photo... I thought it was one of the best for reflections Edited September 6, 2019 by Pappystein Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted September 6, 2019 Author Share Posted September 6, 2019 14 hours ago, Pappystein said: THIS works!!!! (and NVidia had already set it for me to the exact same settings.... thank you Nvidia) @CobaltWolf I just deployed the new MOL solar panel at the launch pad on a cloudy day and they look AWESOME! I can't wait to see these in direct light! ================================================== Followup: Rocket launched and X-20 Transtage is in orbit about to dock with my station. The solar pannels DO reflect. However they have a limited or very dark reflection (I don't know how to say it better.) The reflection seems to only work when the Array is about 45 degrees from the Sun/lightsource and the view is Perpendicular to the array (so I am looking at the array panel section straight on and the Panel is 45 degrees to the sun. I will work on upgrading the reflection seetings to a higher standard than TheShadow1138 posted to see if that makes an improvement. 11 hours ago, Pappystein said: Some pictures of the new MOL Solar panel with reflections showing.... In the first two pictures you can see shadows on the Arrays better than you can the reflection. On the Trype the left most array (Left and up) you can actually see some reflection. I tried several sets of settings and could not get better than this. The panels are beautiful... the reflection on them less so. Probably a very tedious experiment to partially fail..... Still I think these panels look VERY GOOD even if they are not "perfect" It is almost as if the in game reflection shadder does not know where to reflect from. NOOB questions but in setting up the reflection, do you have to set a bounce angle or vector? EDIT==== almost missed this photo... I thought it was one of the best for reflections Yeah, exactly. I get that space is pretty empty so I understand why there wouldn't be a lot reflecting in orbit? But the fact that it straight up doesn't reflect the sun is... yeah. what. It's awful. I hate. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted September 6, 2019 Author Share Posted September 6, 2019 Some random canoodling to share with y'all... Here's the revamped version of the existing MOL panel. As you can see, it will have options for something like the current shape, as well as normal square panels. Will be purely visual. They will attach differently than the previous version, this time I took care to do things that would be mechanically possible. I also animated that little whip antenna I showed the other day... Finally, messing around with the kind of modular station you could make with the update. Station core, the middle would be 0.9375m crew tubes and the upper section is the 1.5m lab module. And here's what it could look like with two additional modules... Quote Link to comment Share on other sites More sharing options...
Foxxonius Augustus Posted September 6, 2019 Share Posted September 6, 2019 1 hour ago, CobaltWolf said: Here's the revamped version of the existing MOL panel. As you can see, it will have options for something like the current shape, as well as normal square panels. Will be purely visual. They will attach differently than the previous version, this time I took care to do things that would be mechanically possible. If I could, all I would do all day is continuously hit like on this post Quote Link to comment Share on other sites More sharing options...
SomeDudePlayingKsp Posted September 7, 2019 Share Posted September 7, 2019 Somehow i get a fatal error stating that B9 part switch experienced a fatal error and Ksp needs to quit, What can i do to prevent this? Quote Link to comment Share on other sites More sharing options...
Foxxonius Augustus Posted September 7, 2019 Share Posted September 7, 2019 3 hours ago, SomeDudePlayingKsp said: Somehow i get a fatal error stating that B9 part switch experienced a fatal error and Ksp needs to quit, What can i do to prevent this? Given that it is an error with B9 part switch you might try the B9 part switch thread. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted September 7, 2019 Author Share Posted September 7, 2019 (edited) Dev stream starting in a minute or two! Edited September 7, 2019 by CobaltWolf Quote Link to comment Share on other sites More sharing options...
blowfish Posted September 7, 2019 Share Posted September 7, 2019 (edited) 6 hours ago, SomeDudePlayingKsp said: Somehow i get a fatal error stating that B9 part switch experienced a fatal error and Ksp needs to quit, What can i do to prevent this? Post your log, most likely something is installed incorrectly. I guess maybe do it in the B9PartSwitch thread though. Edited September 7, 2019 by blowfish Quote Link to comment Share on other sites More sharing options...
Friznit Posted September 7, 2019 Share Posted September 7, 2019 You have to love the Atlas V. Such a pretty rocket. Quote Link to comment Share on other sites More sharing options...
Virtualgenius Posted September 7, 2019 Share Posted September 7, 2019 Hi I have been reading the BDB unofficial wiki on the various craft and wanted to replicate the Delta IV cant seem to figure out the upper stage can somebody please help with a craft file or a list of parts PLEASE ! Thanks in advance VG Quote Link to comment Share on other sites More sharing options...
Friznit Posted September 7, 2019 Share Posted September 7, 2019 5 minutes ago, Virtualgenius said: Hi I have been reading the BDB unofficial wiki on the various craft and wanted to replicate the Delta IV cant seem to figure out the upper stage can somebody please help with a craft file or a list of parts PLEASE ! Thanks in advance VG It's not a BDB rocket and it's a bit of a kitbash of different parts. You can knock up an upper stage with a bit of tweakscale and the BDB RL10-B2 engine, otherwise reDirect has a DCSS model that you can use for the Delta IV upper stage. The interstage is just a procedural fairing interstage adaptor. If it's just looks you're after, the BDB SR-120 solid rocket motor looks the part. Quote Link to comment Share on other sites More sharing options...
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