CodeFantastic Posted May 7, 2018 Share Posted May 7, 2018 32 minutes ago, linuxgurugamer said: Are you sure that's the right log file, there is no mention in it at all of the KronalVesselViewer I got the file from KSP_x64_Data. I'll try launching re launching KSP then getting that log Link to comment Share on other sites More sharing options...
CodeFantastic Posted May 7, 2018 Share Posted May 7, 2018 45 minutes ago, linuxgurugamer said: Are you sure that's the right log file, there is no mention in it at all of the KronalVesselViewer Okay, here's the new output log https://www.dropbox.com/s/wh2h4fetfq68dan/output_log.txt?dl=0 Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 7, 2018 Author Share Posted May 7, 2018 If you are running 1.4 that's the wrong file. Look at my signature for a link to a post on how to get the right file Link to comment Share on other sites More sharing options...
CodeFantastic Posted May 8, 2018 Share Posted May 8, 2018 Read through the link, but I didn't see anything about where to download the correct file. I've tried both the spacedock download and the github master. Link to comment Share on other sites More sharing options...
Beetlecat Posted May 8, 2018 Share Posted May 8, 2018 1.4+ puts files in a different place, right? Is it the same location that crash folders are stored? In user data? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 9, 2018 Author Share Posted May 9, 2018 13 hours ago, Beetlecat said: 1.4+ puts files in a different place, right? Is it the same location that crash folders are stored? In user data? 14 hours ago, CodeFantastic said: Read through the link, but I didn't see anything about where to download the correct file. I've tried both the spacedock download and the github master. Are you trying to download the correct version of the mod? Go to the Spacedock link, then ckick the Changlog, it will display a list of all previous versions Link to comment Share on other sites More sharing options...
CodeFantastic Posted May 9, 2018 Share Posted May 9, 2018 Okay so I downloaded version 0.0.9.2 which is the newest version on spacedock. I am still unable to offset anything. Log: https://www.dropbox.com/s/0b0b5zvf9e4xig2/output_log.txt?dl=0 Link to comment Share on other sites More sharing options...
Trigant Posted June 15, 2018 Share Posted June 15, 2018 Hello, I have a Problem with the KVV Mod I play KSP 1.4.3 with several mods including Astronomer's Visual Pack. This requires to start the game with -force-d3d11. But when I do this, the Vessel Preview Window and the following saved Screenshots keep being black Quote Ryzen 5 1600 @ 3.8GHz Asus GTX 1060 dual o6G 16GB Corsair Vengeance DDR4-3000 W10 Pro x64 1803 screenshot In case, someone asks for logs and stuff like that, I'm afraid I don't know how to, so please keep explaining how to gather and post the data here. Thanks in advance Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 15, 2018 Author Share Posted June 15, 2018 2 hours ago, Trigant said: Hello, I have a Problem with the KVV Mod I play KSP 1.4.3 with several mods including Astronomer's Visual Pack. This requires to start the game with -force-d3d11. But when I do this, the Vessel Preview Window and the following saved Screenshots keep being black screenshot In case, someone asks for logs and stuff like that, I'm afraid I don't know how to, so please keep explaining how to gather and post the data here. Thanks in advance Regarding logs, look in my signature for a link to a page which tells you exactly what to do. Sorry to say, d3d11 is not supported Link to comment Share on other sites More sharing options...
Trigant Posted June 15, 2018 Share Posted June 15, 2018 2 hours ago, linuxgurugamer said: Regarding logs, look in my signature for a link to a page which tells you exactly what to do. Sorry to say, d3d11 is not supported That's fine for me. Just thought, I made a mistake. TBH this would be very likely. And about the log link, thank you very much. Are there any plans to realize your mod in DirectX 11soon? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 15, 2018 Author Share Posted June 15, 2018 19 minutes ago, Trigant said: That's fine for me. Just thought, I made a mistake. TBH this would be very likely. And about the log link, thank you very much. Are there any plans to realize your mod in DirectX 11soon? No, although if someone were to submit a PR, I'd be happy to accept it Link to comment Share on other sites More sharing options...
Coca992 Posted July 20, 2018 Share Posted July 20, 2018 (edited) This mod is really usefull to do some thumbnail for kerbalX, thanks! Edited July 20, 2018 by Coca992 Link to comment Share on other sites More sharing options...
SiriusRocketry Posted August 21, 2018 Share Posted August 21, 2018 How do you do 'blueprints' like transparent images from the OP? All I get is shades of blue or weird inverted colors Link to comment Share on other sites More sharing options...
Catatau_27 Posted August 21, 2018 Share Posted August 21, 2018 Work on 1.4.5 ou 1.4.x ? o.O Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 1, 2018 Author Share Posted September 1, 2018 On 8/21/2018 at 3:31 PM, Catatau_27 said: Work on 1.4.5 ou 1.4.x ? o.O yes Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted September 21, 2018 Share Posted September 21, 2018 On 6/15/2018 at 2:20 PM, linuxgurugamer said: Regarding logs, look in my signature for a link to a page which tells you exactly what to do. Sorry to say, d3d11 is not supported I've been working on this for the last couple of days (I'm using -force-d3d11 to get moar mods in, went to take a screenshot and found a black rectangle)...I figured it would be as easy as compiling another shader bundle for DirectX 11, but sadly that hasn't worked. In fact, I just dusted off an old 1.0.4 install, before the shaders were loaded from compiled (platform-dependent) bundles, and found that it didn't work with DirectX 11 back then, either. Interestingly, the failure mode back then was different: the window could show a black rectangle, a blue rectangle with part of the staging interface, or the flattened texture of the root part, depending on where the mouse is (I think, I didn't test this thoroughly). None of the shaders currently used (ColorAdjust and FXAA) seem to have any code that is dependent on the renderer (or whatever the appropriate term is), so I'm pretty much out of ideas besides switching to OpenGL. About the only good to come of this (besides me learning just enough about Unity package management and shader languages to be dangerous) is I've added a couple more shaders to the bundles so there will be no more (evidently harmless but annoying to me) "No replacement for KSP/Alpha/Translucent" logspam, when I get around to making that PR. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 21, 2018 Author Share Posted September 21, 2018 Sounds good. I'll watch for it Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 21, 2018 Author Share Posted September 21, 2018 New release, 0.0.9.3 Adding some more shaders to resolve logspam, thanks @Kerbas_ad_astra Link to comment Share on other sites More sharing options...
Balrog Posted September 25, 2018 Share Posted September 25, 2018 I have a piloted orbiter with 2 decouplers; the decoupler on the lowest stage is not offsetting. Screenshot on OneDrive: https://1drv.ms/u/s!Arsr627QSkD0h1hG70yh5LtB-GsK Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 25, 2018 Author Share Posted September 25, 2018 21 hours ago, Balrog said: I have a piloted orbiter with 2 decouplers; the decoupler on the lowest stage is not offsetting. Screenshot on OneDrive: https://1drv.ms/u/s!Arsr627QSkD0h1hG70yh5LtB-GsK Are the ones which are seperated the same as the one which isn’t? Link to comment Share on other sites More sharing options...
Balrog Posted September 28, 2018 Share Posted September 28, 2018 On 9/25/2018 at 5:59 PM, linuxgurugamer said: Are the ones which are seperated the same as the one which isn’t? They are both TD-12 Decouplers; The launcher stage is not splitting in KVV - the upper decoupler, heat shield, and command pod are all split. The parachute is NOT split from the top of the command pod. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 28, 2018 Author Share Posted September 28, 2018 On 9/24/2018 at 8:24 PM, Balrog said: I have a piloted orbiter with 2 decouplers; the decoupler on the lowest stage is not offsetting. Screenshot on OneDrive: https://1drv.ms/u/s!Arsr627QSkD0h1hG70yh5LtB-GsK Provide the craft file, please Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 29, 2018 Author Share Posted September 29, 2018 New release, 0.0.9.4 Reduce some more log spam - only updates screenshot if the window is open. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 29, 2018 Author Share Posted September 29, 2018 New release, 0.0.9.5 Version bump to fix build issue (Jenkins build not good) @Balrog try this please Link to comment Share on other sites More sharing options...
The-Grim-Sleeper Posted September 29, 2018 Share Posted September 29, 2018 Hey, I am getting the 'button not showing up problem'. I did the CKAN install, saw the comments and removed the KVV, cleaned the cache and installed a fresh 0.0.9.5 release from spacedock, but still no button. The mod is mentioned in the 'toolbar controller', but no buttons are shown in the stock toolbar, the ''blizzy continued toolbar' and RasterPropMonitor also can't find it. Other mods installed: as excrementsload, I haven't had the time for a full 'clean KSP', but I hope this is a quick fix. Log file link: https://drive.google.com/open?id=15iVXgQriSAna2F34RlUwkosiUNbjZG-9 Link to comment Share on other sites More sharing options...
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