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MagPie Mods


Skonks

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  • 2 weeks later...
  On 7/3/2020 at 6:18 PM, PotatoFig said:

FL-T400FL-T200, FL-T800 fuel tanks clip through parts in 1.10 with TexturesUnlimited and your mod installed. 

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I have not had this problem in 1.10 all the nodes are fine with or without restock

 

  On 7/13/2020 at 6:20 AM, NateDaBeast said:

This is a really nice mod, but is it possible to make it so the parts in the VAB selection list don't have the effect applied to them? Some are a little too intense and hard to tell what I'm looking at. If not understandable.

Thanks for a cool recolorish mod, been looking for one for a while.

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not sure how the game generates the vab tiles, if you can fine out the name you could probably add excludeMesh = (VAB Tile name)

 

  On 7/14/2020 at 9:36 AM, TranceaddicT said:

Has anyone noticed anything odd with the "Adapter 25-12x3 (Tri-Adapter)"? [adapterLargeSmallTri.cfg]

From what I can tell , Magpie patches it twice in the StockStackCouplers.cfg.

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Oh yeah, there is 2. I think it was meant to be for the old bi coupler but I hadn't noticed anything funny because the part is usually depreciated

  On 7/15/2020 at 9:24 PM, Emilius73 said:

There was a config that adds the "Dark" fairing variant to larger fairings, where is it?

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It's back, 1.10 broke all modded fairings so I took it out. 1.10.1 added modded fairing support so  it works again after some changes

  On 7/22/2020 at 2:50 AM, SugarKing said:
Hello guys, i got TU and 2 different configs, the TU Default Stock Config and the Magpie mods which should give me the nice metal shining result but in-game it gives off the shine ish effect but all the parts are too dark which on the readme file it says i just have to lower the metal number on the cfg files which i have but it doesn't really change anything, funny thing is that on the parts menu on the left they are shown as they should be but if i click on a part it will not be that way. If someone can help thank you!

 

 
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Probably a conflict between the two configs. The stock cfg in magpie mods was basically an updated & tweaked version of the TU Default Stock config, the default stock doesn't have BG or any parts past a fairly old version not sure which. 

 

  On 7/22/2020 at 7:22 PM, jimmymcgoochie said:

@Skonks First of all, I really like this mod- the copper effect on the Restock orange tanks is my personal favourite thing about it. However, there's a minor bug with the Restock/Restock+ Rovemax S2/S2-T rover wheels in that they both have the silver foil appearance regardless of whether silver or gold foil is selected for the parts. Without this mod installed they appear correctly.

In the image below, the wheels on the left have gold foil selected to match the probe core they're attached to, and the two on the right have silver foil to match the core they're attached to. All four look silver and match the silver foil appearance to my eyes. Taken in KSP 1.9.1 with v1.5.5 of this mod, v1.5.10.25 of TU and v1.1.2 of Restock/+.

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And on a foil-related note: do you have any plans to add support to the new SCANsat parts? Several of those have the same foil textures as Restock/Near Future and are quite conspicuous when used alongside them.

 

Edit: I found another issue with Restock, the stack adapters (1.25m-1.25mx2/3/4) don't have any texture when MagpieMods is installed, just the reflective part. They work fine without it installed though.

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There's a gold variant? May have to start using those wheels more. I will fix this , for the impaitient add;

excludeMesh = SteeringPivot_gold
        excludeMesh = SteeringPivot_silver
        excludeMesh = body_gold
        excludeMesh = body_silver

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  On 7/22/2020 at 7:22 PM, jimmymcgoochie said:

on a foil-related note: do you have any plans to add support to the new SCANsat parts? Several of those have the same foil textures as Restock/Near Future and are quite conspicuous when used alongside them.

 

Edit: I found another issue with Restock, the stack adapters (1.25m-1.25mx2/3/4) don't have any texture when MagpieMods is installed, just the reflective part. They work fine without it installed though.

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Ooh new scansat parts, hard to tell what sort of updates mods get around version changes

not sure what's going on with the restock stack adapters, they've always worked in my games. Checked the cfg and restock doesn't seem to use textures it uses GAMEOBJECTS which I think are build into the model

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  On 8/1/2020 at 4:08 PM, Skonks said:

Ooh new scansat parts, hard to tell what sort of updates mods get around version changes

not sure what's going on with the restock stack adapters, they've always worked in my games. Checked the cfg and restock doesn't seem to use textures it uses GAMEOBJECTS which I think are build into the model

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The SCANsat parts aren't all that new, I think they were released in late June and aren't related to 1.10. The strange thing about the Restock stack adapter parts is that the bi-adapter (2.5m-> 1.25m x2) is fine but the rest are not.

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  • 2 weeks later...
  • 2 weeks later...

Hi!

I was trying out the mod, but ran into a bug with the USI MKS modules:

https://imgur.com/qvoAAxx

Basically, only one module of a given diameter for the tundra series had the side texture loaded, all the other ones just had black rectangles instead of the regular function pictogramms. I dug a bit in the cfg files (0 knowledge tho!) and thought that the models were only loaded once, so that may be the issue? Love the mod tho

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  • 3 weeks later...
  • 2 weeks later...

Great mod, it makes my vessels look fantastic, however I have noticed that when I loaded the Stocklike Station Parts Expansion Redux parts mod that this mod turned the windows of the hydroponics module silver, so you can't see the plants. So I was wondering if there is a way to add an exception to the config file so that it doesn't make those parts shiny? Thanks in advance. V.

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  • 2 weeks later...
  • 2 months later...

I've updated some configs for Tantares, adding some of the new parts and getting rid of depreciated ones (probably missed one or two), as well as made a new config for TantaresSP, if anyone wants. Is there a Git repository where people can contribute?

Tantares

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TantaresLV

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TantaresSP

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I haven't tested them much, but I'll update them if I notice anything weird (possibly endcaps on the LVs?).

Cheers

Edited by Nitrous Oxide
TantaresLV fixes
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  • 2 weeks later...
  • 5 weeks later...
  • 2 weeks later...

First of all, this is a amazing mod!

One thing to share with KSP Linux players:

I am on Linux KSP 64. When I use the mod there is a constant player.log scamming repeat as:

(Filename: ./Runtime/GfxDevice/opengles/DeviceStateGLES.cpp Line: 72)

OpenGL Error: Invalid texture unit!

The player.log file increases its size at around 30mb per second, and quickly the game became unplayable due to this ( and the player.log will be on the size of tens of gigabytes). I tried uninstall the mod and the game go back to normal again.

This bug is likely being related to https://issuetracker.unity3d.com/issues/linux-3d-with-extras-projects-will-throw-constant-opengl-error-invalid-texture-unit-errors

So this is more like a Unity bug instead of the mod creator's bug. However, don't lost hope yet! Before it is finished, the bug can be bypassed by adding -force-glcore42 -force-clamped after your KSP.x86_64 launch command.

Again, Great Mod!

 

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  • 2 weeks later...

First of all, Great of Mod! My ship has less Kraken attack just for the shininess of it.

I noticed one bug (or it might be a feature):

For KSPIE, whenever I set the radiator area of some part to none zero, ie.

MODULE
    {
        name = StackFNRadiator
        partMass = 0.1
        isDeployable = false
        radiatorArea = 150
        convectiveBonus = 20

        emissiveTextureLocation = WarpPlugin/Parts/Radiators/RadialHeatRadiator/d_glow
    }

Then this part is not shiny anymore. I noticed that there are configs for exclude mesh in KSPIE config files as:

        excludeMesh = flagTransform
        excludeMesh = Flag
        excludeMesh = window
        excludeMesh = sidewindow
        excludeMesh = glass
        excludeMesh = overlay
        excludeMesh = window
        excludeMesh = SideWindow
        excludeMesh = FrontWindow
        excludeMesh = Wheel

However, radiator is not any of it. In fact, even I commented out all of these excludeMesh, the rediator part is still not affected by Magpie.

I might missed some other config files, So please correct me and let me know how to make this work.

 

Edited by Meteoric
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  • 3 weeks later...

KSP can look so good. :o  Thanks for your work! Glad, you digged down the rabbit hole, so others can enjoy KSP even more. ;)  And let*s not forget Shadowmage for his great TU mod! Thanks.

 

I'am using the Restock cfg. Just one thing is bothering me: shiny engine shrouds.

Is it possible to make shiny engines but less shiny shrouds?  Or is it entirely impossible?

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  • 3 weeks later...
  On 1/31/2021 at 3:25 AM, Meteoric said:

First of all, this is a amazing mod!

One thing to share with KSP Linux players:

I am on Linux KSP 64. When I use the mod there is a constant player.log scamming repeat as:

(Filename: ./Runtime/GfxDevice/opengles/DeviceStateGLES.cpp Line: 72)

OpenGL Error: Invalid texture unit!

The player.log file increases its size at around 30mb per second, and quickly the game became unplayable due to this ( and the player.log will be on the size of tens of gigabytes). I tried uninstall the mod and the game go back to normal again.

This bug is likely being related to https://issuetracker.unity3d.com/issues/linux-3d-with-extras-projects-will-throw-constant-opengl-error-invalid-texture-unit-errors

So this is more like a Unity bug instead of the mod creator's bug. However, don't lost hope yet! Before it is finished, the bug can be bypassed by adding -force-glcore42 -force-clamped after your KSP.x86_64 launch command.

Again, Great Mod!

 

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When you have some time, can you compare loading times in your linux install with and without this mod? My linux ksp takes almost 30 minutes to load, compared to about 10 minutes on  an identical win10 install. 

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  On 3/23/2021 at 6:46 AM, hendrack said:

When you have some time, can you compare loading times in your linux install with and without this mod? My linux ksp takes almost 30 minutes to load, compared to about 10 minutes on  an identical win10 install. 

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I just uninstalled the mod due to some other issues. But I can say for sure my loading time is not 30 minutes with the mod (more like around several minutes, but I have timed it yet. I usually let ksp loading and browsing a page or two and it is done), it is roughly the same with or without the mod.

Edited by Meteoric
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  • 1 month later...
  On 3/23/2021 at 6:46 AM, hendrack said:

When you have some time, can you compare loading times in your linux install with and without this mod? My linux ksp takes almost 30 minutes to load, compared to about 10 minutes on  an identical win10 install. 

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It shouldn't take this much time to load. I use about 35 mods including Magpie mods and TU. It takes me 4 min to load. That too, I have a low-end computer with only 8GB ram.

Is there any way to disable this mod in the VAB?  I love this mod when I am actually flying the vessel, but it is way too bright in the VAB...Please reply...

Edited by theleg
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  On 5/9/2021 at 3:21 AM, Hohmannson said:

Open settings - difficulty settings and Textures Unlimited tab. There you'll find something like "custom reflections in VAB". Check it, press some buttons - maybe it'll get better.

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Thanks a lot for trying to help! But unfortunately, I amn't able to find such an option in the TU settings...:sad:

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