MrB Posted February 6, 2021 Share Posted February 6, 2021 Hey can you please update the mod so it can work for Ksp 1.11 thz in advance Quote Link to comment Share on other sites More sharing options...
MrB Posted February 6, 2021 Share Posted February 6, 2021 Please update the mod so it's compatible with the ksp 1.11. Thz in advance Quote Link to comment Share on other sites More sharing options...
Vabien Posted February 6, 2021 Author Share Posted February 6, 2021 3 hours ago, MrB said: Please update the mod so it's compatible with the ksp 1.11. Thz in advance Hey, it should work in 1.11, if there's issues could you please provide a description and/or log? Quote Link to comment Share on other sites More sharing options...
Kerminator K-100 Posted February 12, 2021 Share Posted February 12, 2021 I'm a little confused about what to download. I just want footprints so do I get the Examples or the EVA footprints folder? Quote Link to comment Share on other sites More sharing options...
Vabien Posted February 12, 2021 Author Share Posted February 12, 2021 6 hours ago, Kerminator K-100 said: I'm a little confused about what to download. I just want footprints so do I get the Examples or the EVA footprints folder? Ah I'm sorry I wasn't clear. You want both EVA footprints and Examples (assuming you're stock planets), then to grab ONLY the footprints from Examples. Quote Link to comment Share on other sites More sharing options...
Kerminator K-100 Posted February 13, 2021 Share Posted February 13, 2021 33 minutes ago, Vabien said: Ah I'm sorry I wasn't clear. You want both EVA footprints and Examples (assuming you're stock planets), then to grab ONLY the footprints from Examples. Thanks Quote Link to comment Share on other sites More sharing options...
Burning Kan Posted March 17, 2021 Share Posted March 17, 2021 (edited) On 7/27/2020 at 8:36 PM, Vabien said: If anyone has suggestions for features, or complaints about deprecated features, feel free to tell me. @Vabien how much footprints will be printed till the first fp gets deleted(and how long the stay²) & one for the wishlist: as the kerbals act like ships (afaik) it should not be so far away from footprint code,just with wheels.forgive me if iam wrong. On 1/12/2021 at 12:48 AM, Vabien said: adding compatibility with the Parallax mod for footprints Spoiler and of course big thank u for maintain this small but great mod. old pic=for future reason 15sec after i post it, i found this partial answer² Spoiler On 2/15/2021 at 5:11 AM, ItsJustLuci said: Ah, not quite. Boot-prints aren't saved to any file. Definitely something I might do in future, but for now they despawn outside render distance Edited March 17, 2021 by Burning Kan ²partial answer Quote Link to comment Share on other sites More sharing options...
Vabien Posted March 18, 2021 Author Share Posted March 18, 2021 (edited) On 3/17/2021 at 9:16 AM, Burning Kan said: @Vabien how much footprints will be printed till the first fp gets deleted(and how long the stay²) & one for the wishlist: as the kerbals act like ships (afaik) it should not be so far away from footprint code,just with wheels.forgive me if iam wrong. Reveal hidden contents and of course big thank u for maintain this small but great mod. old pic=for future reason 15sec after i post it, i found this partial answer² Reveal hidden contents There is a spawn limit, I believe it's 1024 within render distance. They however, have no time limit, so until you unload the scene, or travel away, they are there. You would be correct that kerbals are effectively just 1 part ships, which is why I believe it won't be hard to give wheels the same code. The hard bit is the texturing, which will have to be provided by any wheel that uses it. Wheels will also have to implement it as a module, so additional wheel mods, as well as mods that drastically change them like ReStock may be incompatible/less than compatible (ReStock would probably still give wheel prints, but they would be an incorrect texture.) I might also have to use a completely new system when I get around to adding parallax support. Also update for anyone waiting for updates: 1, please message me if you need something updated. School is taking priority right now, but I would be happy to look at something if you need it for your planet pack. 2, don't expect anything soon. I will be trying to get back to work on it, but there hasn't been any progress for a few months. 3, if you're a modder who wants to help, please @ me on discord (Vabien#3986). I'll review any pull requests, and try to release them ASAP. Edited March 18, 2021 by Vabien Quote Link to comment Share on other sites More sharing options...
Jason Kerman Posted April 10, 2021 Share Posted April 10, 2021 Will the EmissiveFX be back in the future? Quote Link to comment Share on other sites More sharing options...
Vabien Posted April 13, 2021 Author Share Posted April 13, 2021 (edited) On 4/10/2021 at 7:50 PM, Jason Kerman said: Will the EmissiveFX be back in the future? Yes that's one of the projects I'm working on rn. It should be able to run in general, but Linux doesn't play nice atm. Should be released in the next update. Speaking of updates... I'm going to be testing a new footprint system that's compatible with Parallax. It uses projectors instead of meshes to create the footprints. This could change in the future, but for now it seems like the most elegant solution. I'll post a preview later today, but it seems fairly stable. My only concern is a potential performance tank due to a lot of projectors. I'll look in to fixing that via alternate render methods. I'll try and get a beta version out ASAP. I'll provide it on the side of the OG footprints so you can keep your stable footprints if you want. Edit: To expand on this, when unity renders something via projector, it renders the entire object it projects on again. This gets performance heavy quick, so this is a temporary solution. What I'll likely look in to is a deformed mesh, or figuring out how to use a single projector. Edited April 13, 2021 by Vabien Quote Link to comment Share on other sites More sharing options...
lpam Posted May 25, 2021 Share Posted May 25, 2021 Hi there, I am struggling to get the footprints to work correctly for me. I am running 1.11 on Linux with JNSQ planet pack. As you can see below the footprints appear as black rectangles. Many thanks in advance. Quote Link to comment Share on other sites More sharing options...
Vabien Posted May 31, 2021 Author Share Posted May 31, 2021 On 5/25/2021 at 11:00 AM, lpam said: Hi there, I am struggling to get the footprints to work correctly for me. I am running 1.11 on Linux with JNSQ planet pack. As you can see below the footprints appear as black rectangles. Many thanks in advance. If I had to guess, that's a missing texture. Ensure that the footprint.dds is in the right folder, and if it isn't, I'll take a look at it. Quote Link to comment Share on other sites More sharing options...
lpam Posted May 31, 2021 Share Posted May 31, 2021 16 minutes ago, Vabien said: If I had to guess, that's a missing texture. Ensure that the footprint.dds is in the right folder, and if it isn't, I'll take a look at it. Thanks for getting back to me, this is the path to the texture file: Kerbal Space Program/GameData/KopernicusExpansion/Textures/KerbalEVAFootprintMask.dds Quote Link to comment Share on other sites More sharing options...
Vabien Posted May 31, 2021 Author Share Posted May 31, 2021 1 hour ago, lpam said: Thanks for getting back to me, this is the path to the texture file: Kerbal Space Program/GameData/KopernicusExpansion/Textures/KerbalEVAFootprintMask.dds Well, that's a pickle. It should be there. Could you provide your KSP.log, and a modlist if possible? Mainly visual ones. Your lighting looks off. Quote Link to comment Share on other sites More sharing options...
lpam Posted June 1, 2021 Share Posted June 1, 2021 No problem, the logs were too large for pastebin, so I hope Google Drive is ok? ksp.log Player.log Ohh boy, modlist... Quote Visual mods include: AD Astra which requires Environmental Visual Enhancements and Scatterer; Distant Object Enhancement; Planetshine and finally TUFX which is causing the changes to the lighting. Quote Link to comment Share on other sites More sharing options...
Zaffre Posted June 2, 2021 Share Posted June 2, 2021 Thank you for keeping this updated. The wormholes and footprints in particular. The latter should frankly be in stock, and the former is extra useful for interstellar planet packs. Quote Link to comment Share on other sites More sharing options...
Vabien Posted June 3, 2021 Author Share Posted June 3, 2021 On 6/1/2021 at 2:57 PM, lpam said: No problem, the logs were too large for pastebin, so I hope Google Drive is ok? ksp.log Player.log Ohh boy, modlist... Visual mods include: AD Astra which requires Environmental Visual Enhancements and Scatterer; Distant Object Enhancement; Planetshine and finally TUFX which is causing the changes to the lighting. firstly, holy love how do you load your game in this millennia second, I'm gonna be honest, I'm not sure what the hell is causing your issue. I've determined that you do have a strange error, but I don't know what causes it. I'd suspect one of the visual mods, namely planetshine, but I don't know. I'm gonna try a compatibility check and I'll get back to you Quote Link to comment Share on other sites More sharing options...
Vabien Posted June 6, 2021 Author Share Posted June 6, 2021 Hey so I'm gonna be taking a decent break from working on this. Someone else is free to fork in the meantime. Due to work and stress I just don't have the time or energy to work on it. If you do fork it, please link it here so I can put it in the post! Thanks, be back soon™ oh and by the way, I never did figure out the error. I'll keep looking until someone else takes over. Quote Link to comment Share on other sites More sharing options...
Apollo 13 Posted June 13, 2021 Share Posted June 13, 2021 For some reason when I get near a wormhole and reach periapsis, it speeds up my ship and throws it away instead of warping. is this a normal bug? Quote Link to comment Share on other sites More sharing options...
Vabien Posted June 14, 2021 Author Share Posted June 14, 2021 23 hours ago, Apollo 13 said: For some reason when I get near a wormhole and reach periapsis, it speeds up my ship and throws it away instead of warping. is this a normal bug? That...is strange. I have no idea. What planet pack does it? Quote Link to comment Share on other sites More sharing options...
Apollo 13 Posted June 14, 2021 Share Posted June 14, 2021 17 minutes ago, Vabien said: That...is strange. I have no idea. What planet pack does it? its a new one called strange new worlds here it is Quote Link to comment Share on other sites More sharing options...
Vabien Posted June 15, 2021 Author Share Posted June 15, 2021 20 hours ago, Apollo 13 said: its a new one called strange new worlds here it is Oooh, I saw that one. It looks real cool. I'll see if I can replicate it. Quote Link to comment Share on other sites More sharing options...
Vabien Posted June 15, 2021 Author Share Posted June 15, 2021 Just released beta 9. Let me know if anyone has issues with EmissiveFX as I do not know for certain how well it will work. Quote Link to comment Share on other sites More sharing options...
Vabien Posted June 15, 2021 Author Share Posted June 15, 2021 21 hours ago, Apollo 13 said: its a new one called strange new worlds here it is Ah, I'm getting the same issue. Gonna test a different pack to see if it's just this one Quote Link to comment Share on other sites More sharing options...
Vabien Posted June 15, 2021 Author Share Posted June 15, 2021 9 minutes ago, Vabien said: Ah, I'm getting the same issue. Gonna test a different pack to see if it's just this one Sooooo, the configs on their end are borked. @ZaffreYou need to change Wormhole/Partner in the .cfg to be the name of the body in the .cfg, not the display name. So BaldursGate and DeepwaterGate instead. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.