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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements


rbray89

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Actually I thought your mod was working and clouds appear in the start up screen but in the actual game the clouds are not present. The city lights are there just no clouds. Any Ideas?

Mine not. My city lights works perfectly, but again is a rename of the original texture. If I use one of my own textures all is gone, textures and configs.

The when I use a new texture GUI acts like if the .cfg doesn't exist.

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Actually I thought your mod was working and clouds appear in the start up screen but in the actual game the clouds are not present. The city lights are there just no clouds. Any Ideas?

I just realized that I don't ship with a user config for the clouds, so that is probably what is going on. The config is leftover from an old release. I'll update the relase to include a user config file.

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Just downloaded and installed the file off the first page of this thread and still not seeing clouds :(...

Were you using any texture packs with it? Did you have a previous install of it?

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Yeah I have a previous install which I deleted, I also tried to install universe re placer and that didn't seem to work either. I am using your texture compressor as well. Thanks for the help RBRAY89

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Yeah I have a previous install which I deleted, I also tried to install universe re placer and that didn't seem to work either. I am using your texture compressor as well. Thanks for the help RBRAY89

Universe replace shouldn't interfere either. Please post your ksp.log file.

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that is due to the terrain creeping up above the overlay. I'm trying to figure out a way to get around it.

I'm not a coder so excuse me if this only seems simple in my ignorance, but can't you somehow replace the actual ground texture with the lights? Or overlay them exactly on the ground? I mean, there's a function in the game (Unity, whatever) to map a texture to a bumpy terrain. Can you access that function and put the city lights right on it?

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I'm not a coder so excuse me if this only seems simple in my ignorance, but can't you somehow replace the actual ground texture with the lights? Or overlay them exactly on the ground? I mean, there's a function in the game (Unity, whatever) to map a texture to a bumpy terrain. Can you access that function and put the city lights right on it?

I was trying to find whatever is used for the scatter system, as that works, but I was unable to locate the functions that map it.

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Aha! I just came to report the NullReferenceException problem preventing craft loading when switching to a craft in the Sun's SoI, but I see the problem has already been fixed. Thanks! :) You might want to update the title of the thread to note that release 6-8-1 is available, I had thought I was up to date with 6-8.

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Sorry if Im being less than clever here.. but: is there currently a way to use the lovely textures by proot, or is that what you are trying to sort out? cheers, and please ignore my ignorance.

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Sorry if Im being less than clever here.. but: is there currently a way to use the lovely textures by proot, or is that what you are trying to sort out? cheers, and please ignore my ignorance.

To me, it appears not, or at least not out-of-the-box. Probably should be unlinked from the OP until they are ready.

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Updated this mod into a fresh KSP install. Running TR alongside it with exendrial's textures, but with no alterations (cloud packs) to this mod.

Anyone else getting a weird halo effect when going through clouds? I'm sure this wasn't present on previous releases.

It's clearer in the first screenshot (was messing around with staging in the second).

rbi521.png

2q07i8l.png

Also getting the weird flickering.

s5g1ty.png

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Hi, first post here. First of all thanks for the great mod. Looks awesome !

I have a problem with it though. I think it might be related to some problems other people are having. Long story short, after my ships disappearing during 3 days, or blowing up randomly while orbiting the sun, I did investigate and found out it came from this mod.

Protocol : after removing pretty much any other mod, I take the simplest ship, go straight up, and once I'm in orbit around the sun, I can see my parameters "drifting" (PeG increases steadily, ApG, etc...) as if I was thrusting (but I'm not, no RCS, nada). It's subtle, but devastating (once in that state, impossible to load the ship after a quicksave/quickload (loads a fixed point in space, with no ship).

Now it becomes interesting when you add deadly reentry to the equation. Same protocol, only this time, while reaching the kerbin/sun SOI with time warp at x1 the ship blows up. If you are time warping, the ship might not blow up, but then back to the first problem.

It seems the problem might come from the overlay manager plugin though I'm no expert, logs seem to point that way.

[LOG 15:45:34.633] recalculating orbit for mk1pod: Kerbin

rPos: [-72486539.8685448, 42760212.9828269, -225824.924687842] rVel: [-1176.0439635136, 692.103686126597, -3.67598752495706] |1364.58800718425|

[LOG 15:45:34.634] recalculated orbit for mk1pod: the Sun

rPos: [13495012276.3918, -894592900.572752, -225824.924687842] rVel: [-536.120686100443, -3.67598752495706, 9954.52515750943] |9968.95230274662|

[EXC 15:45:34.636] NullReferenceException: Object reference not set to an instance of an object

[EXC 15:45:34.655] NullReferenceException: Object reference not set to an instance of an object

[LOG 15:45:34.679] fuelTank.long Exploded!! - blast awesomeness: 0.5

[LOG 15:45:34.706] [fuelTank.long]: Deactivated

[EXC 15:45:34.713] NullReferenceException: Object reference not set to an instance of an object

[LOG 15:45:34.727] 1 explosions created.

[LOG 15:45:34.739] mk1pod Exploded!! - blast awesomeness: 0.5

[LOG 15:45:34.740] [mk1pod]: Deactivated

[LOG 15:45:34.751] [16:05:47]: Bill Kerman was killed.

[EXC 15:45:34.752] NullReferenceException: Object reference not set to an instance of an object

[EXC 15:45:34.760] NullReferenceException: Object reference not set to an instance of an object

[EXC 15:45:34.767] NullReferenceException: Object reference not set to an instance of an object

[LOG 15:45:34.773] 1 explosions created.

[EXC 15:45:34.782] NullReferenceException: Object reference not set to an instance of an object

[EXC 15:45:34.789] NullReferenceException: Object reference not set to an instance of an object

[EXC 15:45:34.800] NullReferenceException: Object reference not set to an instance of an object

[EXC 15:45:34.817] NullReferenceException: Object reference not set to an instance of an object

recalculating orbit for mk1pod: Kerbin

rPos: [-72486539.8685448, 42760212.9828269, -225824.924687842] rVel: [-1176.0439635136, 692.103686126597, -3.67598752495706] |1364.58800718425|

(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

recalculated orbit for mk1pod: the Sun

rPos: [13495012276.3918, -894592900.572752, -225824.924687842] rVel: [-536.120686100443, -3.67598752495706, 9954.52515750943] |9968.95230274662|

(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

NullReferenceException: Object reference not set to an instance of an object

at OverlaySystem.OverlayMgr.UpdateCurrentBody (System.String body) [0x00000] in <filename unknown>:0

at OverlaySystem.OverlayMgr.OnDominantBodyChangeCallback (FromToAction`2 data) [0x00000] in <filename unknown>:0

at EventData`1[GameEvents+FromToAction`2[CelestialBody,CelestialBody]].Fire (FromToAction`2 data) [0x00000] in <filename unknown>:0

at OrbitPhysicsManager.setDominantBody (.CelestialBody body) [0x00000] in <filename unknown>:0

at OrbitPhysicsManager.checkReferenceFrame () [0x00000] in <filename unknown>:0

at OrbitPhysicsManager.FixedUpdate () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object

at OverlaySystem.OverlayMgr.UpdateCurrentBody (System.String body) [0x00000] in <filename unknown>:0

at OverlaySystem.OverlayMgr.OnDominantBodyChangeCallback (FromToAction`2 data) [0x00000] in <filename unknown>:0

at EventData`1[GameEvents+FromToAction`2[CelestialBody,CelestialBody]].Fire (FromToAction`2 data) [0x00000] in <filename unknown>:0

at OrbitPhysicsManager.setDominantBody (.CelestialBody body) [0x00000] in <filename unknown>:0

at OrbitPhysicsManager.checkReferenceFrame () [0x00000] in <filename unknown>:0

at OrbitPhysicsManager.FixedUpdate () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

fuelTank.long Exploded!! - blast awesomeness: 0.5

If you need the full logs feel free to contact me, keep up the great work !

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Problems solved for me with the last update. Many thanks Rbray89!

Hey Proot!

I'm looking forward to any updates of your clouds (as linked on the first page of this thread) as well as your other "Pimp My..." packs. :) Thank you for sharing your work, and I can't wait for your compilation pack!

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