Stone Blue Posted January 9, 2016 Share Posted January 9, 2016 52 minutes ago, mostlydave said: Are older versions of this available? I'm looking for a version that works with .90 Have you TRIED the current version?...This is a relatively simple mod, and may be backwards compat that far, or even earlier... Link to comment Share on other sites More sharing options...
mostlydave Posted January 11, 2016 Share Posted January 11, 2016 On 1/9/2016 at 6:12 PM, Stone Blue said: Have you TRIED the current version?...This is a relatively simple mod, and may be backwards compat that far, or even earlier... Yes, I have TRIED the current version, the parts show up but are pure white, I think somthing with the textures was changed in the newest version, that's why I'm looking for the older version. Link to comment Share on other sites More sharing options...
blowfish Posted January 11, 2016 Share Posted January 11, 2016 9 minutes ago, mostlydave said: Yes, I have TRIED the current version, the parts show up but are pure white, I think somthing with the textures was changed in the newest version, that's why I'm looking for the older version. That makes sense, as pre-1.0 versions of KSP don't support DDS textures. Look for Sarbian's old DDSLoader mod - if you install it the textures should work. Link to comment Share on other sites More sharing options...
Stone Blue Posted January 11, 2016 Share Posted January 11, 2016 Ahhh... My bad... I didnt connect that you wanted it for 0.90, which is pre-DDS.... The current version has .dds textures... I've got the 1.0 version of this mod for KSP 1.0...It should work for 0.90, as it wasnt converted to .dds till v1.1... I'll PM you a link to it... (I'll host it on my GoogleDrive for a couple days, then I'll take it down... So grab it quick) 15 minutes ago, blowfish said: That makes sense, as pre-1.0 versions of KSP don't support DDS textures. Look for Sarbian's old DDSLoader mod - if you install it the textures should work. Doh!... I forgot DDSLoader could be used as well... Link to comment Share on other sites More sharing options...
Sgt Charlie Posted February 16, 2016 Share Posted February 16, 2016 I installed your MOD and I love the lights however, and I don't know if this is because of that "8 light sources" thing, none of my Kerbal's helmet lights work anymore. I uninstalled the mod, but the helmet lights still don't work!!! Can anyone help me? Also, would you please write out how to change the settings files so that I can have more than 8 light sources? Thanks, SGT Charlie USAG Humphrey, South Korea, Kerbal Homeworld Link to comment Share on other sites More sharing options...
smjjames Posted February 16, 2016 Share Posted February 16, 2016 1 hour ago, Sgt Charlie said: I installed your MOD and I love the lights however, and I don't know if this is because of that "8 light sources" thing, none of my Kerbal's helmet lights work anymore. I uninstalled the mod, but the helmet lights still don't work!!! Can anyone help me? Also, would you please write out how to change the settings files so that I can have more than 8 light sources? Thanks, SGT Charlie USAG Humphrey, South Korea, Kerbal Homeworld Main menu > settings > gameplay tab or one of the others > set the 'pixel light count' to wherever (I set it to max). The instructions on how to fix are right in the OP...... Link to comment Share on other sites More sharing options...
Sgt Charlie Posted February 16, 2016 Share Posted February 16, 2016 Yes, after reading the thread again, I figured it out. Thanks for the rapid response. I don't have any Kerbals in space right now, so I didn't see if that fixed my "no helmet lights" problem I was having. Great mod. Love your lights! SGT Charlie USAG Humphrey, South Korea, Kerbal Homeworld Link to comment Share on other sites More sharing options...
Buster Charlie Posted February 20, 2016 Share Posted February 20, 2016 Update for Spacedock/CKAN? Link to comment Share on other sites More sharing options...
Sgt Charlie Posted February 24, 2016 Share Posted February 24, 2016 So I still need assistance. I don't know if anyone can help, but I started with a completely clean install; added a limited amount of mods, including this one, and still don't have lights on my Kerbals helmets? Thanks for any help that can be provided. Link to comment Share on other sites More sharing options...
blowfish Posted February 24, 2016 Share Posted February 24, 2016 2 hours ago, Sgt Charlie said: So I still need assistance. I don't know if anyone can help, but I started with a completely clean install; added a limited amount of mods, including this one, and still don't have lights on my Kerbals helmets? Thanks for any help that can be provided. Kerbal helmet lights are stock and have nothing to do with this mod, which only adds parts. The Kerbals' helmet lights can be activated by pressing L. Link to comment Share on other sites More sharing options...
Sgt Charlie Posted February 24, 2016 Share Posted February 24, 2016 (edited) On 2/23/2016 at 11:03 PM, blowfish said: Kerbal helmet lights are stock and have nothing to do with this mod, which only adds parts. The Kerbals' helmet lights can be activated by pressing L. OMG... I'm going to freak out if you're right! I've been pressing "U", the default for lights. Sheesh! Thanks man... Don't I feel like an idiot! Edited April 5, 2016 by Frybert Fixed formatting. Link to comment Share on other sites More sharing options...
Dralon Perfecto Posted March 19, 2016 Share Posted March 19, 2016 These are really good. I like the way that the horizontal one is small enough to fit under the set-of-3-rungs ladder part so you can have illuminated paths over a space station etc. Link to comment Share on other sites More sharing options...
Felbourn Posted March 19, 2016 Share Posted March 19, 2016 If I never told you before... I love this mod! Because I gotta have MORE LIGHTS! Link to comment Share on other sites More sharing options...
StahnAileron Posted March 23, 2016 Share Posted March 23, 2016 @Why485 Would you be interested in a simple MM.CFG that replaces all stock ModuleLight with your plugin module? (I created one while I was working on fixes to the Stack Inline Lights mod.) It scans for any parts with the stock light module and replaces it. It also inserts an initial color setting (using your default yellow-ish off-white color). Not all lights use emissives, but the ones that do benefit from this (in my testing B9 Aerospace's rackmount lights look much better). Thank you for a simple but useful mod and plugin... That also brought life back to another mod for me. Link to comment Share on other sites More sharing options...
Apollo13 Posted April 4, 2016 Share Posted April 4, 2016 FYI Current version kinda works with 1.1 pre-release. Lights are white and always on. Cannot change colors. //CSB Link to comment Share on other sites More sharing options...
nli2work Posted April 4, 2016 Share Posted April 4, 2016 1.1 caps pixel shading lights at 64. :/ Link to comment Share on other sites More sharing options...
StahnAileron Posted April 5, 2016 Share Posted April 5, 2016 (edited) On 4/4/2016 at 8:52 PM, Apollo13 said: FYI Current version kinda works with 1.1 pre-release. Lights are white and always on. Cannot change colors. //CSB That's because pretty much any plugin-based mod needs to either recompile with the 1.1 resources or get re-written to be 1.1-compliant. Don't think the light module got changed much, so hopefully it's just a recompile. On 4/4/2016 at 9:29 PM, nli2work said: 1.1 caps pixel shading lights at 64. :/ That hasn't changed, as far as I know. The 1.0.x and even 0.90 was limits to 64 light sources. @Why485 For future features, do you thing it would be hard to have so that EC-usage scales with overall color brightness? As my earlier posts detail (see above), I've modified the ASET lights to use your light module. However, they are STUPIDLY bright (blindingly so). Their EC usage is also minuscule. (Yes, it's supposedly LED, but the combination of brightness and throw distance are absurd for omnidirectional lights.) I was thinking of increasing their EC usage, but I've been turning their brightness down (somewhere in the 0.1-0.25 range per color) when using them for self-illumination. The color settings double as brightness control, so I was hoping you could do something like add all the current color settings together, divide by 3, then multiply that by the EC usage (which is now a Max EC usage rating in practice.) As far as I know, lights use the same amount of power regardless of apparent brightness due to color settings. It may not be worthwhile, I suppose, but maybe something to think about. Actually, would it be possible to add an in-flight color/brightness tweakable? Maybe as even a module attribute flag? ("inflightTweakable = true/false") EDIT: For anyone that cares, here's the generic MM.cfg I made to set any and all parts to use the SurfaceLight module: @PART[*]:HAS[@MODULE[ModuleLight],!MODULE[SurfaceLight]]:NEEDS[SurfaceLights]:Final { @MODULE[ModuleLight] { @name = SurfaceLight startingRGB = 1.0, 0.9, 0.8 } } Adjust the default color as you like (the "startingRGB" attribute; I just copied and pasted the setting Why485 uses). You can stick the file you create anywhere in GameData and it should work fine. Edited April 5, 2016 by StahnAileron Link to comment Share on other sites More sharing options...
Apollo13 Posted April 5, 2016 Share Posted April 5, 2016 On 2/23/2016 at 10:03 PM, blowfish said: OMG... I'm going to freak out if you're right! I've been pressing "U", the default for lights. Sheesh! Thanks man... Don't I feel like an idiot! Don't be. It's kinda dumb that the Lights button is inconsistent: U for vessels, L for Kerbals. Link to comment Share on other sites More sharing options...
blowfish Posted April 5, 2016 Share Posted April 5, 2016 4 minutes ago, Apollo13 said: Don't be. It's kinda dumb that the Lights button is inconsistent: U for vessels, L for Kerbals. Might want to check what you quoted ... I don't think @Sgt Charlie will actually see this because that post was formatted incorrectly. Link to comment Share on other sites More sharing options...
Sgt Charlie Posted April 5, 2016 Share Posted April 5, 2016 I got the message. Thanks Link to comment Share on other sites More sharing options...
StahnAileron Posted April 6, 2016 Share Posted April 6, 2016 (edited) 17 hours ago, Apollo13 said: Don't be. It's kinda dumb that the Lights button is inconsistent: U for vessels, L for Kerbals. It's because by default, the in-game commands for RCS translations are mapped to IJKLMO (or something like that). The "L" key is spoken for in a vessel. For a kerbal, it isn't (they don't/can't translate). That said, yeah, I hated the control scheme, so I remapped my keys so "L" was light for everything. Translation controls were ported over to my NUMPAD instead. It has a decent layout for it to be more intuitive for me and it's a bit more comfortable with my hands spaced apart more. Also closer to my mouse. Though I have no idea why they decided to switch lights to "L" for kerbals. You think they'd just keep "U" for consistency in the default scheme. Edited April 6, 2016 by StahnAileron Link to comment Share on other sites More sharing options...
Athlonic Posted April 7, 2016 Share Posted April 7, 2016 (edited) On 4/4/2016 at 2:52 AM, Apollo13 said: FYI Current version kinda works with 1.1 pre-release. Lights are white and always on. Cannot change colors. //CSB Hi, Wanted some tiny and cute lights for my ships, so I quickly did a "dirty" fix for this mod for KSP pre v1.1 : https://www.dropbox.com/s/yxw7gimcr1m13a2/SurfaceLights_devtemp_forKSP_preV1.1.zip?dl=0 Install original mod and just replace the "SurfaceLights.dll" with this one. Here is the changelog along the usual references changes for KSP 1.1 : Spoiler See next page for the new one. SurfaceLight.cs Thu Apr 07 10:22:22 2016 @@ -2,7 +2,7 @@ using System.Collections.Generic; using System.Linq; using System.Text; -using System.Threading.Tasks; +using System.Threading; using UnityEngine; @@ -45,7 +45,7 @@ new protected virtual void Update() { - base.Update(); + base.FixedUpdate(); // Setting material color is expensive. Only do this in the editor where light // color can change, and only do it when the color has changed. SurfaceNavLight.cs Thu Apr 07 10:22:22 2016 @@ -2,7 +2,7 @@ using System.Collections.Generic; using System.Linq; using System.Text; -using System.Threading.Tasks; +using System.Threading; using UnityEngine; Edited April 7, 2016 by Athlonic Link to comment Share on other sites More sharing options...
Apollo13 Posted April 7, 2016 Share Posted April 7, 2016 Athlonic, Great update. THANKS. Works like a charm Link to comment Share on other sites More sharing options...
blowfish Posted April 7, 2016 Share Posted April 7, 2016 6 hours ago, Athlonic said: Hi, Wanted some tiny and cute lights for my ships, so I quickly did a "dirty" fix for this mod for KSP pre v1.1 : https://www.dropbox.com/s/yxw7gimcr1m13a2/SurfaceLights_devtemp_forKSP_preV1.1.zip?dl=0 Install original mod and just replace the "SurfaceLights.dll" with this one. Here is the changelog along the usual references changes for KSP 1.1 : Hide contents SurfaceLight.cs Thu Apr 07 10:22:22 2016 @@ -2,7 +2,7 @@ using System.Collections.Generic; using System.Linq; using System.Text; -using System.Threading.Tasks; +using System.Threading; using UnityEngine; @@ -45,7 +45,7 @@ new protected virtual void Update() { - base.Update(); + base.FixedUpdate(); // Setting material color is expensive. Only do this in the editor where light // color can change, and only do it when the color has changed. SurfaceNavLight.cs Thu Apr 07 10:22:22 2016 @@ -2,7 +2,7 @@ using System.Collections.Generic; using System.Linq; using System.Text; -using System.Threading.Tasks; +using System.Threading; using UnityEngine; Why are you calling base.FixedUpdate() from Update() ? Those methods really shouldn't be calling each other (Update should be used for graphical updates, FixedUpdate should be used for physics updates). Link to comment Share on other sites More sharing options...
Athlonic Posted April 7, 2016 Share Posted April 7, 2016 9 minutes ago, blowfish said: Why are you calling base.FixedUpdate() from Update() ? Those methods really shouldn't be calling each other (Update should be used for graphical updates, FixedUpdate should be used for physics updates). You are right, but I had no other choice. Update() seems to no longer being part of ModuleLight class which this mod belong. This is also why I called this fix "dirty" But it works ^^ Link to comment Share on other sites More sharing options...
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