robson1000 Posted February 14, 2015 Share Posted February 14, 2015 PPD-8 Lander Can has SAS too just like truck cabins. Link to comment Share on other sites More sharing options...
CrisK Posted February 14, 2015 Share Posted February 14, 2015 Yeah possibly, I do quite like the shape of it. Plus, those were some crazy designs.Bit more bug hunting and a new pre-release:https://dl.dropboxusercontent.com/u/39086055/SXT20-prerelease1.zip> Should have fixed the SAS issues.> Played around with IVAs a little, jiggling the seats, etc.> A description or two more.Thank you for your work, Lack. I will try out the new IVAs.My favorite part of your revisions and additions is still the revised N-1. I think that is your finest work. Link to comment Share on other sites More sharing options...
Lack Posted February 15, 2015 Author Share Posted February 15, 2015 PPD-8 Lander Can has SAS too just like truck cabins.Thanks, I've gone through with Notepad++'s search folder, should have got them all now.@CrisK,Thanks. I'm happy with how that turned out as well, they went from some of my least favourite parts to some of my favourites.---===---I've updated the Kerbalstuff/main page with the new update (and only a month and a bit than I'd wanted). Link to comment Share on other sites More sharing options...
Niemand303 Posted February 15, 2015 Share Posted February 15, 2015 Nice update! This mod is definitely becoming a dependency for RtK, lots of new cool stuff! Link to comment Share on other sites More sharing options...
The Mechanic Posted February 15, 2015 Share Posted February 15, 2015 (edited) How Jeb stopped worrying about aerodynamics and started being Batman. Doesn't it look a bit like it could be the new Bat-Wing? Javascript is disabled. View full albumThis little plane interestingly is capable of flight and somehow it is not as unstable as I expected. I doubt that it would fly in FAR or NEAR because right now I'm using neither because while explosions are nice, I want to fly something. Yes, I'm not a good pilot and not playing for some time didn't help. That new tilting nose cockpit looks awesome. Going to take a look at the other stuff later. Edited February 15, 2015 by The Mechanic Link to comment Share on other sites More sharing options...
ultrasquid Posted February 15, 2015 Share Posted February 15, 2015 I'm still having a problem with pink parts:I am using Active Texture Management - Aggressive, but this phenomenon isn't appearing with other mods. I haven't seen the likes of this since the days of the original Sunday Punch, really. If I recall correctly, this happens because of a missing alpha channel in the texture images (RGB instead of RGBA). I think ATM is involved in some way, but that doesn't explain why other mods are not similarly affected. (Firespitter shows several parts with flipped normals, but that seems another issue.) Link to comment Share on other sites More sharing options...
Lack Posted February 15, 2015 Author Share Posted February 15, 2015 Nice update! This mod is definitely becoming a dependency for RtK, lots of new cool stuff! Thanks. If you want anything done for RtK made let me know, I'll see if I can help.*cool plane*Nice, I'd bet with a bit of tweaking you could get it to fly in FAR as well (well, take-off, might not be too controllable).*snip*I think ATM is involved in some way, but that doesn't explain why other mods are not similarly affected. (Firespitter shows several parts with flipped normals, but that seems another issue.)Yeah, it's ATM's doing. I've spent a long time faffing around trying to fix it (to no effect), but I've taken another look at it and think I might have actually managed it now. Go to /ActiveTextureManagement/ActiveTextureManagerConfigs/SXT.cfgand changeACTIVE_TEXTURE_MANAGER_CONFIG{ folder = SXT enabled = [B]true[/B]}to ACTIVE_TEXTURE_MANAGER_CONFIG{ folder = SXT enabled =[B] false[/B]}You may need to delete the 'textureCache' as well and re-build it.The folder doesn't really need compressing anyway. It seems to fix it on my end, so I'm hoping that it works for others. Link to comment Share on other sites More sharing options...
ultrasquid Posted February 16, 2015 Share Posted February 16, 2015 Yeah, it's ATM's doing. I've spent a long time faffing around trying to fix it (to no effect), but I've taken another look at it and think I might have actually managed it now. Go to /ActiveTextureManagement/ActiveTextureManagerConfigs/SXT.cfgand changeACTIVE_TEXTURE_MANAGER_CONFIG{ folder = SXT enabled = [B]true[/B]}to ACTIVE_TEXTURE_MANAGER_CONFIG{ folder = SXT enabled =[B] false[/B]}You may need to delete the 'textureCache' as well and re-build it.The folder doesn't really need compressing anyway. It seems to fix it on my end, so I'm hoping that it works for others.I made the changes you recommended and the parts still look the same for me. Could it be a Mac thing? Link to comment Share on other sites More sharing options...
stali79 Posted February 16, 2015 Share Posted February 16, 2015 Hey Lack. Having some major issues with your pack, the same ones that everyone else is having. I have done the whole moving the Nasa folder, using alternate configs etc and I still get a LOT of black AND red textures. I figured I would give you the lists. I have abbreviated them but you should know what they are anyway. I hope this helps you identify what the hell is going on.Black List: (Parts that are black,or red, no matter what I do)JKSSLFO BarrelBonny (cockpit and tail)BoconocXM-600XM-800Red List: JKSSSC-XL10LFO BarrelXX-32Tiny Jed (engine)Saturn V (all engines)BA-2BA-8BBCVK-170KopoKX-405LV Engines (all)The Munar modulesCommodoreLinear RCSLarger AirbrakeThe OMS (orbital maneuvering system)6 Way adapter90 degree turnBoth hex and triangle structural panelsXX-MTV (ALL)Conformal Rocket ConeElvons (all)Wings (all)Duna ClassAirbagsLacugaXM-600XM-800 Link to comment Share on other sites More sharing options...
RobotsAndSpaceships Posted February 16, 2015 Share Posted February 16, 2015 All red/pink/white textures are due to KSP trying to load a texture that no longer exists. Excellent mod lack, has some very nice, handy parts. Link to comment Share on other sites More sharing options...
Lack Posted February 16, 2015 Author Share Posted February 16, 2015 @ultrasquid,Damn, well I'm afraid that's everything I can do on my end (as far as I know), it is a case of other mods breaking this one. I don't have any OSX computers, so can't test it on my end either. Can you get by using -force-opengl. And you definitely deleted the textureCache (this is a bit of guess work for me, I don't know the inner workings of ATM).@stali79,I assume you're using ATM (it seems to work fine for some, not for others). Afraid there's really not much I can do about that really, have you tried what I recommended to ultrasquid? I think that somewhere in ATM's processes it's stopping the texture loader from accessing the textures, if my parts are being prevented from accessing a texture, it can't load that texture.There is this option in the ATM config### Offload the texture from RAM into Graphics memory.### this will mean the textures cannot be sampled by ### the scripts, but saves a LOT of memory. MBMs are### not readable by default. make_not_readable = trueI wonder if switching this to false would work. Link to comment Share on other sites More sharing options...
RobotsAndSpaceships Posted February 16, 2015 Share Posted February 16, 2015 (edited) KSC++ is been completely overhauled, so those'll be included, I haven't got a computer that'll run KSP at the moment (building a new one when the parts arrive) but I should have a few screenshots somewhere in my emails, I'll see if I can find it.Edit: Only some from blenderhttp://i.imgur.com/T2EO4yG.pngIs this ever going to get to us? I really liked KSC++ but always felt it lacked (badum tiss) something. Edited February 16, 2015 by RobotsAndSpaceships Link to comment Share on other sites More sharing options...
stali79 Posted February 16, 2015 Share Posted February 16, 2015 I will give it a try and let you know Link to comment Share on other sites More sharing options...
ultrasquid Posted February 16, 2015 Share Posted February 16, 2015 (edited) OK, now I'm realizing this might be my own fault. I removed a bunch of the stock Squad parts, the idea being to save memory by replacing the tanks and wings with procedural parts. But, if you're accessing those stock textures, it's entirely likely that I deleted some of them, which would cause the results I'm seeing. I'm restoring the Squad parts now and I'll let you know the results.I had assumed Mac and Linux use OpenGL by default, as DirectX is a proprietary Windows library.EDIT: Restoring the Squad parts solved most of the problem, bringing back the color to many of your parts, but there are still a few showing up pink: Edited February 16, 2015 by ultrasquid test results Link to comment Share on other sites More sharing options...
Lack Posted February 16, 2015 Author Share Posted February 16, 2015 (edited) OK, now I'm realizing this might be my own fault. I removed a bunch of the stock Squad parts, the idea being to save memory by replacing the tanks and wings with procedural parts. But, if you're accessing those stock textures, it's entirely likely that I deleted some of them, which would cause the results I'm seeing. I'm restoring the Squad parts now and I'll let you know the results.I had assumed Mac and Linux use OpenGL by default, as DirectX is a proprietary Windows library.Yeah, that's probably it then. Hope it works!I don't really know a great deal about Macs if I'm honest (the last time I used a mac they looked like this), I thought I'd read something about even people on macs getting a benefit, but going over it, I'd mis-read it.Edit: The one's I can see seem to be files in the NASAmission folder (you can open the part's .cfg and it'll say which textures it's using), did you restore those as well?@stali79,Let me know if it works.@RobotsAndSpaceships,It's next in line, but it'll take time. I'm going to have to re-do all the buildings, the way the current texture map is set up isn't working and just swells the poly-count un-necessarily making it slow to run in Blender and very frustrating to work with, the camera tools don't help either (I'm going to have to have one colour tile in each texture, so the grey and then a brown one, then scale the UV map accordingly. Then a separate one for all the details like windows). Edited February 16, 2015 by Lack Link to comment Share on other sites More sharing options...
CrisK Posted February 16, 2015 Share Posted February 16, 2015 I made the changes you recommended and the parts still look the same for me. Could it be a Mac thing?No. I'm on a Mac as well and SXT has absolutely no compatibility issues.That being said, I can help you troubleshoot the SXT+ATM behavior. Are you using the Steam version of KSP?@ultrasquid,Damn, well I'm afraid that's everything I can do on my end (as far as I know), it is a case of other mods breaking this one. I don't have any OSX computers, so can't test it on my end either. Can you get by using -force-opengl. And you definitely deleted the textureCache (this is a bit of guess work for me, I don't know the inner workings of ATM).Lack, for future reference the Mac client uses OpenGL so this is unnecessary. I'm on OS X Yosemite 10.10 and both ATM aggressive and ATM basic seem to work without problems with SXT.Would it help if I made an ATM config file for SXT and wrote up instructions for SXT users on where to place the file within ATM's configs folder?stali79, Are you also on a Mac? Link to comment Share on other sites More sharing options...
Lack Posted February 16, 2015 Author Share Posted February 16, 2015 No. I'm on a Mac as well and SXT has absolutely no compatibility issues.That being said, I can help you troubleshoot the SXT+ATM behavior. Are you using the Steam version of KSP?Lack, for future reference the Mac client uses OpenGL so this is unnecessary. I'm on OS X Yosemite 10.10 and both ATM aggressive and ATM basic seem to work without problems with SXT.Would it help if I made an ATM config file for SXT and wrote up instructions for SXT users on where to place the file within ATM's configs folder?stali79, Are you also on a Mac?Thanks, I put a 'patch' in the OP's FAQ with some instructions yesterday. You could check if that's correct, I'm not sure if there's anything else I need to add. Link to comment Share on other sites More sharing options...
CrisK Posted February 16, 2015 Share Posted February 16, 2015 Thanks, I put a 'patch' in the OP's FAQ with some instructions yesterday. You could check if that's correct, I'm not sure if there's anything else I need to add.I took a look at your patch. Disabling ATM for SXT is really the simplest and best solution. i.e. your config file should work.A couple of extra instructions for Mac users:1. Only use the x86 versions of ATM.2. Place Lack's patch file in Library/Application Support/Steam/SteamApps/common/Kerbal Space Program/GameData/ActiveTextureManagement/ActiveTextureManagerConfigsYou can find that directory (folder) by ctrl+clicking the KSP icon or shortcut, then scrolling to options, then show in finder.3. Move the following directory to the trash while KSP is closed: Library/Application Support/Steam/SteamApps/common/Kerbal Space Program/GameData/ActiveTextureManagement/textureCache/SXT Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted February 16, 2015 Share Posted February 16, 2015 I've made a pull request to change the SXT config that comes with Active Texture Management (from true to false), so when rbray makes an update, this should be fixed going forward. Link to comment Share on other sites More sharing options...
The Mechanic Posted February 16, 2015 Share Posted February 16, 2015 Nice, I'd bet with a bit of tweaking you could get it to fly in FAR as well (well, take-off, might not be too controllable).So far I was able to make one small plane in FAR that was also controllable. For now I'll stick to the soup. Whatever, I brought another set of screenshots with me. Got around building a plane using the tilt-nose cockpit and the first test without any gadgets like air-brakes and stuff went so well that I extended the flight a bit. Okay, the landing was a bit rough but everyone survived. Doesn't she look beautiful?Javascript is disabled. View full album Sorry for posting so many screenshots... Link to comment Share on other sites More sharing options...
stali79 Posted February 16, 2015 Share Posted February 16, 2015 @Lack am on windows 7 x64 and I already disabled atm on the sxt folder with no joy. Link to comment Share on other sites More sharing options...
ultrasquid Posted February 16, 2015 Share Posted February 16, 2015 Edit: The one's I can see seem to be files in the NASAmission folder (you can open the part's .cfg and it'll say which textures it's using), did you restore those as well?Oh, no, I did not. I will correct that right away.@CrisK: I'm running KSP from the download page, not Steam, on an old iMac (not as old as Lack's) with OSX 10.6.8. Apart from memory issues and having to crank the graphics settings all the way down, it performs admirably. Link to comment Share on other sites More sharing options...
CrisK Posted February 16, 2015 Share Posted February 16, 2015 Oh, no, I did not. I will correct that right away.@CrisK: I'm running KSP from the download page, not Steam, on an old iMac (not as old as Lack's) with OSX 10.6.8. Apart from memory issues and having to crank the graphics settings all the way down, it performs admirably.Okay, the easiest way to guarantee a fix would be to:1. Delete the Squad and NASAmission directories from your GameData directory.2. Delete the Squad and NASAmission directories from your GameData/ActiveTextureManagement/textureCache directory.3. Highlight all of the folders in the GameData directory. Temporarily move them to your desktop.4. Reinstall KSP so that you have a fresh GameData directory.5. Move the files on your desktop back into the GameData directory. If you've done this right then you should NOT see any warnings or messages from Finder. If Finder asks you to Replace, Copy, or Duplicate then you have duplicate files somewhere. Copy each one of the plugins into the GameData directory until you find the culprit.If you want to be extra safe:6. Delete the ActiveTextureManagement folder in your GameData folder.7. Download and install the the latest x86-Basic-Release from ATM's GitHub page.Also, if you really want to improve performance on your iMac try running KSP in windowed mode at a lower resolution. You'll be able to use higher graphical settings and it'll use less overall memory. Link to comment Share on other sites More sharing options...
stali79 Posted February 17, 2015 Share Posted February 17, 2015 (edited) Just got in from work and had a thought. I have been using the x64 Agressive ATM. Maybe I should try both the x86 basic and agressive ones.. I always assumed x64 was for 64bit hence why I got it and there seems to be confusion on which version people should use. Edited February 17, 2015 by stali79 Link to comment Share on other sites More sharing options...
stali79 Posted February 17, 2015 Share Posted February 17, 2015 @ultrasquid,Damn, well I'm afraid that's everything I can do on my end (as far as I know), it is a case of other mods breaking this one. I don't have any OSX computers, so can't test it on my end either. Can you get by using -force-opengl. And you definitely deleted the textureCache (this is a bit of guess work for me, I don't know the inner workings of ATM).@stali79,I assume you're using ATM (it seems to work fine for some, not for others). Afraid there's really not much I can do about that really, have you tried what I recommended to ultrasquid? I think that somewhere in ATM's processes it's stopping the texture loader from accessing the textures, if my parts are being prevented from accessing a texture, it can't load that texture.There is this option in the ATM config### Offload the texture from RAM into Graphics memory.### this will mean the textures cannot be sampled by ### the scripts, but saves a LOT of memory. MBMs are### not readable by default. make_not_readable = trueI wonder if switching this to false would work.Had a look, appears most cfg files have it set to false. ATM x86 Basic caused crashes, Agressive worked fine but your parts were still red and black (the munar excursion module has the main body's textures fine but no rcs textures) Link to comment Share on other sites More sharing options...
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