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Vandest

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    Bottle Rocketeer

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  1. Hello @Elon Kerman If you use 0.9.6, you can try to replace 'RocketSoundEnhancement.dll' in 'Plugins' folder by this one : https://github.com/ensou04/RocketSoundEnhancement/raw/master/GameData/RocketSoundEnhancement/Plugins/RocketSoundEnhancement.dll Maybe it will be better for you. This is a patched version made by @ensou04 after the 0.9.6 update. 0.9.6 update made my game very unstable and this patch run it smooth.
  2. Hello @lajtix and welcome to the forum, with this sort of problem if you want any support, you must read this post : So that we need is your Player.log and ModuleManager.ConfigCache files to help you.
  3. Hello @darthvader15001, I'm surprise by this disinterment. I forgot my own mod since KSP integrates his own shiny shader and new textures that came with. To answer you, it was never compatible with restock, because restock use new models with others textures.
  4. Compare the first and last pic, and you can see that reddish light from PlanetShine is visible on ship. (same thing if you are on Kerbin, you will see the bottom of your ship is lit by blue light witch come from ground) PlanetShine create one light when you are close enough from the celestial body which is supposed to send back a light (on the side lit by the sun). For example, when you are on Kerbin, you receive a blue light from the ground and receive no light from Mun. Conversely, when you are on Mun, you receive a grey light from Mun ground and no blue light from Kerbin. Also, when you are in orbit, you can see this is not an ambient light only, because you can see on your ship that there is shadow area between area lit by celestial body and area lit by the sun. When you are on ground it seems that is a ambient light but I'm not sure.
  5. Yes, auto load for tracking station was work good on 1.0.3.0 and still work good after my patch. Besides, we can have a profile for tracking station and another for flight map, because this is two different scene. It's not necessarily useful but it is possible.
  6. Hello @miklkit, this issue is due to "adjustScaledTexture" set to on. Personally, I set it to off (adjustScaledTexture = False) and I use another texture to Kerbin. I adjust brightness, contrast and saturation directly on this new texture and load it in game by a texture replacer mod named DiRT.
  7. Hello @JonnyOThan, I saw you've made a bug report on Github that point on my post : I've found a solution and I sent you a PR.
  8. Profile is firstly exported on Player.log (when UI say it exported on KSP.log) and later on KSP.log Otherwise, I get an issue with profile auto change when I switch from flight scene to map view, UI say : Current scene: FLIGHT map view active: True internal cam active: False Current profile: MyStrongProfileToSeeIfIsActive So info are correct but I can see that my profile isn't loaded (moreover it don't auto load any profile even default profiles). At this stage, if I manually pick this profile again, it's loaded and I can see it. But when I revert back to flight scene and I switch to map view again, I can see no profile is loaded. Also, I can see in my persistent.sfs that MapSceneProfile is set correctly, so it's just an auto load issue. Is there someone else who get this problem ?
  9. I think you meant "when one is installed withOUT the other". Yes it's a fringe case, and today players without Scatterer are very rare. I'm eager to see the new Spectra !
  10. No, sorry mistake from me. I edited it. I especially wanted to draw your attention on this syntax : _MainTex { value = EVEVolumetricsTest/detail1 }
  11. There are so many different configurations for EVE and very little documentations, did you try something like this ? : I don't know if it will help, but your bug is very strange so you need to explore every lead.
  12. So, I'm back. New build seems to work good. Mach Effects Amount at 0% is now saved correctly and the rest seems to work good also. Good job !
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