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About stratvox

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  1. Hi Blackrack! I put your experimental version in. I'm using SVE and SVT. When I go look at the sun in the tracking station, here's what I get: It looks like this in the sky as well. I updated to the very latest version of SVE at the same time I put the experimental version of scatterer in, so @Galileo may be interested in this. If there's anything you need, please let me know. Cheers!
  2. Or, if you're old school like me jack@xxxxxxxx:~/.local/share/Steam/steamapps/common/Kerbal Space Program/GameData$ ls -al total 4312 drwxrwxr-x 26 jack jack 4096 Mar 11 19:52 . drwxrwxr-x 18 jack jack 4096 Apr 4 19:32 .. drwxrwxr-x 5 jack jack 4096 Dec 31 14:12 Chatterer drwxrwxr-x 5 jack jack 4096 Feb 2 03:33 DistantObject -rwxrwxr-x 1 jack jack 6148 Jan 15 16:55 .DS_Store drwxrwxr-x 2 jack jack 4096 Nov 3 12:23 EngineLight drwxrwxr-x 3 jack jack 4096 Feb 2 03:33 EnvironmentalVisualEnhancements drwxrwxr-x 5 jack jack 4096 Mar 5 19:10 EVAEnhancementsContinued drwxrwxr-x 3 jack jack 4096 Feb 2 03:33 jool_rings drwxrwxr-x 5 jack jack 4096 Dec 13 15:52 JSI drwxrwxr-x 5 jack jack 4096 Jan 15 15:00 KerbalAlarmClock drwx------ 7 jack jack 4096 Apr 4 19:31 KerbalEngineer drwxrwxr-x 4 jack jack 4096 Apr 6 2016 Kopernicus -rw-rw-r-- 1 jack jack 2482827 Mar 11 19:55 kspmods.tgz drwxrwxr-x 2 jack jack 4096 Oct 27 12:02 ModularFlightIntegrator -rw-rw-r-- 1 jack jack 74752 Dec 7 19:44 ModuleManager.2.7.5.dll -rw-rw-r-- 1 jack jack 1537740 Apr 4 19:31 ModuleManager.ConfigCache -rw-rw-r-- 1 jack jack 152362 Apr 4 19:31 ModuleManager.ConfigSHA -rw-rw-r-- 1 jack jack 8506 Apr 4 19:31 ModuleManager.Physics -rw-rw-r-- 1 jack jack 27686 Apr 4 19:31 ModuleManager.TechTree drwx------ 3 jack jack 4096 Dec 19 03:51 NavBallDockingAlignmentIndicatorCE drwx------ 5 jack jack 4096 Oct 6 23:14 PlanetShine drwx------ 3 jack jack 4096 Dec 18 17:51 PreciseNode drwxrwxr-x 9 jack jack 4096 Jan 6 18:21 RealPlume drwxrwxr-x 43 jack jack 4096 Jan 6 18:21 RealPlume-Stock drwxrwxr-x 4 jack jack 4096 Feb 2 03:35 scatterer drwxrwxr-x 2 jack jack 4096 Jan 6 18:21 SmokeScreen drwxrwxr-x 17 jack jack 4096 Jan 15 17:03 Squad drwxrwxr-x 3 jack jack 4096 Feb 2 03:33 StockVisualEnhancements drwx------ 5 jack jack 4096 Oct 6 23:09 SurfaceLights drwxrwxr-x 11 jack jack 4096 Nov 9 11:53 SVEKopernicus drwxrwxr-x 8 jack jack 4096 Jan 21 16:56 TextureReplacer drwx------ 4 jack jack 4096 Dec 19 03:52 TransferWindowPlanner By my lights, that's a lot of mods. Got a new computer. It helps. Oh, one other thing. The city lights always work.
  3. Nope, it's pretty much all default except for the square root thing.
  4. Heh, if I had and/or got a dime every time I made the same damn mistake I wouldn't have to work any more.
  5. Yeah, once I bail out to the KSC it fixes itself. As for SVE, I was thinking there might be something slightly different about how KAC calls to launch the craft view of a vessel that is contributing to that... but that's beyond my ken
  6. Are you talking about the disappearing cloud cover from orbit, or the weird two blue balls that you see in the screenshot I left in my OP?
  7. Hey, @blackrack, glad to see you're back I pretty much need to include @Galileo here too, as I'm pretty sure this is an interface between SVE and scatterer. I was wondering if you saw the post I made here. I have more info about it, and I'm pretty sure it's related to the disappearing clouds. The magic altitude that causes this is 160km. If I'm in map view when my craft ascends past 160km, when I return to craft view I get the effect you see in my screenshot in the linked post. However, if I am in craft view when I ascend past 160km, then it works as it's supposed to. When I do get this effect, it's necessary for me to leave the craft and go back to the KSC to make it go away. The disappearing clouds seems to be related to using the KAC jump to ship functionality. When I use KAC to jump to ship from the KSC, if the craft is above 160km I end up with no clouds. However, if I use the tracking station to get to the craft, the clouds are there. I'm mostly bringing this up because the altitudes are the same, even if the mechanic is different. Latest KSP, up to date linux with up to date nvidia drivers. It's more of an annoyance than anything since I now have complete workarounds for all the things I mention here, but I thought you might like to know. Oh, and a few posts before the one I link I left a couple of eye-candies for you. Scatterer makes the overall experience of KSP sooooo much better. Has no material effect on the game, but has a huge one on the experience of playing the game. Thanks! Hope you're having a good evening!
  8. Yeah.... I was looking more for finding out if other people had encountered this problem or not, to find out if I needed to dig deeper. I mean, if I'm the only one getting it, that means that I need to start looking carefully at my mods list to see which of these might be blowing it up, or if it turns out a group of folks are having this we can compare mods to find out if it's something we're all using or not.... yadda yadda yadda. Nice to know that I'm NOT losing my mind.... At any rate, when I get home (which looks to be a while yet; I'm an email admin for a Very Large Canadian Email System and right now we've got both a pump'n'dump and a bank of montreal phish hammering my servers) I'm going to move my current install, reinstall vanilla, drop the save game in there and see what happens. If it's reproducible under those conditions, I'm going to go visit the bug tracker and fire up the relevant files.
  9. Crap. I thought I posted in the gameplay questions group, not the umodded installs group. <sigh>
  10. Well, I'll see if I can set something up that'll allow me to test that contract without mods, but... my game's modded. Mostly visual and info (eye candy, KER, KAC, the IVA mod with control panels) with only one parts mod (the one that gives you small lights to mount on your craft; I keep the ambient vacuum light at .03 using planetshine and that means that lights on craft are a must). That will take me a while though, given that I'm gonna have to load a save into an unmodded install and hope that it allows me to get it going on without trashing it completely. I'll let you know
  11. That's gonna have to wait until I get home from work tonight. I'll see if I can dig a good save up that shows the issue... KAC should help If I find one, I'll grab the logs off it and fire them up there too. Gotta be careful... don't wanna trash the progress I made last night. Ease!
  12. Hey Blackrack, you did say you liked screen shots. Nicely timed utility launch just as the sun is setting. Thank you so much!
  13. I ended up cheating the contract out of existence. Tried getting the part to land softly (and did), but as soon as I got anywhere near it it was up at 4100m terrain altitude again. Cheated it into an orbit, hooked it, took it back to Kerbin, when I was aerobraking all of a sudden I was on a very retrograde Kerbol orbit that would take me to periKerbol in 50 days and just BOOKIN'! At that point I gave it up as a bad job and destroyed the contract. Would be good to know if this is a common problem; I'm feeling very hesitant to take any other recover part A on body B contracts.
  14. Unfortunately that's not working. After it lands, as soon as I get a craft within about a hundred metres of it, it teleports itself up 4.1 km. It's weird... it'll stay there completely permanently until I either "fly" it from the tracking station or another craft gets too close to it.
  15. I have a contract to recover a part landed on the surface of the moon. When I get too close to it, all of a sudden its altitude doubles; that is, it goes from resting on the surface of the Mun to an altitude above the surface equal to the altitude of the surface. It is perfectly stationary until something moves into physics range, at which point it starts falling. Needless to say, falling from the height it does (~4.8km) causes it to be destroyed when it hits the surface. Any ideas as to what is going on here? And is it possible I can edit the save file to fix this particular problem?