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Shadow86

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  1. I don't know if this has been reported before, but I'm using the props through DE_IVA Extrension, and have noticed a couple of issues with camera feeds on the standard MFD: The regular external feed (and I think flight view) treats symmetrically mounted cameras as a single one, so it doesn't let you switch between cams of a single "combo". The landing feed uses the first camera mounted, and the NEXT/PREV arrows don't work to change the view to other cameras. Even if they are different combos.
  2. Question, since I'm only recolouring suits and the default icons still work for me. The example only hints at the default Future suit icon: Squad/Suits/Icons/kerbalicon_suit_future What's the path to the Default and Vintage suit icons? Is it merely kerbalicon_suit_default and kerbalicon_suit_vintage?
  3. Does anyone have the stock suit textures in hand so I can customize them with TR? I'd appreciate it if a kind soul spared me grabbing and learning some Unity assets extractor to dive into who knows which file to extract the textures myself.
  4. Thank you for your civilized responses, @MOARdV and @JonnyOThan. Sorry about my outburst: I thought more was lost than it actually was. DE_IVA is completed by HunkHogan's Making History extension, as far as I can tell, and their dependencies (Click Through Blocker and Toolbar Control) are actually used by other mods in my collection as well. I just try to use only mods I consider essential, to minimize loading times and the possibility of crashes. ASET stuff becomes a necessity now, but it doesn't seem to have a huge footprint, so that's okay.
  5. So I've returned to KSP after a bunch of versions, and it seems RPM is dead as I knew it. By default, it used to feature simple IVAs making use of its unique multi-function screens for all stock command modules. From what I can gather, the original RPM was abandoned and sometime before its adoption a number of stock IVAs changed, so the old RPM standard IVAs were at least partially lost. So now it'd seem we're stuck between an incomplete "vanilla" RPM and incomplete hyper-complicated secondary IVA mods which require further dependencies to boot. Am I missing something? Has anyone tackled bringing back the classic RPM displays on stock IVAs, including the changed and new?
  6. Does this work in 1.4.X and with the new stock engines added by the expansion and such? I've never found the other engine FX mods to my liking.
  7. I've always used EVE and its default configs. Never felt the need to dig into the settings until now. I find it surprising that SVE's global cloud cover (as in the one you see on Kerbin from space, presumably 2D) is the one I remember EVE having previously. Perhaps something got lost somewhere along the way. Seems I'd have to stick with SVE if I want to keep a semblance of what I used to have. Unfortunately, it's very demanding and takes over 10-15 fps from what I'm used to (even the lowest-res version). I'm tinkering with the settings, trying to find the most overly intensive, least "cost-effective" bells and whistles (i.e. god rays) and disabling them as I go. Clearly the game's not optimized for this level of detail (not that optimization is KSP's forte anyway). Thanks for your help, Waz.
  8. Can't accurately say. They're from 2014, which is admittedly a while ago, but I think I remember the EVE clouds looking "normal" all the way up to version 1.1. This was taken almost exactly a year ago, and I would've noticed if the clouds had changed drastically (but that was 1.0.5 and I'm not sure how much attention I gave 1.1). This was all using the last pre-Waz version of EVE. Anyway, I suppose I'll reformulate my question: how do I make cloud cover denser without killing my performance? Kerbin looked so much better when the clouds were quite Earth-like.
  9. I just returned to KSP for another run, and I'm noticing a significant difference in Kerbin cloud density in this version of EVE compared to the old one's default settings. I'm not using Scatterer. Compare these screenshots from older versions to this one, taken just now. Now clouds are much scarcer. Is it because they're now volumetric? How can I bring back the old look without killing my performance? Thanks in advance.
  10. Hey guys. I literally just started a Career game on 1.2.2 and Texture Replacer v2.5.4 (plus a few other small-ish mods), built a command pod with a mystery goo container attached to gather the very first bit of science. I got out of the pod and ran away from the launch pad in order to get a report from another biome. And the game crashed out of nowhere. Here's the logs. I'm not 100% sure if it's Texture Replacer's fault, but the last actions on the output log before the list of system DLLs begins are these: AddonLoader: Instantiating addon 'CustomConfigsManager' from assembly 'ModuleManager' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) AddonLoader: Instantiating addon 'PersistentEmitterManager' from assembly 'SmokeScreen' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) AddonLoader: Instantiating addon 'TRActivator' from assembly 'TextureReplacer' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) AddonLoader: Instantiating addon 'TRGui' from assembly 'TextureReplacer' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Crash!!!
  11. Is the MK1 Cockpit supposed to have RasterProp monitors? I think I remember that to be the case, but the cockpit looks vanilla to me now, with the default lights and "analog" navball.
  12. I've had two crashes on 1.0.5 recently, one out of the blue when flying in Kerbin's atmosphere, which didn't leave much of a recognizable trace in the crash log (I'm using several mods, mostly usability and graphics), and then an earlier one prompted by merely clicking on the VAB. The output log showed Alarm Clock actions just before the crash. (...line 24914...) [HighLogic]: =========================== Scene Change : From SPACECENTER to EDITOR (Async) ===================== (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Eeloo' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Pol' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Dres' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) 2/3/2016 9:51:17 PM,KerbalAlarmClock,Destroying the KerbalAlarmClock-KACSpaceCenter (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) 2/3/2016 9:51:17 PM,KerbalAlarmClock,API Cleaned up (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) UnloadTime: 8.153536 ms Crash!!! Full crash dump folder here.
  13. That's a lot of complicated coincidences. And that's taking the point too broadly, since a mainsail is a generic, non-cultural thing (like a booster or a fuel tank), not a specific mythological character from a specific human culture (Mars, Odin), or a specific place on Earth (Tunguska, Chelyabinsk). Those are not merely words in a language, but names with very particular cultural significance. As far as I can see, Squad has been mindful of these things when it came to nicknaming parts. But I'll leave it at that. I'll accept that the names were chosen because they sounded cool. No other justification is likely to cut it.
  14. Random question: why do the engines have names born of human cultures? What would kerbals know about Mars, Odin, Tunguska and Chelyabinsk? Food for thought.
  15. Yeah, Pimp My Kerbals has some of the best textures available, but unfortunately it hasn't been updated in a while. And so far nobody seems to have released 1.0-style female head textures.
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