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Hayden06

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    Bottle Rocketeer
  1. I already took care of Jool, I'm more interested in removing the other clouds that you only see when around ground level. If it's a clear day, I want to see the dang sky.
  2. I love the way this looks in game, aside from the Jool effects, which I removed. (I had a very nice Jool surface texture and all the clouds and thick glow did was hide it). Anyways, I have one last issue. When you are near or under clouds, anywhere, it seems you get this thick mass above you even if it should be otherwise clear based on the clouds. Who really wants to live under a cloud all the time? I went to see the aurora and couldn't see it from the ground above me because of this and I was sad. I specifically landed in a place which had no visible clouds from above. How do I remove this particular feature?? Thanks!
  3. I figured it out! I'm going to explain in case it helps anyone else. Because I first have to start a game with the stock tree, then exit to paste my tree in, the persistent file already had a ResearchAndDevelopement Tech entry. The problem was when I re-entered the game and researched my tree's first node, the original tech entry from the stock tree was renamed to my tree's first tech entry while also adding it again. So I had redundant tech entries in my persistent file. The Cause is because I used the default start node in my tree but I renamed it. The fix without changing my tree was to leave the game after loading in my tree and researching my first node, opening the persistent file and deleting the redundant tech entry- leaving only my tree's first node available. If anyone else has this issue and intends to share their tree, I suggest including the fixed persistent file.
  4. I'm having an issue with my custom tree, maybe someone can help. I make a new game, select stock tree, then leave. I Alt-Tab and paste in my tree.cfg. I go back in game and load my save. I can go into the research center and research my first node and everything seems fine until I go into the VAB or SPH. My Tac Life support toolbar icon goes away and it will never come back for that save game. Even worse is after I make a rover to collect temperatures around KSP, I reclaim the vehicle and I don't get any science. sometimes it will give me the recovery science but never the science for my sensor readings. Even still, if I go into the research center and research my second node, it reverts back to only the start node if I go to the space center and back to the research center, and the science I spent is still gone. I have tried to isolate the problem, but I can't. It doesn't happen with any other tree.cfg, only mine. The log file only gives me [LOG 16:35:13.460] editor started [LOG 16:35:13.475] Untitled Space Craft - Untitled Space Craft [EXC 16:35:13.752] ArgumentException: An element with the same key already exists in the dictionary. and I can't figure out what it's trying to tell me. Any help would be fantastic
  5. I was planning on trying the non aggressive version anyways because I'm saddened by all the blurry textures. Hopefully the normal version is better that way, but good to know I don't need the aggressive one either way.
  6. Is there any way you can make the air separator account for different atmospheric make-ups of other planets? It looks like you have the config setup to separate the air based on Earth standards, but I'd be more interested in separating the air at Duna. There's a gas spectrometer part with the Interstellar mod which gives a detailed composition of the atmosphere it is in, but I don't know where it gets the numbers from.
  7. What are the gas and liquid spectrometers reading? And I mean code-wise. I found the resource maps for some of the major Interstellar mod resources, but the results sheet for atmospheric gas includes a lot of different elements which aren't in those files. I guess I'm trying to figure out how this is working. I'm using Tac Life Support mod and I want to be able to harvest Co2 for the HOME mod's garden capsules from the atmospheres that can support it (Water + Co2 = Food + Oxygen + Waste), but I don't want to produce Co2 from nothing. I've already got water taken care of the way it needs to be thanks to Interstellar, but not Co2. Thoughts?
  8. Thank you, that fixed everything. And now, I'm adding even more mods. I too have a problem, but it's ok.
  9. I fixed it with the texture compressor that somebody linked. Now I'm adding even more mods without an issue. Use the aggressive version of this. http://forum.kerbalspaceprogram.com/threads/59005-0-23-Release-1-1-Active-Memory-Reduction-Mod
  10. I played around with it some more. I got further than the main menu with Kethane installed, but then it crashed again once I loaded a profile. So I removed Kethane and started building a new rocket before it crashed again. So it appears that it Isn't Kethane after all. I might have just reached my limit for extra mod parts considering Interstellar is a relatively large one.
  11. Yes, sorry. Kethane 0.8.4 and Interstellar 10.3. I do have other mods but they are just parts. And if I remove the Kethane mod, everything work fine. Or, if I leave Kethane and remove the Interstellar mod, everything works in that case as well. I'm on Windows 7 Ultimate 64bit. Also i should add what happens. The game crashes after loading everything when the game is starting. It doesn't crash during, it crashes right at the end/after it is done before the main menu comes up.
  12. Interstellar and Kethane mods are not working together. I have a feeling it has to do with the resource maps interfering or something. Does anyone know how to fix this? Thanks
  13. I agree, I just thought it would be fun to have a server aimed at a collaborative space station among friends all working in the same subspace. I just got my KMP going so I have yet to play with the warping, I might like it after all, I'll see what happens. I suppose it depends how easy it is to meet up with people in orbit after warps.
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