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VonFrank

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Everything posted by VonFrank

  1. Probably... and I intend to, but I wanted to post my findings here as well.
  2. Ok, so I've done some more testing, and I've discovered the key combination. It's Ctrl-S. Every time I press Ctrl-S, the green markers appear. It happens reliably and consistently, regardless of whether terrain scatters are on. Also, I've managed to figure out what mod is causing that button combination to do that: Kopernicus. I removed all mods and added them back one at a time, Kopernicus is the one that causes it. Even with all other mods installed and only Kopernicus left out, Ctrl-S does not bring up the markers. So the question now is... why does that mod have that function? Can anyone else replicate the same issue on their own install with Kopernicus?
  3. I find it hard to believe its my graphics card when it only happens after a certain keystroke combination. Also, it never seems to happen on an unmodded ksp install. As for it being related to terrain scatters... that might have something to do with it. Next time it happens I'll turn them off and see if it makes this go away.
  4. It just happened to me again, this time orbiting Duna (Mars). I'm pretty sure the only buttons I was using were the WASD keys and Ctrl., but I might have pressed SHIFT a few times too. Here's another pic: List of Mods: Environmental Visual Enhancements Kerbal Crew Transfer Custom Biomes Kerbal Flight Engineer Kerbal Joint Reinforcement Hyperedit KittopiaTech Ingame planet Editing tools Kopernicus NEAR Precise Node Procedural Fairings Procedural Parts Select Root Texture Replacer Output Log: https://www./?7a37b2p94zlp2bt
  5. Does anyone know what these are? This has happened several times. I've pressed some unknown button combination accidentally and now every planet has these giant green markers all over it's surface. The only way I can get rid of them is to quit and restart KSP. I have RSS installed along with a couple other mods. If a full list is required I can post it. Any help regarding what keyboard combo makes them go away would be appreciated. Thanks in advance!
  6. I cant seem to get textures to work at all. When I try to set them up, Kopernicus refuses to load all of the new planets. What format must the textures be in? .png? .bmp? .jpeg?
  7. Thanks for the reply Nathan. I tried searching the thread for reference to getting around the x64 block but I couldn't find it, that's why I posted. (It's a big thread, so I probably just missed it, lol) I understand the reasoning behind what you did and I figured that was probably why. Still, I would love to have the un-blocked version. If you could PM it to me, that wold be appreciated. Thanks again!
  8. Well that's unfortunate. In my opinion a warning stating that "mod issues on an x64 installation will not be supported" is a much better option than purposely preventing the mod from working on a 64 bit install altogether. I personally WANT to use x64 with RSS in order to get higher res textures. It worked beautifully on 0.24.2 and even if 0.25 has a few more little bugs, it should be left up to the user to determine if they still want to use it despite those risks. Sorry guys, but until the forceful check of a 64 bit install is removed, I will be sticking with the 0.24.2 version of RSS.
  9. Is there some technical reason that RSS is disabled with x64? Or is it just arbitrarily disabled because squad now claims x64 to be unstable. If this is the case, is there some setting to enable it on x64 again?
  10. I agree, axial tilts would be nice, but as far as I am aware, no one has figured out how to do it yet. Regardless, in my opinion, a more pressing matter is the ability to properly add new planets to the game. Kopernicus is well on it's way to accomplishing this, but there are still a number of bugs, the most recent of which involves a texture overriding issue on whatever planet is being used as a template.
  11. Okay, I'm a little confused. I have this installed along with RSS and Procedural Parts. I add a Procedural Heat Shield to the bottom of my command pod and start a re-entry to Earth (Kerbin) at 130km with an apoapsis speed of 7km/s. By the time I get down to about 45km in altitude the heat shield overheats and explodes. Even with shallower entry angles I always tend to overheat. Is there something special I need to do in order to get the Procedural shield to work with RSS? Any info would be great. Thanks in advance.
  12. Ok, I actually figured out the problem on my own. In the KSP.log I was getting the following errors: [EXC 21:26:41.148] NullReferenceException: Object reference not set to an instance of an object [LOG 21:26:41.180] [LOG 21:26:41.984] Agent: Found 18 agent mentality types [LOG 21:26:41.986] AgentList: 27 agents parsed and loaded. [WRN 21:26:41.994] Cannot find preset 'High' for pqs 'Tylo(Clone)' [WRN 21:26:41.995] CelestialBodyTransform: Cannot find CelestialBody. [ERR 21:26:41.997] [PQS Error]: Sphere target is null! It appears that Tylo is not a valid object to base a planet's clone off of. Every object using Tylo gives this error. Same with Moho from what I can tell. To get around it I simply used another object as the template. 7 moons so far with no further issues. I hope this bug report helps you guys out somewhat.
  13. Is there a limit to the amount of new planets pre-release 3 can handle? I've removed Hodor and the other examples and have tried to add my own test moons around Kerbin, and it looks like it can only handle 2. Every time I try to add a 3rd one, the game refuses to load all of the new moons.
  14. Looks awesome! I'm assuming you can modify the water colour as well?
  15. Thanks for the reply. Yeah, I've encountered issues with modifying the name of Kerbin. It tends to make vessels un-recoverable. At least the rest of the planets can be renamed with fewer issues. Keeping planets in the correct hierarchical position is the reason I asked. The fact that the mod knows to properly arrange celestial objects is great to know! I realize dealing with contracts is probably one of the last things to deal with, but its good to know that you might consider it eventually. I wish I was able to help out with this mod in some useful way. My unity programming knowledge is limited but I do have plenty of experience with PF CE. I made a recreation of the Sol system with 52 planets/dwarf planets/moons back in 0.23.5, so when you get to that stage I'd be more than willing to offer whatever suggestions I can. Regardless, I hope everything goes smoothly for you guys!
  16. I just found this thread and I'm very excited about this mod! Planet Factory CE was probably my favorite mod for KSP and I'm happy to know that a mod is being made to do everything it did and more! I have a few questions. Hopefully they haven't been mentioned already (I couldn't see them in a quick read through of the thread). 1. Will we be able to modify the PQS & textures of stock planets? Also, rename the planets? 2. Can the order and nesting of the planetary objects in the archives window be modified? 3. Will it be possible to add new contracts that deal with the new planets? (ex. Land on planet Kopernicus) Keep up the great work!
  17. Amazing work with v7. The textures on every planet now make me want to use this regularly. A few questions/suggestions though: 1. Have you considered making Vall represent Neptune instead of Pluto? Now that textures can be added, I think it would be more appropriate. 2. Is this compatible with Planet Factory CE? It would be great to be able to add in some of the minor moons that are not included with RSS due to lack of stock planets available. 3. I don't seem to notice an atmosphere on Saturn or Uranus. The cong file lists one, but when orbiting the planets, there does not appear to be any drag. Keep up the great work! I cant wait to see the future of this mod.
  18. A handy little tool. Thanks. Has there been any progress on implementing a real axial tilt method into the game? The pseudo tilting mechanism used in the current version of RSS works well for Earth, but it messes up the realism of other planets, such as Jupiter, which has almost not tilt at all.
  19. Is there any way to set the altitudes for warp thresholds? It would be nice to be able to set the minimum altitude for each of the warp levels on each planet/moon, especially since diameters are vastly different from what they are in stock KSP.
  20. Well it looks like EVE does in fact work.... sometimes.... It also looks like RSS and Planet Factory CE each work, but only if they are not both installed at the same time. This is unfortunate. The main reason I was looking forward to breaking the 32-bit memory limit was to be able to support dozens of new planets using PF and RSS. Does anyone out there know of a solution?
  21. I tried that and it worked! Thanks. Now the only issues are the rings not appearing on the planets after a reload, and ring inclination not working. Are these common problems?
  22. Has anyone gotten this to work with Planet Factory, Real Solar System, and Environmental Visual Enhancements? My game loads but clouds don't appear and some parts of RSS don't apply.
  23. That would be great! I look forward to it.
  24. I'm using Planet Factory CE and RSS to create a full recreation of our own Solar System and I tried to use the Ring Tool to add rings to Saturn. It worked, but when I reload the game Saturn has shrunk in size and no longer has the rings. It seems to have reverted to the original size of Jool (the template Saturn is based on). Is there some conflict between this mod and PF CE or RSS?
  25. Is there any way to change the colour of orbit lines? It's a very minor thing but it would be nice to modify some of the planets/moons to better reflect the way they look in RSS. For example, when Venus' surface textures are fully implemented on top of Eve's it would be cool to change the colour of the orbit line to light brown instead of purple.
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