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UnanimousCoward

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Everything posted by UnanimousCoward

  1. You could give the lens flare from Better Atmospheres a try. Download the correct "asset file". Edit: Or I think KSPRC has an alternative one as well.
  2. In what sense? It’s feature-complete and no updates are required for 0.90. It would appear that Astronomer is working on a new pack: http://imgur.com/a/EjqP0#0
  3. I'd venture that you'll get better performance on a stripped-down Linux system than on a Windows one. And 64-bit seems to work fine in Linux. (Not a Linux fanboy; I'm writing this in Windows, but I've got Ubuntu as well just to run KSP.)
  4. Probably worth noting that reloading the database screws up science progress in career mode: the tech tree vanishes completely.
  5. This question was asked and answered on the previous page of this thread: yes, it works fine (at least for most people - but that's always the way with mods...)
  6. Windows 64-bit is a mess, but Linux 64-bit works just fine. I recently switched over to running KSP on Ubuntu, and I'm very pleased with its performance and stability. Works better than the Windows version ever did for me.
  7. I don't think there's any conflicts between this and MFT since the last update. And I use both mods and have never had any problems right-clicking on the pods - only problems with MFT removing resources from them, which is now fixed. Maybe the problem lies elsewhere?
  8. For future reference, the Linux version of the output log is called “player.log†and is located in /home/user/.config/unity3d/Squad/Kerbal Space Program
  9. Yes, that is correct. (Daft 10 char limit. What's wrong with "Yep"?)
  10. I don't think it actually matters where you put MM configs most of the time. I've got all my CTT configs in the CTT folder at the moment, but in the past I used an "MM_Configs" folder and that worked fine, too.
  11. Well, those screenshots are from a test with only Kerbal Engineer, the Near Future mods and your mod. I'll delete all the other resources except Nitrogen, then. Thanks.
  12. Hi Is the RealFuels folder a requirement? When I install it, it seems to totally mess up thrust of my rockets: it increases TWR and hugely shortens burn times. This is from a test install, with just Kerbal Engineer, the Near Future Mods and version 0.3 of your mod. Running KSP 0.90 Win 32-bit (in OpenGL, but I don't see why that would matter). Logs can be found here, if they're any use: https://www.dropbox.com/sh/um73wglf9eaqins/AAAE683KMzjAA9RVatB3vczka?dl=0 I read that you said this RealFuels config was included to add Kerosene, but I noticed that the config file also defines all the other RealFuels resources, too. I also noticed this in the logs: Config(@RESOURCE_DEFINITION[LiquidFuel]:FOR[RealFuels]) RealFuels/Resources/ResourcesFuel/@RESOURCE_DEFINITION[LiquidFuel]:FOR[RealFuels] (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Config(@RESOURCE_DEFINITION[Oxidizer]:FOR[RealFuels]) RealFuels/Resources/ResourcesFuel/@RESOURCE_DEFINITION[Oxidizer]:FOR[RealFuels] (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Config(@RESOURCE_DEFINITION[MonoPropellant]:FOR[RealFuels]) RealFuels/Resources/ResourcesFuel/@RESOURCE_DEFINITION[MonoPropellant]:FOR[RealFuels] I'm no expert, but that looks to me like something's getting changed in the stock fuels. Any idea what's going on?
  13. I didn't mean to imply that it was a problem with FAR. Sorry if I gave that impression. I was just wondering if anybody might have any idea what's causing it. From what I've read, it appears that not everybody has this problem, but I'm definitely not the only one. I posted about it in Ven's thread as well, and it turns out there's a couple of workarounds, so I can continue to enjoy both of these superb mods. Keep up the good work - it's mods like all of yours which make KSP such fun.
  14. You can re-enable it by renaming "PartRevamp_TextureReplacer.txt" to "PartRevamp_TextureReplacer.cfg". Pretty sure Pulsar was responding to SSGFouts31.
  15. I'm having the same problem. Everything else about this (excellent) mod works perfectly, but that auto-configure button doesn't show for me, modded or stock. (The button in RealFuels shows up just fine in my RP-0 install, though, if that's at all relevant.) Do you have to do things in a particular order? I've tried every combo I can think of, but that doesn't entirely rule out the possibility of my being a total numpty. Logs are available below if they're any use. I didn't notice anything particular in there, but I'm a total amateur. KSP 0.90 Win 32-bit, MM 2.5.9, MFT 5.4.2, no other mods. https://www.dropbox.com/sh/iftx4t2lmt932wb/AAADVbPKJxeqGu0JG8gh7dcra?dl=0
  16. And if you use RemoteTech, you'll also want the ModuleManager config I posted a while back so that your sounding rockets can actually be used: http://forum.kerbalspaceprogram.com/threads/102502-0-90-Sounding-Rockets%21-Start-small-Dream-big%21-0-1-1-2014-12-24?p=1664838&viewfull=1#post1664838
  17. Did you copy over all the .cfg files? That used to happen for me with Better Atmospheres if I didn't delete the original cloudLayers.cfg file. IIRC, Astronomer's pack includes a replacement cloudLayers.cfg file which wipes out the original layers. You could try reinstalling that file and see if it helps. Or you can hit Alt+N in the map view to bring up EVE's config window and try deleting the extra layer from there.
  18. Just tested it and you're absolutely right - disabling that fairing stops it from happening. Interesting. Must be some drag weirdness with that fairing and FAR. If I remember right, one of the inflatable heatshields in Deadly Reentry has (or had) a similar issue. It's detailed in this post: http://forum.kerbalspaceprogram.com/threads/54954-0-90-Deadly-Reentry-v6-5-2-Beta-Jan-27-2015?p=1705605&viewfull=1#post1705605
  19. The video was just a quick test. Kerbal X straight up to about 150 km, then back down. I've done a bit more testing, and from a circular orbit, the effect will happen every time with the capsule coming in by itself, but if there's an engine stage attached, it doesn't happen. At least that's some kind of workaround, though: ditch the engine a little after reentering the atmosphere, and everything seems to be OK. --Update It's been pointed out on Ven's thread that this effect only occurs if Ven's automatic pod fairings are active. If you disable those fairings in the VAB, then everything's normal again. There must be something to do with the way those fairings interact with FAR. Maybe it's similar to the issue with the inflatable heatshield from Deadly Reentry?
  20. That is odd. Have you jiggered with FAR's settings in any way? Here's a video of the effect. No audio for some reason (FRAPS and YouTube noob). The capsule starts going loopy just a couple of seconds before the end thanks to limitations of the free version of FRAPS, but once it bugs out, it's unrecoverable. ---Update Well, I found a rather bizarre workaround to the problem. I reentered the atmosphere with the engine still attached as I'd heard that the problem doesn't manifest itself then. It still did though - my craft rotated to prograde and started wobbling. Then I staged the engine. At this point, the separated engine stage seemed to take the weirdness with it and the command pod started behaving normally again. Bizarre. Well, at least I can use these pods again, even if it is a rather unconventional reentry procedure... Logs: https://www.dropbox.com/sh/0q92f9vbwbz29t1/AACjLKOupw2guLI1zeIiPRP2a?dl=0
  21. I'm also having this same issue. It definitely appears to be related to interaction with FAR, as I can reproduce it in a stock install with just ModuleManager, Ven's 1.7.1 and FAR. It would be great if anyone could figure out what's causing the issue, as Ven's work looks so good. I don't want to have to revert to those aesthetically challenged stock command modules now I've seen Ven's excellent reworking. This mod's pretty much a required install for me, it's so good. (But then again, so is FAR.) KSP 0.90 Windows 32-bit, Ven's Stock Parts Revamp 1.7.1, FAR 0.14.6. Logs from the event are available at the link below (they don't tell me anything, but I don't really know what to look for): https://www.dropbox.com/sh/53e7z6wc3gy9i3a/AACaNFdK2rWsHgXKslobiNcZa?dl=0 --Update I discovered a rather bizarre workaround for this problem. More info and vids on the FAR thread if anyone's interested: http://forum.kerbalspaceprogram.com/threads/20451-0-90-Ferram-Aerospace-Research-v0-14-6-12-27-14?p=1706260&viewfull=1#post1706260
  22. I'm having this same issue with Ven's Stock Part Revamp 1.7.1 - upon reentering the atmosphere the command pod flips to prograde and won't budge. If you try, things destroy themselves and the camera goes mental. This is reproducible on a stock install with just Ven's and FAR. Also, like Captain Planet, I'm not asking you to fix the problem, just wondering if you might have any idea what's causing it. For now, I'm going to ditch Ven's, as FAR is such an essential part of this game for me. It's one of those amazing mods I wouldn't play without. KSP 0.90 Windows 32-bit, Ven's Stock Parts Revamp 1.7.1, Ferram Aerospace Research 0.14.6. Logs are available at the following link - but I couldn't find any hints there (although I have to admit I don't really know what i'm looking for): https://www.dropbox.com/sh/53e7z6wc3gy9i3a/AACaNFdK2rWsHgXKslobiNcZa?dl=0
  23. Indeed it is. Works a treat. I'm constantly amazed by this community. Better customer service here than many companies - quick fixes and helpful people. And all for something people do in their free time for fun. The people on these forums turn a fun game into a fantastic one.
  24. Yep. I've just swapped the DLL from 2.2.3 back in for now. Everything's back to normal. Oh, and I'm also using Astronomer's pack. Don't know if that matters, though. To me it looks like the textures are being loaded somewhat randomly. Some of them look like normal maps, and the first time I noticed this, uhh, undocumented psychedelic feature, the moon had a black and yellow stripe round the equator - looked like it was wearing a decoupler texture. Didn't get a screenie of that, though.
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