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UnanimousCoward

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Everything posted by UnanimousCoward

  1. It's just sound files. There's nothing to compile. It should work just fine in 1.4.1 as it is.
  2. Thanks! Assuming that you've installed all the recommended mods, it's probably to do with the dynamic sky dimming from Distant Object Enhancement. You could try playing with the settings of that mod.
  3. Hi Thanks for the mod. Quick question for the sake of clarity: your version file (and therefore AVC) claim that this new version is only compatible with KSP 1.4, and no longer compatible with KSP 1.3.1 - the minimum version is 1.4. Is this the case, or is it still compatible with 1.3.1?
  4. You sir, are a gent. Now, could I be considerably more cheeky and request that you do the same for any other of your mods that use that menu, as and when you next update them? It'd make me (and perhaps other mod addicts) a very happy chap. All your mods make me think "Me like. Me want."
  5. Any chance I could persuade you to move the settings to a button in the Space Center scene or similar? I'm intrigued to try this out on my next career save, but KSP's difficulty settings menu for new games is borked: it doesn't resize the scrollable list properly. I've got about 21 mods that add difficulty settings to that menu, and the "Cancel" and "Accept" buttons are barely visible at the bottom of the screen. If I add any more mods with settings here, the buttons disappear offscreen completely, meaning I'm stuck on that screen with no way to accept the settings or go backwards. Obviously, this is my problem, not yours, so feel free to say no.
  6. I have the same issue as well. 15 seconds or so of slowdown when the flight scene loads. It doesn't seem to happen in sandbox mode, only in career mode. Output log is HERE, if you want to look at it. First the log has a new sandbox game where the flight scene gets loaded, then I loaded my early career save. Warning: I've got a ton of mods, so it's a hefty file. I understand if you can't be bothered with it. TweakScale seems to chuck a few thousand NullRefs all by itself, but apparently they're harmless, and anyway I have the same issue when TweakScale isn't installed. Honestly, it isn't a big issue for me. I can totally live with a few seconds of slowdown if I get to use ScienceAlert again.
  7. Perhaps it was installed via CKAN? I did it that way myself and I noticed that it doesn't seem to install the KSPRC terrain textures. It downloads the "KSPRC Textures" mod, but there's no "Terrain" folder. I had to install them manually. Awesome mod, by the way.
  8. First, thank you so much for reviving this. I had been using [x] science for this, but it caused lags whenever the "here and now" window was open. This mod has no lag at all. Second, maybe it's just in my (heavily modded) game, but in career mode, the Science Alert window lets me take surface samples before upgrading the R&D centre. I've managed to restrain myself from taking advantage of this so far. Thanks again.
  9. I'm having the same issue. Question: do you have Kerbal Planetary Base Systems installed? I think the experiment they're asking us to perform is a science experiment from the Greenhouse part. The Greenhouse part is pretty damn big, though - it won't fit on any sensible rover. I suppose you could use TweakScale to make the part smaller. I've already tried using an MM patch to remove the experiment from the part, but it didn't seem to work. If anybody could explain why this doesn't work, I'd be grateful: @PART[KKAOSS_Greenhouse_g]:Final { !MODULE[ModuleScienceExperiment] {} } The other option seems to be getting CC to ignore the experiment. I'm going to try this patch now, and see if it works: CC_EXPERIMENT_DEFINITIONS { name = PlanetaryBaseInc EXPERIMENT { name = KPBS_plantgrowthstudy ignored = true } } --- Edit: that CC patch seems to prevent the contract getting offered for me. If you've already accepted it, you may need to cheat or cancel the cotnract.
  10. Obvious question first: have you tried clicking the TextureReplacer settings button in the toolbar in KSC? You can use the buttons in that window to assign suits. There's also an option there for the reflections; make sure it's set to "Real" (should be the default) - but they're currently broken in the official release anyway. There's a temporary build linked higher up in the thread somewhere that has working reflections, though. Failing that, where are you putting your textures? Default suit textures should go in \GameData\TextureReplacer\Default. If you want to assign specific suits to specific kerbals/roles, each suit should go in its own folder inside \GameData\TextureReplacer\Suits. So, if you've got 2 suits you want to name "Suit1" and "Suit2", the textures for Suit1 go in the folder "\GameData\TextureReplacer\Suits\Suit1", and the textures for Suit2 go in the folder "\GameData\TextureReplacer\Suits\Suit2". I happened to have the GreenSkull FASA pack kicking around, so I took a quick look. Again, basic question first: did you just drag and drop the folder from that pack into your GameData folder? Because that won't work. For the basic three suits to work, you need to open the .zip file and navigate inside it to "FASA-Pack-v0.38\Green Skull Inc\GameData\TextureReplacer". Then select the "Default" and "Suits" folders and extract them into your "GameData\TextureReplacer" folder in your KSP install location. If you want the heads too, drag the "Heads" folder as well. The version of Texture Replacer and the @GreenSkull.cfg file included in the .zip file are both out of date; make sure you're using the latest version of TR, and use the TR settings button in KSP to assign suits/heads. If you've done all this stuff and it's still not working, I'm at a loss to explain it.
  11. I think the KSPRC pack will need to be updated to be compatible with the latest pre-release version of that mod. The folder structure of KSPRC has changed: the replacement part textures are now in GameData\KSPRC\Textures\Squad\Parts.
  12. Complicated version: dig around in the old releases on rbray's github until you find a version with the file you're after. No idea which of the many releases listed there would be right, though. Simple version: install Stock Visual Enhancements. The ultra-res version uses 4096x4096 textures, and they look great and run great on my machine.
  13. Totally should be OK to throw the patch in. As far as I know, CKAN only tracks filenames, not filesizes or anything else. Just download the new DLL, rename it to KIS.dll, and stick it in GameData\KIS\Plugins. As far as CKAN is concerned, nothing will have changed. You should be able to remove/upgrade the mod in CKAN as normal. If you're concerned, you can keep the original KIS.dll as a backup if you give it a different extension or move it somewhere else.
  14. Basic Science is level 4 - the same as Aviation, Advanced Rocketry and Flight Control. At least in my current career with KCT, it's right around the time I upgrade the astronaut complex so I can do EVAs in space, so that seems about right, at least for me in this save.
  15. Thanks for keeping these parts alive. Just a heads-up: the Radial Experiment Storage Container wasn't showing up for me in career mode. I checked the config, and it had "scienceTech" listed as the required tech. I don't think that's valid anymore. I changed it to "basicScience" and it works fine now. --edit: just realised Science Tech is a valid node. It's just higher up the tree than I thought - in level 7. Was this part always locked until that late? I seem to recall getting it much earlier in the past.
  16. Stock Visual Enhancements will sort that right out for you.
  17. I de-orbited Jeb to a safe (well, survivable anyway) landing on Mun once with nothing but his EVA jetpack. Poor dude bounced and rolled and skidded for miles when he hit the ground, but he pulled through OK. Rescuing him was another story, though... -- If you're going to mod it heavily, I'd suggest copying the contents of your Steam install to another folder and using that for your modded install. You can point CKAN to your modded install and set it as default. Steam's automatic updates can leave you unable to play your saves if the update breaks your mods - and I believe an update to 1.1.3 may be in the pipeline.
  18. You don’t really need to build ships just to collect them for parts. Just build the rocket you want and launch it. When you recover it at the end of the flight, the parts will go into the inventory. Any future rockets you build with those parts will take them straight from the inventory. It doesn’t make building future rockets cheaper, only quicker, as far as I know. As for storing whole booster stages, you could save them as subassemblies in the editor, which would at least make building them quicker. If you really want to just build parts, you can use the re-root tool in the editor to eliminate the need for any kind of command pod or probe core (I think).
  19. Yeah, had a d'oh moment. Had already edited my post to reflect my idiocy before you responded. But thanks for taking the time to be kind to the hard of thinking.
  20. Deadly Reentry is on version 7.4.5 now, but CKAN only seems to be offering 7.4.4 Kerbal Inventory System is on version 1.2.10, but CKAN has 1.2.9 Both of these are hosted on Github, which means they don't get updated on CKAN automatically, right? Never mind. Forgot I need to hit refresh when switching between installs in CKAN. Everything's kopasetic.
  21. You mean the reflections? Get the updated version of TR linked in this post: Make sure reflections are set to "real" in TR's settings. I think it's the default setting anyway, though.
  22. 1.1.2 is the latest version. The idea is to mark the mod as compatible for future versions, too. That way, AVC/Mini-AVC/CKAN won’t complain about incompatibility for it for every new version of KSP when new versions aren’t that likely to break its functionality.
  23. Seems to work fine for me (or now). I've noticed that Spacedock is a bit, um, picky about distributing new updates recently. A few times I've got a 404 error when other people have been able to download them just fine, and I've noticed other people saying the same thing. Maybe it's regional - I saw one thread where the people having problems were in Europe and people without problems were elsewhere.
  24. On Windows, "Mod" is the Alt key. (On Linux, it's the right Shift key, and on Mac it's the Option key.) So "Mod+End" means (on Windows) "hold Alt and press End".
  25. The instructions for SVE specifically say not to install it through CKAN. Also, CKAN will install the lowest resolution version of the mod, which kind of defeats the purpose, as it doesn't look very good. If you installed SVE through CKAN, try installing it manually. I believe those "no config" messages are normal, for SVE anyway. And, just checking, are you talking about the main menu or in-game? Clouds on the main menu are kind of bugged, but they work fine in-game for me.
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