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Terrible Inclinations

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Everything posted by Terrible Inclinations

  1. Already works, you can find alternate links to the downloads..around? But so long as your RPM is updated the pod works fine.
  2. Ok....so kindof an SVE question so If I need to go over there tell me to get outttttt, with more recent versions of SSRSS there is a city texture showing up under the space center, Im sure its just a matter of personal preference but its driving me nuts, is there any way to comment out or shift the city locations or am I stuck just turning them off?
  3. I think Ill use the stock inclinations for now but I literally just 30 minutes ago did a Moon landing on my career run by eye since I haven't upgraded the tracking center yet, Spitballing the inclination is definitely a fun challenge though, I may add that back later
  4. Just wanted to throw some props your way, innovative fun little mods like this really improve the overall experience in KSP, being able to strip away even non manned parts into the ever expanding Kerbal ant farm mode is such a cool idea, thanks for putting the time into it.
  5. So just tried playing with the community patch and it kills the RPM navball on this IVA: Altitude, velocity, and the shape of the ball are visible but it is just a black circle. Im not 100% but Im pretty sure thats just using the ASET pages for the MFD, not sure how I would go about patching out whatever is causing the conflict
  6. Ok so RPM can be customized on a per craft basis, the RPM pages are set by the mod author. ASET stuff in particular uses custom assets, so even though the stock navball for RPM works for other craft it can have an issue with certain IVA's specifically. The mod author is around but these IVAs haven't been updated in a while so those custom pages have issues with certain elements, likely a mod that is trying to display incompatible graphic elements onto the custom navball. So basically check your mod directory for anything that would touch the navball: Waypoint manager, docking alignment indicator, Enhanced Nav Ball, etc. Unfortunately once you find which it is you have to either live without it, wait for the IVA author to update the MFD pages or attempt to do so yourself. e. just saw this now myself, was being caused by the Ven Stock revamp
  7. downloaded so fast that I broke my finger, will play on the way to hospital
  8. Seems to work really well with the dev version of eve: one odd visual glitch though, really tough to catch in screenshots, easier to see in motion. the haze seems to apply in front of objects, putting line where the horizon would be if you fly close to mountains. i took a shot at capturing it but its hard to see in stills: http://i.imgur.com/cu6geIy.jpg (liked for big) on the left and right against the mountains you can see where the horizon would be, the haze is being projected in front of the mountains. any idea how i can tweak the settings to make it less noticable?
  9. I run the 64 bit workaround and both stock and heavily modified it runs without texture failures. Sounds like your gpu may be on the fritz, update your video drivers maybe?
  10. known issue, supposedly fixed in the next release but map view does occasionally get borked even on Direct X with the current release.
  11. What kind of flicker? Eve clouds don't really do that. I see that you just posted in Avg's Cloud Pack thread, did you install the lightning from that pack? Or the lightning from Astronomers pack? Remove that.
  12. no. The Mod author has stated multiple times that these artifacts are caused by this altitude being the cutoff point for rendering, resulting in that patchy effect, and that the fix will be included in the next release. It is hard coded and happens to everyone to varying degrees.
  13. yeah ive noticed this too, leave it on the pad and warp forward a bit and the thing will get glowing hot. I blame shoddy contractors, dont stir the oxygen tanks.
  14. No, he meant everyone else stop reporting them. Seriously though dude, issue #2 on the known issues. scatterer is not currently OpenGL friendly, artifacts are common and will be common for a while.
  15. this is correct, reshade with master effect. bloom, lensflares, lens dirt cinematic filter that's about it, plus the engine light mod. Shader packs can be real resource hogs but in my experience if you stick mostly to lighting and color adjustments youre only giving up a few frames on most cards and zero if your card has any kick, its when you start to get into the ENB style depth of field and other heavy graphic effects that things start to really weigh on your card (you should see my skyrim install, that one gets my humble gtx 760 ready to explode) . KSP just doesn't have the demands to really tap on even more modest gpus, without the 64 bit workaround youre gonna cap your ram well before you have enough other things in the graphic pipleline to really tax the card. Maybe once unity 5 comes around we can really start lighting some video cards on fire Those water effects are insane by the way, im assuming it sits on "top" of the vanilla water? I believe EVE has ocean transparency as an option, making the stock water "disappear" may be easier than spending time chasing down any fighting or clipping that may be caused by excessive camera movement. It sounds like you may have already fixed that though, was just a thought. Either way I cant wait to see it in game, ksp has some great mechanics under the hood but really needs these "pretty" mods, especially when you're over 300 hours in to it
  16. blackrack dont kill the mod man its sooooo good, maybe moderation can just come up with terrible painful punishments for people who dont read the damn thread but seriously no one with half a brain expects such a big project to be perfect especially so early in dev. Be proud of what you've made, its really good, as anyone who has ever worked in IT can tell you users are idiots, best to reduce them to white noise.
  17. works fine for me. Silly question but.. did you put the actual mechjeb controller on the ship? I would forget to do that occasionally and feel dumb, eventually I just threw in the mechjeb and engineer for all mod.
  18. you always seem to bake utilility into parts that I didnt even consider so Id love to see a landing / ascent package personally. I dont think you would be asking if it wasnt something you were already somewhat excited to do, but you have a couple really good projects going and a growing set of resources that is going to make each project faster with each development, so go wherever your enthusiasm is. Youre working on stuff people want either way
  19. Really dig the tweaks in the newest release. The control panel layout is much improved (and I didn't even know it could be!) and the little dashes of flavor and additions to the RPM screens (the context specific information popping up across screens isnt just useful for flying its just a cool touch that makes the lander feel even more alive) are really handy. ALCOR remains the most immersive and well designed pod out there, thanks for all the hard work that effort really shows!
  20. best news of the day, cant wait to see the fixed pod, been just chilling on the official fix to cycle this one back in
  21. unfortunately scatterer doesent seem to commit changes between session changes and resets to defaults (unless im missing a setitng, I am kinda dumb) so I lost the exact settings in that shot, but i did get smart and start keeping them after. I actually think this is a better config, just install EVE and Scatterer, use the settings in the ground shot for a nice balance of cloud cover and haze. e. I also killed city lights for those shots because the fighting was killing me slowly
  22. I find that Scatterer along with EVE base is much more stable than pumping a bunch of hd textures on EVE and the visuals from orbit and on re-rentry are just plain prettier in the scatterer configuration for a nearly identical memory footprint. Of course on ascent it looks wonky with the clouds popping in as you pass through them but as far as visual enhancements go it seems to have a much more stable running config than alternatives and if you aren't willing to put 1/8th of your x86 4gb cap towards proper enviromentals you arent going to have anything at all, the current memory impact is pretty nominal. working on getting haze where I want it, looks pretty nice right now but I feel like I need to find some settings that show off the outlines of the continents a bit clearer and allow the clouds to be a bit brighter white. Great mod, instantly top tier on the install list.
  23. any chance you could post the line you edited? Everything else seems unbroken enough to get by but that mounting point on the bottom of the pod is proper messed up.
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