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shoe7ess

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Everything posted by shoe7ess

  1. As soon as this is updated I'll be taking this mod for a spin. It looks gorgeous, but I play with RO mods for the most part so I'd rather wait until I know it's compatible with RF. I may take RF out of my "fun install" (just a mod heavy non-RO KSP install) just to use it because it really does look great. Will be tracking the progress
  2. Maybe work in some of this functionality? Or even collaborate since we don't have a working Enhanced Navball Indicator mod at the moment (mod author abandoned it).
  3. Question about extra textures. I noticed there are some things like Cheron and its' biome map included, as well as things like "jupiter clouds", though in the RSSPatch config I don't see them being implemented? Are they now just unused but still in the texture pack?
  4. Wanted to check back in. Found out it had something to do with the shadows settings set for Vall. I used the in-game configurator and just removed the shadow and vall showed up (I may have been viewing it while it was behind Jool, which is why it was black). Also have had issues with planet shadows making ugly marks across Jool when they crossed between Jool and the sun. Removing the shadows here fixed it as well. I'd love an eclipse effect, but this just looks like missing textures when it happens (except black instead of purple), and not too appeasing to the eyes. Either way, as this gets updated more I'm sure it won't be an issue soon anymore.
  5. Question about the RVE folder. I like to use a custom sunflare built for scatterer. Do I still need to include the sunflare folder include in this version of RVE? Edit: Nevermind, it seems scatter's sun flare supersedes whatever changes this version of RVE does to the stock sun flare. Completely loaded with RP-0, RO, RSS, and too many other mods to count and the game is looking beautiful. Even added a little atmosphere to earth at 130Km to make it a little more authentic. Can't wait to dive into my realism career tomorrow. All I did was go to the tracking station, check through in-game tool that all planets were looking/working as intended, making a few adjustments here and there (seems to be an issue with planet shadows with RVE and SVE, I've had to disable them entirely in a few cases because they just leave a block spot on certain planets) but besides that, amazing stuff.
  6. With SVE alone I have not tested (didn't check Vall after I installed and ran the game to check the textures), I believe I overwrote EVE's base settings with the ones bundled with SVE, so I can get the latest version of EVE and install the base folder instead, and as far as I can tell yes, everything is installed correctly.
  7. I'm getting a strange bug. For whatever reason Vall is completely black. I have a handful of part mods installed, as well as OPM and TextureReplacer, but the only textures I've replaced are Jool (using RSS's 8k Saturn texture for it) and used kopernicus to add some rings, and I've replaced the Mun to the RSS 8k Moon texture. The only changes I've made to SVE are with higher quality particle textures. The reason I changed Jool was because I was getting a black spot on one location of it and it was bothering me, however an entire black planet bothers me more. I saw in the thread people with the black spot on Jool issue, but haven't been able to find anyone with an entire black planet so I don't know what the course of action needs to be.
  8. Two things a) is there any way you can host or PM me the config you used to make minmus look that amazing and b) does anyone know what the in-game gui key combination is now? I checked in older config files and the keybind was a part of the config file, however it is not setup this way anymore. I've tried all combinations I can think of and can't get the in-game GUI to show for me. Basically I'm working on integrating the stock visual enhancements textures into the base BoulderCo folder, but I'd rather not have to restart everytime I want to try a new cloud layer. To be more specific the line: GUI_KEYCODE = N Is no longer included in the atmosphere config file of the last two builds.
  9. Actually, I use Filter Extensions and know of the Non-RP0 Tab, but the pieces still do not show up there. Like I said, the only way to find them to my knowledge is by filtering by module. Also, another mod that doesn't show up are the cameras from HullcamVDS.
  10. Sorry if this has been brought up, but I tried searching to see if this my issue had been answered yet and couldn't find anything under this forum post. For some reason, certain parts of certain mods (like the Flag Decals mod, all of the RealISRU parts, in 1.0.4 the Explorer Probe Core from FASA I believe did it, as well as a handful of other parts I can't remember at the moment) do not show up under the the normal tabs in the VAB/SPH. Instead I have to filter by module name until I reach the module that every part has (can't remember which one that is at the moment), which shows every part that has been unlocked thus far. I'm 100% positive it's from this mod, just not sure what's causing the problem (possibly the RP-0 custom tech tree). It's a huge pain in the ass because I have to go through every single part and make a new subtype just to be able to access these parts regularly, and what's worse is each time I open a new tech node, I have to search all over for them again. The weird thing is that the parts DO appear under the tech node they become available from, they just don't go into their proper tab. Please halp, this is driving me nuts.
  11. So are these towers made with RO/RSS sizes in mind? I don't know much about Laztek's packs, I used them one time and the rocket didn't work very well (back in .25 or so) and the memory it took up wasn't worth it for me, and I don't think I ever used it without RSS involved so I don't remember if the rockets were kerbalized and then patched to fit RSS sizes. I have been looking for more launch towers (even made a mod request about it a few months back) and I'd definitely like to add this to my RO/RP-0 build. If not I can always make a config in tweakscale.
  12. Not sure about the mycheats.cfg, however you can learn when the part changes will happen by looking at the .cfg files for each specific part. You can also remove these limitations, or change them to fit your playstyle by just removing a few lines from the config files themselves. For example, under the Parts/Structural tab you can find the configs for heatshields, nosecones, decouplers, and the structural piece. If you open any of these it shows the node needed to unlock (in descending order until you hit infinity) the next ability/size-range of the part. You can change all of these to give you full freedom from the start by changing TechRequired = *Current* to TechRequired = start, however if you don't do it for each node, the technology may relock itself after hitting the next node (where the next upgrade would come from). There's more you can do, but that's the quickest way of finding out "where" to invest your science if you want your decoupler to be able to be a stack-separator, or you want bigger tanks.
  13. I understand. I'll just edit/create a pruner (unless I can find one already made) that removes the parts I don't want/need (and can re-add them if it takes something I wanted out) and work it out that way. It's just hard sometimes keeping track of which part uses which model/texture file. Other mods I can easily understand based on the name of the part or by looking through the config, but some of the parts here are more confusing (I am still learning part/stage/rocket-setup names for the Mercury/Gem/Apollo missions, so that makes it more difficult for me), but I'm trying. However, that said, it's still not nearly as bad as some of the Russian space mods (more specifically the RN_...) ones, where every part for 5 different rockets are in the same folder, that's a huge headache, especially since viewing .dds files through what I use (Photoshop CS6) likes to take awhile sometimes. Regardless, thanks for taking the time to reply frizz, I love this mod to death (if I didn't, I wouldn't be here asking what I am).
  14. I've still been using this version, in two heavily modded versions of 1.0.5 and have yet to run into any issues since posting that, so I guess if anyone reads my experience, just be cautious.
  15. I understand folders can be deleted, I've done it before. I always ditch the props and IVAs, but some of the folders (especially under the mercury and gemini sections) are so cluttered together that it's hard to distinguish which is an engine, which is a fuel tank, or which is just something like a fairing. I guess I'll offer a suggestion: Have a sub-folder for each utility. It's already semi-setup this way, but it could be better organized by Fuel Tanks, Engines, Fairings, Science, etc. Problem right now is that I can't just delete a folder, because some of the folders have the previous all mixed in together.
  16. I'm working on a new 1.0.5 save with a ton of part mods added in (as well as a very, very, scaled back version of EVE, with most of the features cut out in order to make room for RAM), and I've been wondering something for awhile now. I've used FASA since 23.5 in all sorts of installs (RSS/RO, KSPInterstellar, Kolonization, etc.), because this is such an amazing mod. The one problem I am running into at this time, however, is the amount of RAM all of the crafts end up taking up (I always ditch the ICBM and Gemini modules, yet it's still a ton of RAM usage). I was wondering; is there any way the engines from the FASA pack could be packaged separately (kind of like the launch clamps)? I've done my utmost best at trimming out all of the non-engine parts to help cut down on RAM (I love using realistic rockets in my designs, which is why I use the Russian engine pack as well). The problem comes when some of the files are bundled together with blocks, seperators, fairings, and the like, which make it a tedious process to signal out the specific engines used for the Mercury and Apollo launch vehicles. If frizzank is unable or does not have the time to do such a thing, I was hoping someone in the community could lay out the specific files/models/etc, I can cut out in order to have the engine file's used in this pack without all the extra modules that are included (excluding the Mercury-Atlas booster-engine fairing). The biggest problem for me is that many of the folders that, at first glance, don't seem to include engine parts actually do, and it makes it difficult to determine which models to ditch without combing through the .cfg files. Any help would be appreciated.
  17. [quote name='Courn Wallace']You are right. This mod used to show the G force on the Kerbals. It was taken out of the mod and have no idea why. It also used to kill the Kerbals if there was too much G force.[/QUOTE] Well, that's kind of the point isn't it? Realism? If FAR/DRE kill a kerbal because my craft hits 25G's on re-entry, spinning a craft so fast it passes the 10G barrier should kill them. I wonder if there is any way of adding it back in. I may try the last version before it was removed in 1.0.5 and see if it works. For anyone else who is interested, the version that includes a G-Meter, allowing you to balance your craft whatever G force you wish does indeed work in 1.0.5 (Used Kerbal Stuff, Later Releases tab). It was only taken out right before the latest update and seems stable enough so far. Tried like crazy to time-warp, physically and on rails to get it to kill my Kerbal (from a few one-man capsules) and little green guy seemed to like it (no crazy fluctuations in G-Forces were seen).
  18. I had a question concerning this mod. I thought it was this mod I used in .90 that showed the amount of G forces the kerbal(s) in my capsule were experiencing based on my rotation speed. I loved the feature a lot, but now I see it no longer shows up. Now I'm either mixing this up with a plugin that allowed rotation to continue through timewarp or the feature was changed/removed in some way. Could someone please explain? I want to make a space station with a centrifuge that spins at exactly 1G but don't know if I'm actually doing it...
  19. I do use blizzy's toolbar, and it's not available as a list of icons
  20. I'm having the strangest issue occur when using Procedural SRBs. For some reason whenever I use one when I attempt to launch the rocket, the framerate skips constantly, goes for a second, freezes for a second, and so on. The more I use in the rocket, the more skips and the longer they are. The debug menu in said something about Action 8 or Action Bar 8 or something similiar. I tried removing the realplume config for ProcSRBs, but that didn't do anything. Ill continue to attempt fixes, but what are some issues that can be causing this? I obviously have smokescreen and MP_Nazari (not sure if I downloaded HotRockets or if that was from another mod install). I heard that you can reduce the particle emissions in game with smokescreen, however the smokescreen toolbar does not show up anywhere. Unless there is a keybind shortcut for it I have no way of directly editing this.
  21. I knew of this mod, I meant the clamps that SpaceX uses, and as far as I could see, there were no launch clamps included in any of the SpaceX part packs.
  22. I'll have to see and grab those from that mod depending on how they look. I understand this, but I'm talking actual parts, not to mention KerbinSide (depending on which additions you choose) can take a lot of RAM, but the basic parts of KerbinSide, at least I believe (may be wrong), started from KerbinKonstructs, which allowed you to create new areas around the KSC. Not to mention I can't use KerbinSide to change my launchpad at KSC, I have to change my launch site entirely.
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