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Errol

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  1. A suggestion I have for you is to try this mod which gives you throttle setting action groups, then using the MJ scripting module's action group triggers; ------------------------------------------------------------------------------------------------------------- @sarbian A question I have about the MJ is scripting module is how the target body function is supposed to work? I can't seem to get it to do anything. I am playing with OPM, and see all the extra bodies in the list. I'm also using an MM script to further alter orbital parameters of all the bodies. Perhaps I need to test the target body scripting function in a more stripped down, clean install with just MJ and go from there.
  2. I am having the same issue...does anyone know anything about this?
  3. This pretty much seems to be my experience too. When I installed this mod I was expecting a part failure maybe every few flights, not several part failures every single flight within minutes of takeoff. I found a " DefaultSettings.cfg " in OhScrap > Plugins > PluginData and tried changing the value " minimumFailureChance = 0.01 " to " minimumFailureChance = 0.001 " with no noticeable effect. I'm not sure if this settings.cfg is supposed to only affect new save games, or if it is supposed to apply to all previously existing save games as well, but after dozens of flights trying to improve part reliability (and seeing the part generation number in PAW going up with each newly built identical craft) and no noticeable improvement.....I'm also kinda at the point where I'm wondering if I would be better off with DangIt, Kerbalism, kerbal launch failure or Baris instead of this. Does anyone know if it is possible to just globally turn down the rate of all part failures in this mod? The difficulty settings screen tab for this mod is just a list of failure types that can be enabled or disabled, and seems to have none of the values from the defaultsettings.cfg file. I've even tried scouring through the persistent.sfs for any possible mentions of them......does anyone know where/how the values from the defaultsettings.cfg are supposed to be stored or changed for saves....or what they are supposed to do?
  4. ̶̶̶I̶̶̶s̶̶̶ ̶̶̶i̶̶̶t̶̶̶ ̶̶̶p̶̶̶o̶̶̶s̶̶̶s̶̶̶i̶̶̶b̶̶̶l̶̶̶e̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶t̶̶̶u̶̶̶r̶̶̶n̶̶̶ ̶̶̶o̶̶̶f̶̶̶f̶̶̶ ̶̶̶p̶̶̶a̶̶̶r̶̶̶t̶̶̶ ̶̶̶h̶̶̶i̶̶̶g̶̶̶h̶̶̶l̶̶̶i̶̶̶g̶̶̶h̶̶̶t̶̶̶i̶̶̶n̶̶̶g̶̶̶ ̶̶̶f̶̶̶o̶̶̶r̶̶̶ ̶̶̶p̶̶̶a̶̶̶r̶̶̶t̶̶̶s̶̶̶ ̶̶̶t̶̶̶h̶̶̶a̶̶̶t̶̶̶ ̶̶̶h̶̶̶a̶̶̶v̶̶̶e̶̶̶ ̶̶̶f̶̶̶a̶̶̶i̶̶̶l̶̶̶e̶̶̶d̶̶̶ ̶̶̶i̶̶̶n̶̶̶ ̶̶̶f̶̶̶l̶̶̶i̶̶̶g̶̶̶h̶̶̶t̶̶̶ ̶̶̶t̶̶̶h̶̶̶a̶̶̶t̶̶̶ ̶̶̶y̶̶̶o̶̶̶u̶̶̶ ̶̶̶j̶̶̶u̶̶̶s̶̶̶t̶̶̶ ̶̶̶d̶̶̶o̶̶̶n̶̶̶'̶̶̶t̶̶̶ ̶̶̶w̶̶̶a̶̶̶n̶̶̶t̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶g̶̶̶l̶̶̶o̶̶̶w̶̶̶ ̶̶̶r̶̶̶e̶̶̶d̶̶̶ ̶̶̶a̶̶̶n̶̶̶y̶̶̶m̶̶̶o̶̶̶r̶̶̶e̶̶̶?̶̶̶ ̶̶̶I̶̶̶ ̶̶̶d̶̶̶o̶̶̶n̶̶̶'̶̶̶t̶̶̶ ̶̶̶w̶̶̶a̶̶̶n̶̶̶t̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶p̶̶̶e̶̶̶r̶̶̶m̶̶̶a̶̶̶n̶̶̶e̶̶̶n̶̶̶t̶̶̶l̶̶̶y̶̶̶ ̶̶̶d̶̶̶i̶̶̶s̶̶̶a̶̶̶b̶̶̶l̶̶̶e̶̶̶ ̶̶̶t̶̶̶h̶̶̶e̶̶̶m̶̶̶,̶̶̶ ̶̶̶j̶̶̶u̶̶̶s̶̶̶t̶̶̶ ̶̶̶b̶̶̶e̶̶̶ ̶̶̶a̶̶̶b̶̶̶l̶̶̶e̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶a̶̶̶c̶̶̶k̶̶̶n̶̶̶o̶̶̶w̶̶̶l̶̶̶e̶̶̶d̶̶̶g̶̶̶e̶̶̶ ̶̶̶t̶̶̶h̶̶̶e̶̶̶ ̶̶̶p̶̶̶a̶̶̶r̶̶̶t̶̶̶ ̶̶̶h̶̶̶a̶̶̶s̶̶̶ ̶̶̶f̶̶̶a̶̶̶i̶̶̶l̶̶̶e̶̶̶d̶̶̶ ̶̶̶a̶̶̶n̶̶̶d̶̶̶ ̶̶̶d̶̶̶i̶̶̶s̶̶̶m̶̶̶i̶̶̶s̶̶̶s̶̶̶ ̶̶̶t̶̶̶h̶̶̶e̶̶̶ ̶̶̶h̶̶̶i̶̶̶g̶̶̶h̶̶̶l̶̶̶i̶̶̶g̶̶̶h̶̶̶t̶̶̶i̶̶̶n̶̶̶g̶̶̶ ̶̶̶a̶̶̶s̶̶̶ ̶̶̶a̶̶̶ ̶̶̶n̶̶̶o̶̶̶t̶̶̶i̶̶̶f̶̶̶i̶̶̶c̶̶̶a̶̶̶t̶̶̶i̶̶̶o̶̶̶n̶̶̶.̶̶̶ ̶̶̶E̶̶̶v̶̶̶e̶̶̶n̶̶̶ ̶̶̶j̶̶̶u̶̶̶s̶̶̶t̶̶̶ ̶̶̶t̶̶̶h̶̶̶e̶̶̶ ̶̶̶a̶̶̶b̶̶̶i̶̶̶l̶̶̶i̶̶̶t̶̶̶y̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶t̶̶̶o̶̶̶g̶̶̶g̶̶̶l̶̶̶e̶̶̶ ̶̶̶h̶̶̶i̶̶̶g̶̶̶h̶̶̶l̶̶̶i̶̶̶g̶̶̶h̶̶̶t̶̶̶i̶̶̶n̶̶̶g̶̶̶ ̶̶̶o̶̶̶n̶̶̶ ̶̶̶a̶̶̶n̶̶̶d̶̶̶ ̶̶̶o̶̶̶f̶̶̶f̶̶̶ ̶̶̶g̶̶̶l̶̶̶o̶̶̶b̶̶̶a̶̶̶l̶̶̶l̶̶̶y̶̶̶,̶̶̶ ̶̶̶i̶̶̶n̶̶̶-̶̶̶f̶̶̶l̶̶̶i̶̶̶g̶̶̶h̶̶̶t̶̶̶,̶̶̶ ̶̶̶s̶̶̶o̶̶̶ ̶̶̶y̶̶̶o̶̶̶u̶̶̶ ̶̶̶c̶̶̶a̶̶̶n̶̶̶ ̶̶̶h̶̶̶a̶̶̶v̶̶̶e̶̶̶ ̶̶̶a̶̶̶ ̶̶̶c̶̶̶l̶̶̶e̶̶̶a̶̶̶n̶̶̶e̶̶̶r̶̶̶ ̶̶̶v̶̶̶i̶̶̶e̶̶̶w̶̶̶ ̶̶̶f̶̶̶o̶̶̶r̶̶̶ ̶̶̶s̶̶̶c̶̶̶r̶̶̶e̶̶̶e̶̶̶n̶̶̶s̶̶̶h̶̶̶o̶̶̶t̶̶̶s̶̶̶ ̶̶̶a̶̶̶n̶̶̶d̶̶̶ ̶̶̶s̶̶̶t̶̶̶i̶̶̶l̶̶̶l̶̶̶ ̶̶̶b̶̶̶e̶̶̶ ̶̶̶a̶̶̶b̶̶̶l̶̶̶e̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶c̶̶̶h̶̶̶e̶̶̶c̶̶̶k̶̶̶ ̶̶̶o̶̶̶n̶̶̶ ̶̶̶w̶̶̶h̶̶̶a̶̶̶t̶̶̶ ̶̶̶h̶̶̶a̶̶̶s̶̶̶ ̶̶̶f̶̶̶a̶̶̶i̶̶̶l̶̶̶e̶̶̶d̶̶̶?̶̶̶ EDIT: found the answer in the PAW
  5. The default settings are generally pretty good. I recommend using all of the following mods together if your system can handle it: -Scatterer (patreon version with included EVE true-volumetrics integration) -EVE redux (if using the publicly available version of scatterer from this thread) -TUFX (post processing effects) -Parallax (better surfaces and scatters (rocks and trees) with tessellation) -Planetshine (celestial body albedo cast onto vessels) -Distant Object Enhancement (distant object rendering and dynamic skybox dimming) -TextureReplacer (window reflections and better skybox) -Engine Lighting Relit (engines emit light) -Restock(+) (stock part art overhaul with a priority on consistency of style across older and newer parts) -Waterfall (best engine plume effects, make sure to grab the .cfg for stock or restock if using that) -smokescreen (additional engine plume effects) -RealPlume (improved plumes for any engines not covered by waterfall) -Reentry particle effect renewed (plasma tails) -Destruction Effects (fiery unplanned rapid disassembly; specifically for when joints break) -Blast Awesomeness Modifier (unplanned rapid disassembly fieryness relative to contents; specifically on part destruction) ---------------------------------------------------- I know you were asking specifically about visuals, but there some other overall improvements that are also highly recommended: -Rocket Sound Enhancement (dynamic audio muffling relative to air pressure) -Ship Effects Continued (sound effects for acceleration) -Docking Sounds (docking ports go Ka-chunk) -KSP Secondary Motion (antennas and other physicsless parts can wiggle) -Kerbal Krash System (parts deform and get progressively damaged before exploding) -Navball Texture Changer Updated (choose your navball) -ZTheme (ksp darkmode UI) ---------------------------------------------------- Lastly, some might argue that this suggestion is not actually an improvement, but rather a step towards the uncanny valley. However, I would be remiss to not make use of an opportunity for some shameless self promotion. -Human Colored Heads Recolored (give your Kerbals some dramamine/gravol so they look a lil less sea-sick all the time...) All of these except Human Colored Heads are available on ckan.
  6. Too late, all aboard the hype train!!!! Woo Woo!! I only jest. But on a more serious note....@Lisias do you have a patreon or something? Also, not sure if this is helpful, but the solar panel suggestion made me think that there's also the comm net planetary occlusion thingie. Could set up the sun as a hidden really long range transmitter, and all vessels as hidden receivers of this hidden transmitter. This could(?) have the advantage of not caring about orientation of the vessel at all.
  7. I mean, the transitions are generally pretty short, why not just make it binary? Like, on or off, is any part of the sun exposed or not? And then just have the dimming fade in or out as a (relatively short/quick) fixed time animation? As for what is in the game already, what about the shadows? Like, the planets cast shadows on the vessels, can you detect when that is happening?
  8. @LisiasThank you so much for your continued support of this amazing mod. I have a feature request. At first I thought this was a bug, perhaps a mod conflict with kopernicus or scatterer because I know they mess with how suns work (kopernicus has to even replace stuff for solar panels to be able to work in multi sun systems)... So I tried DOE in a clean install with nothing else to observe if this is expected behavior, and it seems like it is. Anyway, the issue I'm having/noticing is that dynamic skybox dimming seems to be getting applied whenever the camera is pointed at the sun, regardless of if you are being occluded by a celestial body. So in low orbit near sunrise and sunset you don't get to see the stars at all, you are just in complete blackness if you point the camera where the sun is being hidden. On higher orbits when you are being eclipsed briefly, again if you look towards the planet/eclipse the whole sky goes black. I tried fiddling with all the DOE settings, but none of them seemed to be able to make the star visible behind planets, but not visible when just looking at the sun unobstructed. I'm not sure how difficult it would be to detect when your craft is being shadowed rather than lit up by the sun due to a celestial body in order to disable dynamic skybox dimming, but this would go a long way on improving visuals. It would make scatterer eclipses way more dramatic.
  9. Mod + IVA key ( ' alt + c ' for windows by default)
  10. Seems like the " Is Kerbal Quality Specified " option is not working for me. Hired kerbals just have the values that the sliders are set at. Log: https://www.dropbox.com/scl/fi/cokkehfuy6tqaz9ckximx/KSP.log?rlkey=nmsy0c031ogg4mfuj63i7zlng&dl=0
  11. Yes, I am using that trick. Forgot to mention that. This is the first time I'm bothering with steam, thought it might be convinient for track time spent in game, but there is also a mod for that I can just use. Just tested launching KSP directly instead of through steam, and what do you know, fixed my issue with DOE and Auto Actions. I'd read that using that PD launcher killing trick could break steam interface elements, I was unaware it could mess with things in game as well. Thanks for the speedy and helpful responses!
  12. I'm using version the latest 2.1.1.15 from ckan. I will say that I'm playing a heavily modified game of ~200 mods or so. I did notice the comments around issue #38, but couldn't fully understand what that issue was. I'm only going to mention a couple settings in my steps, but it has been reverting all settings I try to change. Launch KSP 1.12.5 (through steam) Load my sandbox savegame Opened the DOE's Settings Dialog (from stock app launcher button, space center scene) Set Use Blizzy's Toolbar to ON and Use KSP Launcher to OFF Pressed Apply Return to main menu Load my sandbox savegame again (to confirm changes were applied; DOE settings icon is in blizzy's toolbar) Quit KSP (through main menu) Launch KSP 1.12.5 (through steam) Load my sandbox savegame The DOE settings icon has reverted to being in the stock app launcher again. Here is my log from after quitting ksp. https://www.dropbox.com/scl/fi/ocrovicrkrsi3p8a8ya4v/KSP.log?rlkey=k7d7527lna48tdfula7uj3s65&dl=0 EDIT: not sure if this is relevant or not, but I'm also having trouble with default settings changes for the mod Auto Actions not persisting...
  13. I'm having an issue with settings reverting every time I restart ksp. When I make changes in the UI settings dialogue, and hit apply, they persist through scene changes and even going back to the main menu and reloading a save. But no matter what I do, including manually editing both the settings.cfg files in the DistantObject and DistantObject/PluginData, somehow the settings are all reverted to defaults every time I reload ksp.
  14. Can you please add enable/disable SAS as actions? I want to use this for abort systems, to make sure that aerodynamics take over for the pod when trying to separate my escape tower. EDIT: nvm, just discovered this functionality is possible through the modActions mod.
  15. @linuxgurugamerThe original version of this mod used to have an optional enginestagingtoggle.cfg and corresponding tweakablestaging.dll, which don't seem to work (cause all kinds of bugs in editor, load dialogue doesn't dismiss on vessel load, staging menu completely absent, engine particle effects playing in editor etc etc, this was a clean install with only Tweakable Everything Continued).. anymore when I try to old versions. Any chance they could be updated?
  16. @XyphosThis patch seems to no longer be working in 1.12.5....the button does show up in the advanced tweakable portion of the PAW, but clicking it does not remove any of the engines from the staging sequence. I'm not the best with module manager, do you have any suggestions? (Tested in a clean install with only module manager and this patch) // Add staging control to engines // Author: Alshain, Xyphos, sebi.zzr @PART[*]:HAS[@MODULE[ModuleEngines*]]:FINAL { @MODULE[ModuleEngines*],* { stagingEnableText = Engine: Enable Staging stagingDisableText = Engine: Disable Staging stagingToggleEnabledEditor = true } @MODULE[ModuleJettison],* { stagingEnabled = False } }
  17. This patch seems to no longer be working in 1.12.5....the button does show up in the advanced tweakable portion of the PAW, but clicking it does not remove any of the engines from the staging sequence. I'm not the best with module manager, anyone have any suggestions? (Tested in a clean install with only module manager and this patch) // Add staging control to engines // Author: Alshain, Xyphos, sebi.zzr @PART[*]:HAS[@MODULE[ModuleEngines*]]:FINAL { @MODULE[ModuleEngines*],* { stagingEnableText = Engine: Enable Staging stagingDisableText = Engine: Disable Staging stagingToggleEnabledEditor = true } @MODULE[ModuleJettison],* { stagingEnabled = False } }
  18. Is it possible to disable just the SAS mode selection part of this? I'm talking about the prograde/retrograde, maneuver/target etc icons next to the navball in flight. I thought maybe I could try finding those icons in this mods folder and deleting them, but I can't seem to find them...
  19. Human Colored Heads Recolored has been updated.
  20. Another year, another version, another file structure. We're back with uncanny valley kerbals either way! CHANGELOG: v0.4 Reverted to TextureReplacer, using the new file structure and remaining blanc kerbals fixed!
  21. I've made a nice set of navball icons that are intended for use with external display-keypads, and relies on this mod as a dependency for mapping those functions to keybindings that are not available in stock. More information available here:
  22. Sorry for the double post, but this is a new day, and a new patch. Also, I'd like to ping@Snark about it, if it's inclusion in the dl is warranted. I fixed remote tech breaking the default action group for antennas. // Deployable antennas get "Toggle" added to group Custom03, RT compatability by @Errol @PART[*]:HAS[@MODULE[ModuleDeployableAntenna]] { @description ^= :(.)$:$0 Antenna toggles via action group Custom03 by default.: MODULE { name = ModuleDefaultActionGroup moduleSource = ModuleDeployableAntenna actionName = ExtendPanelsAction defaultActionGroup = Custom03 } } @PART[*]:HAS[@MODULE[ModuleRTAntenna]]:AFTER[REMOTETECH] { MODULE { name = ModuleDefaultActionGroup moduleSource = ModuleRTAntenna actionName = ActionToggle defaultActionGroup = Custom03 } }
  23. It is by far the most "stock-alike" planet pack. One thing to warn you about though, it does move Eeloo to become a moon of one of the gas giants, replacing it with something that physically resembles pluto a bit more, and is moved further out to be outside the added gas giants. So you would need to disable the lagrange points for Eeloo when OPM is present, to remain consistent with no Lagrange points for moons.
  24. Sorry for the double post, but this is something new that merits it, I think. For some odd reason all the engines in the stock making history .cfg had ullage simulation set to false....which is not the way it should be. This is a corrected version;
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