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GrimT

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Everything posted by GrimT

  1. name = Kerbin-Lightning body = Kerbin altitude = 10500 detailSpeed = 0,5000000,0 killBodyRotation = True settings { _Color = 425,425,425,600 _DetailDist = 0 _UVNoiseScale = 0.5 _UVNoiseStrength = 0.005 _UVNoiseAnimation = 0.05,0.02 _DetailScale = 1.2 _MainTex Does anyone know what the values represent in the above code located in lightning.cfg? I would like to attempt to make the lightning a bit more... natural.
  2. Anyone know why my Kerbals lips twitch during EVA with their helmets on? Previously it had to do with reflections but setting the reflection refresh to "none" does not appear to resolve the issue. Help would be appreciated, their seizures in orbit can be a tad distracting. Took a short video, link below. Video1 https://www.dropbox.com/s/fq54rfkw06x8231/Kerbal Space Program 2019.01.14 - 11.55.37.03.mp4?dl=0 Video 2 https://www.dropbox.com/s/9h53r35lud76er0/Kerbal Space Program 2019.01.14 - 12.02.02.06.mp4?dl=0 Solved: I was provided a response in Discord, at the KSC click mustache kerbal icon and turn off real time reflections. Apparently still an issue with reflections but thats where the setting is located for those who are unaware, like I was.
  3. Appreciate the response. Its a little relieving to know that someone else has experienced similar. I was debating switching to SVE in the interim but I like the number of other changes EVE w/ Astronomers Pack have made with the planets. Then again it could simply be an EVE issue which would persist with SVE anyway but I have a feeling that may not be the case. The SVE changes appear to be "sharper". Its cosmetic and its not like I dont know where the KSC is while in orbit so, I'll probably stick it out for now.
  4. Appreciate the response. I may be having a simple moment here, but would the config you are referring to be the one in the body of text as opposed to a downloadable config? Or is it the link to the post by Rocket in my Pocket which he has text of the config hidden on his post? Just looking for clarification to cut down on reloading KSP multiple times as it takes a few minutes to spin up with the number of other mods I have going.
  5. The KSC is extremely blurry.. the VAB does not appear to be affected at all... would love to use the mod but have to remove for now. Are there some changes I can make to resolve the issue? Poked around the thread a bit and I saw several mentions of "configs" for this mod but no place where they are hosted... honestly... people really shouldnt have to dig through 20 pages on the forum to find an answer... responses would be appreciated from someone who may have resolved this. Hope the mod owner includes the aforementioned configs on the initial post at some point too. Otherwise, it looks like it has the potential to be an amazing addition to the game.
  6. Hello, cant tell if this is an astronomers pack issue, EVE issue or Scatterer issue. I use the word issue loosely though. From orbit it would seem I can not see the land that the KSC resides on, and on the night side of Kerbin, white lights flicker in a glitchy way. Is there a setting that can be changed that Im missing? Is it even Scatterer?
  7. It would appear that the continent that the KSC resides on is underwater from orbit. Is this normal? Zooming in a little at a time it will show the land mass however too far out it disappears. Also notice white flickering on the night side, which I suspected was lightning however its far too frequent and kind of glitchy looking. Any settings I can tweak (and how?) or did I somehow mess something up? also... no city lights despite that being listed as a feature. Intentional?
  8. If you get a response and/or figure this out, I too would like to know the solution. Im having this very same issue and its hard on the eyes, to say the least.
  9. Followed your advice, this appears to have fixed it. I have copied my other mods back into the game and it works with the proven version of KW w/ community fixes. I must have had a sloppy install of it. Thanks for the help!
  10. Ive got a few vessels with scansat parts, and toolbar installed... but still no scansat button oddly enough. EDIT: Nevermind me! I deleted SCANsat and added a fresh install of it. Ive got my button back! So strange. Thanks!
  11. Is there a hotkey combination to open the SCAN Settings window? My SCANSat button is missing and I cant find a way to open the settings window either... any help would be appreciated!
  12. I apologize for the delayed response, Ive not had the opportunity to give this a try. I'll try to give this approach a shot this evening and report back. Thanks for your time.
  13. Sorry about that. Found another player.log file, located here https://www.dropbox.com/s/7rj0jddm2dv08tk/Player.log?dl=0 Works https://www.dropbox.com/s/q5ypywjacs6hid0/Screenshot%20from%202016-01-18%2017-39-18.png?dl=0 No worky https://www.dropbox.com/s/cwdi4ktq9fvwxz6/Screenshot%20from%202016-01-18%2017-39-24.png?dl=0
  14. Logs located here... https://www.dropbox.com/s/7rj0jddm2dv08tk/Player.log?dl=0 Although Im not convinced what you're looking for will be in there. Heres a screenshot of whats been going on. You can see here that this particular tank can connect to the KW tank above it this way... https://www.dropbox.com/home?preview=Screenshot+from+2016-01-18+17-39-18.png But when flipped upside down, it wont work. This is the same for all of the KW parts. One side ends up unusable. https://www.dropbox.com/home?preview=Screenshot+from+2016-01-18+17-39-24.png
  15. I currently have 1.0.5 running with the most recent KW rocketry install, to include the community fixes, running on KSP 64bit for Linux. When I attempt to use the KW Rocketry parts in the VAB, they will attach via the top node but i can not attach anything to the bottom node. Does anyone have any idea why that may be the case? I appreciate any input!
  16. I have a modded install of KSP on Linux running 64-bit. I cant seem to get the debug menu to open, no matter what hotkey combination I use. I've remapped my keybindings in linux so that it uses the right ALT as opposed to the left, and modified the KSP settings.cfg to change the MODIFIER_KEY primary = LeftAlt So far Ive tried LeftAlt+F12, rightshift+F12, Fn+leftalt+f12, Fn+rightshift+F12, and all of the same combinations with the RightAlt just to make sure. Absolutely nothing happens, does anyone have any leads on a fix? EDIT: I answered my own question. In my case I had to hit RightShift+LeftAlt+F12 in that order for it to work. Maybe (but unlikely) this will help someone else one day.
  17. Hello all... so Im at a loss. Traditionally I play the game in x64 with little issues (surprisingly), however with the new .90 release the upgrade features are unavailable in 64 bit so Ive reverted to 32 (much to my dismay). Oddly enough, I was playing for a better part of the day yesterday when suddenly my game crashed... as it occasionally did with little issue restarting. However, this time and ever since then, I have been unable to get the game past the load screen. My game was running at approx 2.5ishGB before, whereas now apparently it jumps to something like 4. Ive been running in opengl, Ive removed mods, Ive replaced EVE textures to lower resolution, Ive manually changed the settings.cfg file to run textures at 3... and Ive manually "unblocked" each of the .dll files.. nothing works. So I ask you this... for you log reading gurus out there... maybe you see something in my most recent output log that points to a troublemaker mod? or... do you all have a means to get the upgrade facility feature to work in x64 and steps to import my 32bit game to 64. Output Log here https://www.dropbox.com/s/prr3bfkkm27n7ie/output_log.txt?dl=0 If anything else is needed please let me know. Thank you, and Merry Christmas!
  18. That certainly didnt resolve the issue with Air Intakes not being placeable in the SPH, and them getting "Stuck" to your pointer. I can get away with placing one. Cant dual place. And any additional after, are botched.
  19. Sir, I cant tell if you provided a fix or are just reporting the bug. If you are providing a fix, please advise me on how to implement it! Ive been running into this issue myself. Interstellar + Tweakscale doesnt work at the moment unfortunately... and KSPI needs to be updated as well so... theres that.
  20. I assure you that it was no military or government lab, Ive not seen efficiency on par with his from either entity. Maybe it was a Google lab.
  21. So here are my results. I loaded the same craft that experienced the issue before, removed the large grabber claw as being the Initial part i.e. first part you place (usually drone or cockpit) and replaced it with a large drone core, replaced the grabber claw on top. The craft was fine. I loaded the previously issued craft that had the large grabber claw as the drone part, attempted re-launch and I was able to reproduce the results... long story short, it was a poor decision on my part, and I do not recommend attempting to use the claw as the core part. Not sure why it did what it did but I know how to avoid the issue. Thank you for your time.
  22. Im experiencing an issue with the AES Structural Outrigger. As seen in the following screenshots. It connects from the hover node. but it doesnt connect from the two flat surfaces Anyone have any suggestions? Was this by design? If so, then I cant wrap my head around how I would use it in construction :/
  23. I fully intend on adding this mod to my list... mission planning for a trip to another planet is daunting enough of a task for me as it is, adding life support (which I have) only further complicates things. That all being said, I would love to see a config or slightly modified version of this that requires x amount of EC to sustain the cryostasis. Add to that, that I have DangIt! installed, mid mission I might have to thaw a Kerbal to repair a battery or solar panel. It adds challenges in different ways (for me at least) that for some reason I like to continue to throw at myself. Either way, Im using this mod as is. If someone makes a spinoff that does exactly as I suggested, I would love to add that "hard-mode" of this great addition to the community. Thanks Scottpaladin for a great mod edit: would also like to comment for the above scenario that electrical charge should be based on a per kerbal frozen basis and if the 'ec maintenance cost' drops below whats required per kerbal, instead of killing the kerbal, it thaws them out and ejects them.
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