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Urgante

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Everything posted by Urgante

  1. Infernals works for me without a problem now, both in stock toolbar and blizzy. Works in editor and flight. Using IR 2.0.4, maybe you have another version? I auto load always in space center, the auto load of last vessel always did weird thins in older versions so I didn't even tried.
  2. Thanks for the update, it solved my problem with the icon of infernal robotics not working. Very appreciated
  3. If the fps drops happens only when moving the camera and getting kerbin in and out of view try to temporally delete the kerbin textures in "GameData\KSPRC\PluginData" and try again after restart the game. These textures are glorious but a small fps drop is the price to pay for them every time they load, I still prefer to have them and pay the price anyway but if that is your problem you can swap those textures with smaller ones or edit them. Happened to me even with an ssd, (not a big problem anyway but is good to know what is causing it)
  4. Just managed to board my lander on gilly without issue thanks to this mod... instead of sending it to orbit after grabbing the ladder at 0.1 m/s. Thanks for the mod
  5. Hi, first of all, thanks for the magnificent work with your mod. The quickstart mod somehow disables the infernal robotics icon in editor view, just posting in case other person runs into the same problem. Loading the usual way the mod works, loading using quickstart doesn't. Some mods apparently need to load the ksp main menu in the usual way to work, I have seen this before, maybe you can do nothing in your end to solve this. If someone can use the infernal robotics editor in SPH/VAB after load a game with quickstart please let me know it so I can see whats wrong with my install. Using 1.1.2 64 bits. windows 8.1
  6. Hi, first of all, thanks for the amazing work with your mods, I use several of them. The quickstart mod somehow disables the infernal robotics icon in editor view, just posting in case other person runs into the same problem. Loading the usual way the mod works, loading using quickstart doesn't. Some mods apparently need to load the ksp main menu in the usual way to work, I have seen this before, maybe you can do nothing in your end to solve this. If someone can use the infernal robotics editor in SPH/VAB after load a game with quickstart please let me know it so I can see whats wrong with my install. Using 1.1.2 64 bits. windows 8.1
  7. As far as I know there is two methods to achieve something similar to what you want...or at least reduce part count. You can weld several parts together using this mod: http://forum.kerbalspaceprogram.com/threads/107273 It is very limited if you first build your ship as always and then weld it, but once you get the idea of the mod and build your ships with the intention to weld them at every chance is a great help. Another method is to use this mod: http://forum.kerbalspaceprogram.com/threads/130034-Part-BETA-SSTULabs-Low-Part-Count-Solutions-%28Orbiter-Landers-Lifters%29-Dev-Thread-10-17-15 At first glance is a part mod as any other, but it has several parts with built-in solar panel, legs, ligths ... etc It's extremely good at redoucing part count ... as long as you use that particular parts to build your ship ... wich is not always what you want ... but it sure helps a lot. Neither of this methods is a perfect solution but I don't know any better.
  8. I had a problem with the parts not showing in career mode and changed the "TechRequired = advScienceTech" parameter in the config of the parts to "TechRequired = specializedConstruction" to solve it. Probably any other node of the tech tree would be valid, but for some reason "advScienceTech" didn't worked for me even after use cheats to re-research it or reload all the nodes. Migth be only in my install, but I post this in case other people get the same problem.
  9. Simple, yet effective and very welcome. Thanks
  10. New bug found related to resources and the M700. Now you can put them in orbit without problems, (V1.4.21 QuickFix). You can deploy and use them to survey a planet and it actually works perfectly ... as long as you don't change focus of your ship to the planet. If you do that the info of the planet doesn't appear and the info of the ship remains in it's place. You can see it in this pic, (my English is not good enough to properly explain something like this): http://i.imgur.com/eD29oZR.jpg After that, when you return to your ship it disappears, (the whole ship not just the M700). It may take a while to disappear leading to you to think that everything is good and you can quicksave ... well, that is not the case , (god bless S.A.V.E. mod). If somebody else can try this and get the same bug it would probably be wise to write some warning in the OP about the M700 and this mod to avoid future ships being engulfed by the kraken without a backup save. Despite the M700 bugs the mod is great , so thanks for your work KillAshley.
  11. Yes, the M700. Same problem you post here: http://forum.kerbalspaceprogram.com/threads/120411-M700-Scanner-weird-physics At high speed the scanner dissapears, after that physics go crazy. Try removing, (after backup), the "ResourceFiles" folder inside new horizons mod and see if the problem persists.
  12. The problem is one of the files inside "ResourceFiles" folder, if I remove that folder there is no problem. Heating may be the problem yes but there is no bar showing the heat on that piece neither it explodes like any other overheating part, it just dissapears and then the rocket becomes very hard/impossible to control. Also the camera moves just at that moment. In any case if you can put surveys probes in orbit without problem then it must be something in my install or my specific ksp config.
  13. Arround 600 m/s in kerbin atmosphere. If somebody is able to put a survey scanner in orbit with this mod then the bug only happens to me, maybe some config or corrupted file on my ksp install. I tested the save game itself on another ksp install, (without new horizons), and it works.
  14. First of all, magnificent mod, I'm really enjoying it I have a bug related somehow to this mod, (it disappears when I delete the mod and reapers after put it back). I'm using opengl if that matters, 32 bits install, the bug appears with new horizons as only mod. When I reach high speed with a survey scanner it dissapears and the rocket starts to shake. It seems to be related to aerodynamics but it also happens with the survey scanner inside cargo bay or fairings. Example pic of test rocket: http://i.imgur.com/6Fjz4xk.jpg Does this happen to somebody else?
  15. Same bug than ErrHead, windows 32 bit opengl, borderless window. Big ships disassemble on load, smaller ones seem to work but they are constantly under acceleration. Restoring 2.4.5 and all work perfectly.
  16. I wasn't able to convert non multiple of 4 textures with shaw converter but everything else seems to work, (not a big problem anyway). The only real problem is that for convert all textures at once I need the linux version of a .bat file with the correct options to detect normal maps, do the color changes and all that complex stuff. I tried to modify toadicus script for that but It's too complex for me.
  17. I downloaded it again but the result was the same error. It's probably my fault so I will describe how I tried to execute this: -From a Ubuntu live cd I downloaded the ozDDD.zip, unzip It and execute with "./ozDDS" from a terminal. - It says -->"urgante@urgante-VirtualBox:~/Escritorio/linux64$ ./ozDDS./ozDDS: /usr/lib/x86_64-linux-gnu/libstdc++.so.6: version `CXXABI_1.3.8' not found (required by ./ozDDS)" - So I manually copy the libstdc++.so.6 file to the "lib", "lib/x86_64-linux-gnu" and "lib64" folders, but the result is the same error. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- In the end I just installed the 4.9 version of GCC wich was actually easy and fast once I tried and that made the converter work. (maybe not the most elegant solution but easy). I will convert some textures now and test it.
  18. It says this --> urgante@urgante-VirtualBox:~/Escritorio/linux64$ ./ozDDS./ozDDS: /usr/lib/x86_64-linux-gnu/libstdc++.so.6: version `CXXABI_1.3.8' not found (required by ./ozDDS) But as I said my linux skills are nonexistant, I tied to execute it putting "./" before it but I'm not even sure if that it's what I'm supposed to do. If you are struggling to compile it for windows then It's way harder than I thought.
  19. You can convert texture replacer textures to dds, some of the texture packs are already being released in dds format to use them along with ddsloader. The option to resize the textures would be interesting. Shaw, can you give some instructions on how to use your converter from windows please? (or just a good old nice .exe file). I tried running the binaries from a ubuntu live cd but aparently they needed some libraries and my linux skills are ... almost nonexistant. Thanks for the converter anyway
  20. Short answer--> No. Better wait for somebody to make a converter, I hope that will happen soon. Long answer --> See my post in page 9 for the code and the links for the mbm converter and nvdtx. BUT that code is far from prefect and It's probably not user friendly enough. Citing myself: The script I posted doesn't work with all the textures: - 8k textures just fail to convert - Textures with resolutions non multiple of 4 fail to convert. - Some normal maps are lost in the conversion, a lot of them actually. I didn't noticed the effect back then but you can see an example here. http://imgur.com/a/qkUKs#0 - Some textures become invisible, no idea why. (Only two as far as I know). So I would recommend to wait for Lilleman converter unless you know how to properly convert the textures or just want to play with wrong normal maps, (not that bad actually, I didn't even noticed until I saw the example picture).
  21. Same folder and name than the originals. You must delete the originals or at least move them out of the gamedata folder. If the original and the dds archive are in the same folder one of them is randomly selected to be used by KSP, (but both are loaded to memory).
  22. The script I posted doesn't work with all the textures: - 8k textures just fail to convert - Textures with resolutions non multiple of 4 fail to convert. - Some normal maps are lost in the conversion, a lot of them actually. I didn't noticed the effect back then but you can see an example here. http://imgur.com/a/qkUKs#0 - Some textures become invisible, no idea why. (Only two as far as I know). So I would recommend to wait for Lilleman converter unless you know how to properly convert the textures or just want to play with wrong normal maps, (not that bad actually, I didn't even noticed until I saw the example picture).
  23. A million of thanks for working in that converter Lilleman , I tried a lot of converters and configurations in the nvdxt .bat without finding a universal solution, (what worked for some textures didn't work for others), so having a tool to convert all of them is just what we needed.
  24. Changing only the jool_ring.png file makes the ring darker, changing also the default ring texture "GameData\KittopiaSpace\Textures\Default\rings.png" makes it invisible. The icons in partcatalog mod become invisible after the -u8888 conversion but maybe there is something wrong in my KSP install, I will check tomorrow from a clean install.
  25. They look like this in my pc http://i.imgur.com/uExvSRU.jpg but I have a light mod. I have the version 1.1 of ddsloader yes. Did you convert the entire KittopiaSpacemod folder to -u8888 or only the jool_ring.png file? (The others textures work for me in DXT5). Are the other textures in DXT5? Did you used the nvdxt.exe? Details please. The icons converted with -u1555 produced this http://i.imgur.com/CkzafEI.jpg A fast check with -u8888 worked, needs double checking, looks promising. The files are bigger this way but It's almost irrelevant in my particular case, I had around 300 images non multiple of 4 but they are around 1mb in total.
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