Poodmund

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About Poodmund

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    ReStock normie

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  1. The value required to display here would be 'xmitDataScalar' located in the part config inside the 'ModuleScienceExperiment' module. i.e. MODULE { name = ModuleScienceExperiment experimentID = barometerScan experimentActionName = #autoLOC_502065 //#autoLOC_502065 = Log Pressure Data resetActionName = #autoLOC_502064 //#autoLOC_502064 = Delete Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False xmitDataScalar = 0.5 dataIsCollectable = True collectActionName = #autoLOC_238018 //#autoLOC_238018 = Take Data interactionRange = 1.5 rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 } Would only allow for 50% of the science data to be transmitted back.
  2. What's interesting though is that someone has put effort into making a brand new Jool texture (albeit a joke colour)... I wonder if its going to be what is eventually green and used for 1.10?
  3. Ah they are... weird, I couldn't find them yesterday. No worries, thanks for the mod.
  4. NESD, would you have any objection as to Internal RCS and/or Surface Attachable Control being listed on CKAN?
  5. @R-T-B is the unified/split camera intelligent? Does it detect what graphics platform is being utilised and use the appropriate camera system based on that? It would be a shame to lose the performance improvements the unified camera brings with DX11 and then have that nullified.
  6. Probably not any time soon. Have work to do on OPM base before I get back to touching this again.
  7. @dkavolis, this issue seems to be persisting with FAR v0.15.11.4 and KSP 1.9.1.2788. The easiest way to reproduce the issue is to work with a clean vanilla build of KSP, install FAR v0.15.11.4, Module Manager 4.1.3 and MFI 1.2.7.0. Start a new Sandbox game and go to the Editor (VAB). Load the Kerbal X stock craft, then subsequently, try to load the Dynawing stock craft. Exceptions will be thrown when trying to click the 'Load' button when try to load the Dynawing. It seems that there is an issue in the upgrade pipeline where FAR is trying to update saved craft files to 1.9.1 'standards'. I think it affects craft that have controllable lifting surface parts as the same thing happens with a lot of the stock aircraft when trying to load them in the SPH. Log attached: https://www.dropbox.com/s/zo47m3ew88gsf68/KSP.log?dl=0 In the attached log, I followed the process I outlined above and then tried to load other vessels that triggered the same issue. Would you like me to raise an issue on the Git tracker?
  8. They work in game. What's the issue? EDIT: In the Palette-16 format they have a filesize of 4MB per biome map, if I make them 8.8.8 uncompressed they increase to 24MB each. This is the exact reason why the Palette DDS format compatibility was added to Kopernicus, so the biome map size could be reduced by a factor of 6 in this case. EDIT EDIT: To be clear, I'd rather optimise the mod for players rather than people deconstructing the mod. I don't mean that maliciously, its how I got involved with modding but at the end of the day the mod is intended to be played. I hope that's appreciated.
  9. All of the biome maps were remade by myself in v2.2.2 and they won't open in GIMP, Paint.net or DDS Viewer because of the reason that I stated in my previous post. They use a specific DDS compression that Photoshops DDS plugin provides but I do not think the other programs do. Tekto, Slate and Wal's texture files open in those programs because those 3 maps are 8-bit as the bodies have over 16 biomes. All the other maps are 4-bit, which seems as though is unsupported for your software.
  10. The biome maps are saved in Palette-16 or Palette-256 DDS compression which acts as a pixel-uncompressed format with a clamped 4-bit or 8-bit colour palette, just like a 4-bit or 8-bit GIF texture. Photoshop's DDS plugin supports this format so if you are able to, you should be able to open them in this way just fine. For reference I used to play with Urlum being tilted in my playthroughs so it's another thing on my radar for the back burner.
  11. Thanks for spotting this, almost definitely an oversight and will be adjusted for the next release.
  12. You didn't say which was which in this scenario.
  13. I have packaged that mod in a way that you should respect the directory structure that is present within the .zip file. As Avera9eJoe has mentioned above, if you issue is how dark the skybox is with Distant Object Enhancements installed, open up the DOE settings, in-game, and adjust the setting called something like 'Maximum Skybox Brightness' or 'Dynamic Skybox Dimming'... I think it defaults to 35%.
  14. @Wyzard, thanks for the feedback... this issue has actually already been fixed and will be incorporated into the next release: https://github.com/PorktoberRevolution/ReStocked/pull/799