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Poodmund

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Everything posted by Poodmund

  1. If you kept the trunks as pill primitives or something would it be fairly cheap?
  2. There's not much point, in my opinion. EVE and Scatterer have come on a long way since the configs were written for KSPRC (hence Spectra), the thing of real value in KSPRC is the scaledspace body textures... which are used in Spectra. I fear reviving KSPRC (its ARR so good luck) would not be good usage of your time.
  3. Well its worth removing the Waterfall effects for those engines, with Module Manager, first if you are replacing them, otherwise there could be two lots of engine plume sets rendering at the same time. https://github.com/post-kerbin-mining-corporation/WaterfallRestock/tree/master/GameData/WaterfallRestock/Patches/Squad For reference
  4. Are any of the above discussed issues being experienced with FAR? iirc a flag has to be set in FAR to ensure that collisions/bounding boxes are ignored for the drag model.
  5. Yep, as above, Eeloo gets moved. The only other thing you might want to consider is that as a handful of new bodies are introduced to the game there is a lot more opportunities to gather science points, so that may make a difference to the progression 'feel' of your game.
  6. Hi Gth, Looking at your plans it looks like you intend to do a lot of work here, potentially changing the orbits of some bodies, changing the atmospheres(?), changing the surface topology from both a visual and PQS standpoint, which will require new biome maps, new science definitions, changing the overall 'feel' and 'lore' of some bodies by changing the overall visual look and even adding some additional bodies into the mix. At what point does this cease to become a high fidelity visual change and become a complete system remake? What I am trying to infer is, why constrain yourself by involving OPM at all, why not use this as an opportunity to create a completely original stock system expansion mod and let the bounds of your imagination be your limiting factor, not a pre-existing mod?
  7. This, really, has almost nothing to do with ReStock and likely because the craft save files were created using another mod that was using B9PartSwitch to add modules (fuel switching maybe) to your parts... and now you have subsequently uninstalled B9PartSwitch and are trying to open these craft files. The easy way to resolve this is to load the craft file, take a part off the craft and delete it, add the part back and then save the craft file.
  8. An effective solution to have thick fog like this, for a decent altitude range, would be the cherry on top.
  9. Rather than posting in that mod thread, you may want to look at thread dedicated to this kind of thing:
  10. No. It would also not violate any license. I think a clever way to go about it would be to just pull out the orbital period value of Shol directly when loading through MM to patch it. That way you're not altering/using/mixing etc. etc. anything from WW, you're just referencing a value from the MM config cache as its being built, only if WW is installed alongside Quack Pack. @Kopernicus:HAS[@Body[Cind]]:AFTER[WhirligigWorld] { @Body[Cind] { @Orbit { @eccentricity = 0 %period = #$@Kopernicus[*]:HAS[@Body[Shol]]/Body/Orbit/period$ } } } Does that work? Maybe just %period = #$/Body[Cind]/Orbit/period$ if that doesn't work. As others have said, its gracious to inform the other person of what you're doing just so that they can recognise any issues that pop up in the future due to your integration of Quack Pack alongside WW. EDIT: Did some testing and it doesn't work, but thats just because my MM-fu is not good enough... if some MM whizz could advise on the correct syntax I'm sure it could work.
  11. You have multiple versions of Module Manager installed: ModuleManager.4.1.3.dll ModuleManager.4.1.4.dll ModuleManager.4.2.1.dll ModuleManager.4.2.2.dll You should resolve this problem. You have also installed Kopernicus and Outer Planets Mod incorrectly as I see you have folders named "Kopernicus-1.12.1-139" and "Outer-Planets-Mod-2.2.10". I suggest that if you struggle to install mods correctly for KSP, you either follow this guide to install the mods manually: Or even better, you use a tool such as CKAN to handle the installation of these mods for you: Your issue is not an issue with Outer Planets Mod, its an issue with not understanding the install process of KSP mods. If you require further assistance, I would like to direct you to this sub-forum where members will be able to help you through this process: https://forum.kerbalspaceprogram.com/index.php?/forum/70-technical-support-pc-modded-installs/
  12. Not sure why you'd install SVT, since KSP 1.8 its objectively worse looking than the vanilla terrain.
  13. Keep well, Linux. I hope you're back to fighting fitness soon.
  14. Could this help in any way too: https://github.com/ihsoft/KSPDev_LocalizationTool ?
  15. You said that you disabled Scatterer's TAA first but never checked that re-enabling it caused the issue again. It might be worth checking to see if it is actually performing fine with it enabled. It would actually be more beneficial to post issues like this in the TUFX thread (not that it'll get any further development) so that it is documented and people are aware that the issue lies with that mod, it affects much more that just ReStock, in this way. EDIT: I misspoke, I didn't realise that JonnyOThan had taken over maintenance/development of TUFX. In that case documenting the issue over there in it's thread would be the best way forward.
  16. You can use Sigma Cartographer to export very high resolution maps, be it heightmaps, biome maps, slope maps etc. https://github.com/Sigma88/Sigma-Cartographer
  17. Not sure when/how this slipped through but has been resolved with the commit: https://github.com/PorktoberRevolution/ReStocked/commit/0beafe34aea92f647b1d9b0479002fbc22326d9b Fix earmarked for v1.4.4 whenever that is to be released. In the mean time, you can use those values for the commit if you want to manually fix.
  18. So in effect, the Kerbin heightmap could be altered to remove the whole land mass on the Northern polar region, and replace it with ice sheets that have traversable water underneath, instead? Amazing.
  19. I forgot to update this post but just remembered it as this thread was posted: You can download a very lightweight plugin, here, that resolves the issue: https://github.com/Poodmund/LoadingVSyncDisabler/releases From the bug tracker entry, it seems as though the issue was dismissed by SQUAD.
  20. First you need to specify the custom science experiments in each situation to use a localization string for the report: https://github.com/Poodmund/Outer-Planets-Mod/blob/master/GameData/OPM/Patches/OPM_ScienceDefs.cfg#L393 Then you need to create the custom text for that localization string: https://github.com/Poodmund/Outer-Planets-Mod/blob/master/GameData/OPM/Localization/en-us.cfg#L600
  21. Hi Enigma Star, do you have access to a copy of KSP version 1.3.1? This may be the easiest way to run the OPM-VO in its correct format with the relevant dependent mods at their correct versions for KSP 1.3.1.
  22. Edit the settings file: https://github.com/KSPModdingLibs/KSPCommunityFixes/blob/master/GameData/KSPCommunityFixes/Settings.cfg#L121
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