Jump to content


  • Posts

  • Joined

  • Last visited


126 Excellent

Profile Information

  • About me
    Dark Lord of the Booster
  • Location
    Immersed in the Dark Side of Minmus

Recent Profile Visitors

2,155 profile views
  1. I would love to hear something about this as well. I'd love to keep both aspects, but if I had to axe the lights, I'm OK with this. Of course, I'd have to know how to do that... EDIT: Took a look at the Parallax thread and this was reported there as well. According to those posts, this is a hard incompatibility - in short, the cities can't be rendered properly on the parallax terrain, so this really is a case of one or the other, unfortunately. I chose to keep the cities, as there are some terrain following issues that happen with Parallax installed as well.
  2. So CKAN Scatterer with the Scatterer Default settings makes all the pain go away. Roger that, and thanks for the clarification. EDIT: Hello. I'm back. Sorry! Installed Scatterer via CKAN, Default Config as discussed. No sunflares in game, so I'm guessing something else is going off somewhere. I'll be over in the corner with a dunce cap, waiting to be told how I messed this up this time.
  3. Outstanding. Glad I was able to help you find that issue and get it cleared... Sorta, anyhow. I just checked to see if I could install Scatterer via CKAN, and still no dice. I don't think Scatterer's metadata recognized Spectra as a providing mod. When attempting to install, it demands that you install a config set. Two options were available, neither of which were Spectra, which was already installed. I've maintained my manual install for now, but at least it recognizes that there is no incompatibility between Scatterer and Spectra now. That's progress!
  4. It was manual, as I indicated I needed to do originally - I hadn't seen the other message about 'forcing' it to reinstall via CKAN at that point, and since it all seems to be working, I'm not gonna mess with it now. On that note - looks good, by the way.
  5. The reboot didn't fix it, though running with only Scatterer did. As in, nothing else was loaded. I'm going through and looking for the interaction that created it. I'll be building around Spectra most likely, so I'll start from there. Though with 1.9 out now... thanks, Squad! Always updating in the middle of me troubleshooting. I'll keep you posted. Update: Though unrelated, I did find out I still had an old version of KSPRC installed... so that shouldn't have been there. That said, having gone through everything, it now somehow works (even with KSPRC installed... which it no longer is). Not sure what the problem was. :shrug: I do, however, have a question - for a CKAN install, in order to make use of the Scatterer and EVE configs and the Texture stuffs... am I supposed to have moved things around after install, or is MM doing some magic in the background to make it all just work? I checked for a readme in the install folder and saw nothing, but the OP seems to imply there should be some directions of some sort there.
  6. Much thanks for the confirmation, both of you. Not sure if this is related or not, but in my quick test last night (after installing Scatterer manually), I had an odd bug come up I've not seen previous to installing Spectra. I doubt it's caused by it, but since it's only shown up since I installed, I figure I should at least ask: Once loaded in game, any screen click that should be changing scenes (IE- VAB, R and D, etc) are not responding. They highlight, but no clicking type, style, or amount will change the scene. I then tried to exit the game via the menu... and it would not shift to the main menu either. I'm still troubleshooting, but to run parallel with that, has this behavior been seen before in any circumstance? Again, I'd be surprised if it directly related to Spectra, but it is the only change (minus the changes in Scatterer and the EVE configs) I've made.
  7. CKAN Install with the new version indicates that the configs for EVE available through CKAN are not compatible. This makes sense, as they'd need to be overwritten by this one. However, it required the complete removal of Scatterer as well. I'm pretty sure that's NOT correct. While I have no problem doing a manual download and install of Scatterer, I do find it curious that the new CKAN metadata won't allow us to install a mod you recommend be run along side this. I get it would need to overwrite the default Scatterer configs, but what I think might be happening is that Scatterer and the default configs are hardwired to each other on CKAN... meaning if you remove one, you remove them both. Not something for the author to fix - this is informational for other users of the mod. Of course, I could be screwing something up completely as well, so if that's the case, please, by all means, tell me how to fix myself.
  8. @Tallinu No worries - I have a habit of reading an entire thread before I start commenting... especially when it's as short as this one is. I sometimes forget that not everybody does that. Thanks, also, for the Log file answer - as I mentioned it's been a while since I had to go to that level of T/S, though of course, this time, it wasn't really needed.
  9. Now THAT makes sense - I was thrown by the range calculations and the like. In my case, the tracking station is already at level 3, but as you point out, that's immaterial. Thanks for the explanation and corrections to my assumptions... and for the record I was always pretty sure the mod wasn't the issue - it's just what brought my lack of understanding to the forefront. As I posted at one point, I was sure it was my own lack of understanding. So on that note, if that's how it came across to you, Taxi, I'll apologize here, as that certainly wasn't the intent. Thanks to you for your attempts at helping me understand, and to you, Wile, a big thanks for explaining where I had missed the mark.
  10. Which log from where? I didn't see one that seemed specific to this mod, and I don't know where the game keeps it's general log. I used to, but it's been a while. But once I can find it, sure - not a problem. I'd LOVE to know what's going on. Would you like the save as well?
  11. OKay, just to make sure I'm not insane, I went back in and took some screenies as well. First, the HG-5: Note the type, highlighted, is most definately Relay. This is further evidenced in this picture, showing the CommNet around Kerbin, as previously described: The four around Kerbin are, you will note, relaying to each other to talk with KSC. The one heading off into nowhere is the Minmus probe, which currently has LOS with KSC. Time accelerated to a few hours later, though: Again, the satts around Kerbin have shifted to maintain comms. At this point, the probe should have done the same thing, via the commsats. For T/S purposes, I set all availiable antennae to the proper channel, to remove any possibility of it trying to do something funky. I moved the probe into a 150 Km polar orbit of Minmus to prevent the possibility of occlusion by Minmus as well, just to be extra certain. Despite all of this, the probe is not making use of the relay as it should be... which is to say, it is not relaying to KSC. So... again... what simple, obvious thing am I missing that explains the differing behavior between the relays (which function as I expect) and the probe (which doesn't)? The ONLY communications difference between the two at this point is the probe is a single antenna and the relays have four set to this channel.
  12. HG5s ARE relay. I checked for that specifically. Note that I also mentioned that those satellites with the 4 HG5s ARE relaying to each other around to KSC. Unless the ingame description is completely wrong, they are relay type, and that's what's causing my confusion.
  13. So... if I get what you are trying to say... the reason it won't connect to the relay is because the HG5s don't have enough power to talk to each other, but they do for the ground station? The direct - direct and direct - relay thing I get (and makes more sense knowing that ground stations are treated as relays), so that established, it's a power issue? Note that I said there were 4 HG5 on board, but only two were in use for that channel (and the others were turned off via the CommNet UI), so if even FOUR of them aren't enough for Minmus... Or are you thinking HG5s are direct? They aren't - they are relay as you stated earlier. So... again, I'm still unsure what the problem is then. You seem to say that the setup has all the range it needs, the HG5s on the probe and the relays are both relay type... so what's the problem?
  14. I feel compelled to point out, as well, that the same question was asked and answered earlier in the thread.
  15. Just for clarity - I do not use Kerbalism, nor am I relying on built-in antennae in the pod/probe core. I am using only antenna attached to the craft in question for my testing at this point.
  • Create New...