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mreadshaw

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Everything posted by mreadshaw

  1. Hi, I get random (as far as I can tell) crashes when changing scene once and a while. I can't make heads of tails of the log file. Can any one tell me what the offending mod is? Log: https://file.io/aij6Fd Modlist: https://file.io/UFe8AQ Thanks!
  2. @JadeOfMaar any chance for a vector file of the DV map so I can shrink it without losing some of the fidelity. At full size it is bigger than my screen. Love the mod!
  3. I'm using 2.5x which gas the atmosphere scaled to 1.1x. The music starts playing at 77km which makes sense but the atmosphere doesn't end until 91km. Which is the bug? The music or the atmo height? Is there a way to fix it? Thanks!
  4. USI-LS parts no longer appear in the utilities tab but all but the Nom-O-Matic 25000-I appear in the fuel tank tab now.. Can't see any reason for this in the parts .cfg so I'm thinking it has to do with the CCK .dll. EDIT: I see this has already been brought up, my bad.
  5. There seems to be an issue with the drag of the 900 and 909. Maybe more parts as well but as you can see in my pictures definitely these engines need tweaking. You can see that the 900 and 909 are causing about x7 the drag that a LV-T30 does, which makes no sense Edit: below first 2 images Edit: Did some more testing. It seems like it may just be a general issue with all of the engines to some degree. The first image below show that there is way to much drag on the LV-T30 compared to the nose cone. The second on is stock.
  6. Put the code below into a .cfg file. It's what I use to fade in scaledspace at 70km. You can probably play with the altitudes to to get it to look better but it works fine for me. @Kopernicus { @Body[Kerbin] { %ScaledVersion { %fadeStart = 50000 %fadeEnd = 65000 } %PQS { %deactivateAltitude = 70000 %fadeStart = 65000 %fadeEnd = 70000 } } }
  7. I have a request for a new bug fix. The extend option in the right click menu for antennas disappears once you transmit a science report. Action groups can still toggle the antenna just fine so it seems like a bug to me. As an addition, maybe stock+, I think it would make sense for the antennas to only retract once you have sent a science report if they were retracted before. Basically always return the antenna to the state it was in before transmitting. Edit: Reddit thread where the idea/problem came from https://www.reddit.com/r/KerbalSpaceProgram/comments/3z14h1/is_there_any_mods_out_there_except_for_remotetech/
  8. Awesome mod! Always wanted a way to keep commsats and such pointed at their targets. Just a FYI if you attempt to set a target using the built-in target selection as opposed to setting a standard ksp target you spawn a exception when you press set. It still seems to works properly though.
  9. Are you running scatterer and is it only in map view? If so open up the scatterer UI (alt+f10) while in map view and change the map scale size from 1 to 3.
  10. I like easy fixes! Do you know if re-scaling scaled space is possible through .cfg editing in Kopernicus?
  11. Interesting and good to know. I'll try messing with cloud height to see if I can find something that works both ways. I'd be fine with any of those workarounds if they are feasible. Disabling after a certain height seems like the best, maybe replacing all the layers with a simply texture even. Thanks for the answer!
  12. I know I've figured this out before but for the life of me I can't figure out where Squad is storing some of their icons. I'm looking for the icons used in the stock categories, like Pods, Engines, etc. In FE they are referred to as stockIcon_*. Where are they stored? I'm thinking maybe they are part of an asset file? If so can anyone list the names or better, provide a link that shows a pic and their names?
  13. So this may be a known bug, the forum update made it a little difficult for me to follow some of the conversation. If it is my apologies. I am getting a lot of flickering in the clouds when the camera is far away from any body with an atmosphere. On Kerbin it starts around 10-15Mm. I've tried opengl, directx9, and directx11 and it occurs in all of them. It isn't really that noticeable on regular stock scale because the planets are so small by the time you're far enough away but on an upscaled system (my main install is 4x) its very noticeable. At stock scale the easiest way to see it is to go into settings and then back to the main menu so it switches to the view from the Mun's surface. I made this gif from a bunch of screenshots, its faster in game. http://makeagif.com/i/4FuUUw Here is a pastebin of my logs. http://pastebin.com/26LhZhLp
  14. Yep the building bug is definitely permanent for me as well. Tried multiple saves and at this point probably hundreds of scene changes and it always has them as tier 3.
  15. Is it possible to make the smoke slightly transparent? I love the engine plumes from this mod but the smoke, especially on solid boosters is just too repetitive and bland for my liking. If not how hard would it be replace the realplume smoke fx with the squad one? Can either of these things be done by through the configs alone?
  16. Not a bug, the fancy ocean disables itself at 70000m. At around 110km the scaled space ocean starts fading in. Blackrack has said that this will change in upcoming versions. If you wan't you can change your .cfg so that the ocean continues to render past 70000m but there can be some visual bugs if you do.
  17. I've recently been having issues with ckan casuing a lot of errors, including restarting my computer and BSODs. I'm not sure exactly what sets it off but it seems that everything is working perfectly fine and all of a sudden my computer will restart with no error messages. At that point ckan is broken and constantly throws up errors or in a few cases BSOD. I have to delete the entire CKAN folder to fix it. Is there a log somewhere that might help me run down the problem? I'm running Windows 10 64bit.
  18. What I'm hoping is that the fancy rendered ocean can be replaced by something similar to the map view ocean. As is the planet looks a little strange between 70000-140000ish m where there's just nothing. I think it basically should probably switch over to a prerendered(?) version somewhere around 40000m.
  19. What is the command to put into PlanetsList to save a change in the ocean render queue? I tried oceanrenderqueue = but that doesn't work. I saw it on a page a while ago but can't find it now. The search function in these forums is useless (or maybe I am). Edit: Ignore this, its definitely me that's useless. It's oceanRenderQueue just in case anyone else is wondering.
  20. Ok cool. Just as extra info it only happens around bodies that have an atmo and I've noticed that the sun glare uses different graphics if you're in an SOI that has an atmo. If it doesn't than the sun is the same as previous versions (the correct graphic?).
  21. I just updated to v0.0215 and now the planet doesn't completely block out the sun. I've gone back and checked v0.021 to make sure I didn't miss it before and it definitely was working properly in that version. I've tested directx9, 11, and opengl and it occurs in all three. One thing I noticed is that in v0.0215 the graphic for the sun have changed, it is using the graphics from in the proland folder whereas in v0.021 it doesn't even thought the files are there as well. Any ideas whats wrong? http://i.imgur.com/odhZWVq.png
  22. I didn't realize you'd responded on the next page so I was editing my post. If you missed it, I figured out it has to do with camera mode not height, I can reproduce it at any height by switching to locked mode. It seems something about locked or orbit view is the problem. Free view is fine at any height. Good to know about the option to disable but I can live with it. it's only really an issue if the camera changes to orbit view while you're still in the atmosphere. PS: Awesome work, its amazing what you've been able to do!
  23. You're right the ocean just completely disappears once I'm in orbit. I meant the ocean disappearing when you look down at the craft issue. But this is what I meant about certain angles. I got this at 60000m. I should add I'm using directx11. I'll check on 9. EDIT: Yep happens on directx9 as well. Done some more testing and it appears to be connected to camera view. I can get it to occur at any altitude if I'm in orbit or locked view. But never in free view or chase mode.
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