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Yuri kagarin56

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Posts posted by Yuri kagarin56

  1. 15 minutes ago, Master_Azrael said:

    I might be wrong...but have you downloaded both packs? Parallax Stock Textures 2.0.0 and Parallax Scatter Textures 2.0.1.

     

    For what I could see in that picture that you have posted before, you only have Scatter Textures 2.0.1...but you need both for parallax to work correctly.

     

    Give it a try, a tell us if that works. Hope to help (at least, a little bit):lol:

     

    pd: Excuse me if I have some grammar errors, english its not my first language

    No I have both properly installed.

  2. Im unsure if this is correct or not but. 

    04a97e235bd38e991690b7e9205610b1.png
    https://gyazo.com/04a97e235bd38e991690b7e9205610b1

    Is Bop supposed to be missing from the scatterers mod? Its just missing completely in the scatter textures folder. Vall also doesnt show up in the scatters folder. 

    Edit: Upon loading on vall run into some SERIOUS issues, the scatter just shakes violently and rocks are just texture messes and cubes. 

    Log File: https://www.dropbox.com/s/65z0kekc7bpfxka/Player.log?dl=0 

    Settings CFG: https://www.dropbox.com/s/yo2yye30vzbsix4/settings.cfg?dl=0

    Help would be much appreciated, thank you very much. 

  3. When on any surface that has received updated terrain shaders, an odd horizontal artifact rotates with your camera and moves up and down along the screen as you zoom in and out. 

     

    Although not always highly noticeable this is present on all updated terrain surfaces and for me at least is a MASSIVE eye sore, has anyone encountered this and managed to find a solution at all? Please Im grasping at straws here and have been searching for almost a year now for a solution.

    qj6lge_.jpg

    qj6lkb_.jpg

     

  4. So wolf isnt running in the background, but its calculations are consistent?

    IE. Back in the day an outpost digging water and throwing it into planetary warehouse would only do so when the vessel was active so you occasionally had to rotate between outposts to ensure the values were updating otherwise eventually the main base pulling resources would run out. 

    The way I understand it WOLF now mitigates this by dealing with wolf resources which are consistent? So once WOLF has registered materials being fed into it, the available pool updates and a base elsewhere can make use of that pool and the values wont matter as it will always be consistent? IE 5 units of water available forever ((or something of the like)) and you only need to go back to the extracting infrastructure when adding new industry so it can update its wolf pool? I think I got that correct? 

  5. SClOzvr.png

    Ran into another problem here Im hoping someone can offer some help on. My Duna ship for my current mission has around four years of hab time. All's well for the journey out to duna. However as soon as I move all kerbals into the lander and push away from the ship undocked in a command module rated for 9 days of hab time my non pilot kerbals IMMEDIATELY go homesick and the pilots go into 8 days fine. Im wondering what the heck might be causing this? Ive had no trouble in the past with this sort of thing they always get the full hab time from the lander and are able to operate. As of right now Ive had to close down the game because I cannot accomplish any landings. 

  6. 3 hours ago, Tokamak said:

    I have a small feature request/suggestion, if that's not too presumptuous. I sometimes get in a bad situation by accidentally clicking the "disassemble part" button in the action menu, because it's often right next to the button I want, like "grab connector". Obviously a confirmation prompt or something like that would get really irritating for the user, but would there be any way to do something like put a bit of space between it and the other buttons? Just so you're less likely to move too quickly and derp and click it.

    Maybe it's just me. If it is, then I guess there would be no point in the change.

    Either way, again thanks for the cool mod package. You've given me endless hours of entertainment. :)

    Not just you lmao. I just "finished" a mission in which I disassembled my parachute trying to repack it. 

  7. 1 minute ago, Aelfhe1m said:

    Your Kerbals are using the supplies faster than the greenhouses are producing them.

    Assuming you haven't changed the default rates then each Kerbal turns 0.0005 supplies into 0.0005 mulch per second (0.0015 /s for 3 Kerbals).

    Each Nom-o-matic 5000 takes 0.00012 mulch and 0.00012 fertilizer to produce 0.000132 supplies (0.000528 /s for 4 greenhouses). That's a shortfall of 0.000972 supplies per second.

    So your Kerbals drain the supplies down to zero (slowed somewhat by the greenhouses producing some replacements). Then once it hits zero then each time KSP updates the resources the greenhouses make a small amount which immediately gets gobbled up by the Kerbals putting the supplies back to zero.

     

    So is the solution here simply to add more greenhouses so the supply counter can catch up and drain fertilizer properly without sitting at 0?

  8. Hmmm having some trouble for some reason my life support might be bugged?

    Ive got a mission to duna with enough fertilizer for a few years running 4 nom-o-matics 5000 for a crew of 3 kerbals, my supplies drained down to zero and is now stuck at 00H:00M:00S but it wont run out? My agroponics are consuming mulch and fertilizer but they are not producing supplies, my supplies sit down at zero and do not move.

     

    Am I missing something? Screenshot provided. 

    gHPFQAq.png

  9. I am getting this SUPER annoying white horizontal line in the middle of my screen, this is something that has never occurred before on any of my 1.8 breakthroughs but started happening just this last week when i did a full reinstall to change around some mods. 

    All of my visual mods are the same as before the issue occured:

    AVP 3.83

    EVE 1.8.0.2

    Scatterer 0.055

    I really have no idea what might be causing this its just this massive sorta flickering white line across the screen when on terrain. When I rotate the camera the line rotates to match it, when I scroll in or out the line rises and falls. Its something I just cannot stand playing with anymore and Ive tried mod threads, reddit and discords and this is pretty much my last shot in the dark before I uninstall KSP for a while.  So please if anyone knows what this is I beg of you to let me know. 

    Image of line is highlighted here in red, its faint on minmus' terrain but is very obvious on the others. 

    https://imgur.com/a/jvzzgyQ

     

    Logs here

    https://www.dropbox.com/s/65z0kekc7bpfxka/Player.log?dl=0

     

  10. So I booted the mod up and I love the quality but for some reason im not getting clouds? Ive got both Scatterer and eve and both have their toolbars coming up but no clouds.

    H0GpbzB.png

     

     

    https://www.dropbox.com/s/dh5ix1xf1nq0ur0/output_log.txt?dl=0

    for the logs. Any help would be much appreciated hopefully I can get clouds.

     

     

    EDIT: Im stupid and forgot to remove the last bits of my Astronomers visual pack. All good now. 

     

    Perhaps someone can help me with this though

    Spoiler

    7jPwH9S.png

    Spoiler

    ASDIOhH.png

    OA660J2.png

    mz6eAtp.png

    7QcKfi3.png

     

    Ive got this weird line in the middle of my screen and it will follow my view when scrolling in or out, very annoying is there any way to fix this? Seems to be giving odd pixelated textures too. 

  11. 37 minutes ago, Gameslinx said:

    I've not used Scansat before but I have been told it works fine!

    Planet resources for MKS / WBI haven't been manually distributed so it could be possible they will randomly spawn, but I advise caution and I can't guarantee any will spawn at all.

    The terrain textures use the new shader added in 1.8, and every planet has very high quality terrain textures for their surfaces. Every planet and moon uses these. Make sure your shader quality and terrain quality are set to high :)

     

    Thank you for the information, from what Ive seen this mod adds just what KSP was lacking a sense of looking for things! I am very excited to try it out!

     

    1 minute ago, JadeOfMaar said:

    SCANsat simply works. There is no "I need compatibility" thing here. Install Waypoint Manager as well and you'll be asking loudly why you've been clinging to KerbNet. :P

    If you simply install Community Resource Pack or WBI Classic Stock you will get (typically randomized) resource distributions on every planet. There is no "I need compatibility" thing here either, except when you reach the point of the few resources that are only configured for the stock planets which no longer exist when you install Beyond Home.

    I see, I see. So all of the "regular" resources will be randomly distributed normally like in a stock solar system with CRP, but things such as Karborundum or water would have to be manually added into the CRP?

    Thanks for the info and yea, never been a fan of the kerbnet tbh.

  12. This mod looks awesome and i found it by watching some of your youtube videos Linx, but I had a few questions regarding the mod I hope you wont mind answering. 

    Is it supported for things such as Scansat? 

    Does it have resources on the planets for mods like MKS or WBI?

    And the terrain textures of the planets I havent had a chance to get too close a look to them yet but how do they compare to the stock system? Are they more towards the newer high detail textures like the Mun and Duna? Or moreso like the older KSP planet textures? 

  13. So ive run into some trouble on my recent play through trying to finish my Mun colony, for some reason MKS/Karbonite resources are not showing up in the scansat map. They show up fine in the kerbalnet but not on the scansat resource list. This had always worked in the past so im wondering if something has gone awry with just my save? Or if im missing some sort of file for the scansat mks resources. Any help would be much appreciated, player log included here.

     

    https://drive.google.com/file/d/1owTwTcmLGknb86fIg_3nC8kYogruOslM/view?usp=sharing

  14. So ive been running into some trouble lately with my new 1.8.1 savegame. Before on every play through i was always able to see USI/MKS resources through the scansat map plugin, karbonite etc etc. 

    Yet for whatever reason they do not show up in my current play through, im wondering if something has broken with it? Or something else. 

    Ive included my Player log here through drive, hopefully some answers could come from it as this is my go to mod for resources finding.

    https://drive.google.com/file/d/1owTwTcmLGknb86fIg_3nC8kYogruOslM/view?usp=sharing

     

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