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StickyScissors

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Everything posted by StickyScissors

  1. Docking things parallel to each other still broken it seems ;/ Edit: https://www.dropbox.com/s/leh4g3bkmb20w5x/KSP.log?dl=0
  2. Anyone else have a MM file to put MJ into every command pod without having to have the physical module? The one i used in 1.3.1 doesnt work in 1.4.1
  3. Anybody know if this mod and the SMURFF rescale mod still work together alright? All these fancy new SSTU features i figure mightve borken something
  4. Hey, i can finally talk on the forums again I kinda like the idea of doing what a ton of Minecraft mod devs did when a new game version broke tons of stuff for no reason: Stick with the last version that didn't wreck everything
  5. Is there a way to color every part of a tank (body/nose/mount) a single color at once? There's the load/save pattern thing, but that has to be manually created and saved, and it doesnt seem to save on game reload anyways. Im thinking just a small check box that toggles a mode where you click a color and it's applied to the entire part, not just a specific section
  6. Oh yeah, now we're cookin' - Launch config: - Edit: Last ones i swear. Really wish i'd started using this shader stuff when it fist came around. - Spoiler, because ultrawide + 3x supersize, borderline duplicates
  7. Nope, i don't. In the past, anything below the main SSTU DL was only source stuff because forum rules, so i didnt even bother to look past. That also explains why the PBR stuff was working on stock parts, i had the patches for them. Thanks!
  8. Already posted in the Jimbo's thread, but figured i'd get a faster/more in-depth response here. Im trying to replicate this (Aluminum and Metallic blue): -snip- But all i end up with is this, no shinyness, just solid colors and a bit of glare: -snip- Using the same RGB/specular settings, and using either default DX9 or forcing DX11 with -force-d3d11. Probably overlooked some details when updating after being gone for a while? but im not sure - Edit: Game problem fixed, my reading problem...not so much :I
  9. Tried to replicate the shiny station module in one of your examples (using chrome instead of aluminum), but all i get is a shiny white. A couple other colors also dont seem to be displaying properly as well. Forcing DX11 and using latest Textures Unlimited version.
  10. Yes, although the controls are wonky when selecting "Control from here" on the docking port. i cant memorize what keys do what when controlling from the side docking ports
  11. -snip- Welp, it just decided to start working. Either updating to the last dev build or flushing my settings for the millionth time solved it ¯\_(ツ)_/¯ Edit: Nope, i lied, still borked @Gilph This is what i meant by flipping around like a madman: https://giant.gfycat.com/GlassDeliriousAngora.webm
  12. -snip- Fixed i think Edit: Nope, still borked. Even the MJ assisted method, which relies on Smart A.S.S, couldnt keep its composure and did the same thing, oh well. With lots of manhandling and Capslock fine control, i got them together, albeit a couple degrees off :I
  13. That dosnt fix mechjeb over-burning RCS. It still does this: https://giant.gfycat.com/GlassDeliriousAngora.webm I doubt Sarbian will get to it any time soon, because this has been a problem since at least november and has gone pretty much un-acknowleged by him so far. Anyways, lets not get too far off topic before the mods intervene
  14. Well, that didnt work, it still wants to flip around like a madman, even after i manually stabilize it in the direction that it overshoots. It slowly starts flinging back and forth again. using 2.7.0-776 And no, the RCS isnt balanced wrong, the same exact design was working in 1.3.0 and before
  15. I downloaded the latest dev build earlier today, but apparently it gave me 2.6.1 instead of 2.7.0-776. Also i dont *think* the RCS is unbalanced, as the ship hasn't ben modified in a way that would move the CoM anywhere significant, but i'll get RCS Balancer and check anyways. Edit: nope, still doesnt work even with dev build. oh well, ill find something else to play
  16. The problem isnt the angle, the problem is something in mechjebs code broke with one of the updates, and now it completely overshoots when turning the vessel to line up ports, and never stabilizes enough to dock. it'll get really close, while still flailing, and then it will disengage, which causes the ships to bump and spin eachother
  17. Trying to do some testing of docking systems, but MechJeb is broken. I got a cool screenshot at least
  18. Anybody know which version of MechJeb or KSP broke the auto-docking? because it's kinda critcal to missions i have planned, and docking stuff parallel manually is too much work for the time i have
  19. Has there been a fix/workaround for the docking autopilot going completely nuts? https://giant.gfycat.com/GlassDeliriousAngora.webm
  20. Test of new TEL concept finally going somewhere after 100 billion revisions. Ignore the rocket plummeting in the background, i had to make sure the rocket could clear the tower without exploding something
  21. If these new reflections (and, be extension, color changing menu options?) work out, i might be able to get the shiny merlins after all. - and maybe even the rare matte black merlin
  22. Has anybody else had issues with the landing guidance/auto-landing completely taking over roll? Hasn't happened before, and it's a little bit more annoying than it probably should be: https://giant.gfycat.com/EmptyFakeBetafish.webm Not sure if i'm missing a setting that hasn't mattered until recently, or if something's bugged. logs dont seem to show anything
  23. incredible! Wonder how all this reflection stuff will react to visual mods however... (skyboxes, clouds, scatterer)
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