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Pointblank66

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  1. Question about Parallax and RSS. afaik RSS only officially supports Parallax 1.3.1, But on the github I see a changlog line for Parallax 2.0.5 saying "Added backwards compatibility for planet packs that only support up to Parallax 1.3.1. You can now update to Parallax 2.0.5 to benefit from the optimizations and improvements Parallax 2 brings." Does that mean that I can safely use Parallax 2.0.5 with RSS v19.0.4 (the most recent as of this post) even tho RSS doesn't officially support it atm?
  2. I'm preparing my ksp 1.12.4 installation for a RSS playthrough. But after installing the first batch of mods I noticed is an error coming from EVE-Redux. Something like this: [WRN 02:24:52.829] Cannot find preset 'RSS_High' for pqs 'EVE PQS' [LOG 02:24:52.843] [EVE CloudsManager]: Cannot find Jupiter to apply to main Menu! [LOG 02:24:52.843] [EVE CloudsManager]: No PQS! Instanciating one. [LOG 02:24:52.843] [EVE CloudsManager]: PQS Applied [LOG 02:24:52.843] [EVE CloudsManager]: Applying 2D clouds... [LOG 02:24:52.858] [EVE CloudsManager]: Clouds2D is now SCALED [LOG 02:24:52.859] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: JupiterStorm) OnSphereInactive [LOG 02:24:52.859] [EVE CloudsManager]: Clouds2D is now SCALED and I get that with all the planets in RSS, not just Jupiter. Visually in game I can't really see any issue. Current installation contains the following mods: RSS v19.0.4.0 RSS 16k textures v18.6.1 PRVE v1.9.3 PRVE 64k v1.9.3 Kopernicus rc-1.12.1-141 Harmony2 v2.2.1.0 Module Manager v4.2.2 Modular Flight Integrator v1.2.10.0 KSP Community Fixes v1.23.0 EVE v1.11.7.1 Scatterer (including the default config and sunflare) v0.0838
  3. Hmm bummer, but thats okay. I'm gonna post it at the EVE-Redux forum then just in case. Thanks again for helping with the RSS issue
  4. Thanks you! That mostly did fix the terrain texture issue. Had to redo the 4th step tho after installing PRVE. One thing that I also now noticed is an error coming from EVE-Redux. Something like this [WRN 02:24:52.829] Cannot find preset 'RSS_High' for pqs 'EVE PQS' [LOG 02:24:52.843] [EVE CloudsManager]: Cannot find Jupiter to apply to main Menu! [LOG 02:24:52.843] [EVE CloudsManager]: No PQS! Instanciating one. [LOG 02:24:52.843] [EVE CloudsManager]: PQS Applied [LOG 02:24:52.843] [EVE CloudsManager]: Applying 2D clouds... [LOG 02:24:52.858] [EVE CloudsManager]: Clouds2D is now SCALED [LOG 02:24:52.859] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: JupiterStorm) OnSphereInactive [LOG 02:24:52.859] [EVE CloudsManager]: Clouds2D is now SCALED and I get that with all the planets in RSS, not just Jupiter. Visually in game I can't really see any issue. Is this something I need to post on the EVE-Redux forum thread or the PRVE forum thread?
  5. I have a slight issue with RSS. This is an issue regarding the same problem that was described in this github issue post https://github.com/KSP-RO/RealSolarSystem/issues/167. All mods are installed through CKAN and below is the way I managed to replicate on my end it is as followed: - Clean install of KSP 1.12.4. - Start up KSP and close it after it is done loading into the main menu. - Install the latest version of MM - Start up KSP and close it after it is done loading into the main menu. - Install the latest version of RSS, 16K RSS Textures and it's dependencies. - Start up KSP, once done loading go into the graphics settings and set textures to RSS_High. So far so good and ksp recognizes the above mentioned available texture for RSS. Now after this is where it gets wonky. Whether I install PRVE with it's dependencies scatterer and EVE, OR if I install Scatterer and/or EVE separately from PRVE, ksp no longer recognizes the RSS_High texture setting according to the KSP.log. Would it be wise if the above mentioned github issue is reopened, or should I make a new one?
  6. Got an issue with BDB and LRTR. This part especially isn't getting correctly rescaled. Before installing LRTR And after installing LRTR Can this be fixed?
  7. aah thanks, I must have missed the comment when I scanned through the whole forum post
  8. Any chance there will be a "dark mode" option for CKAN? Not saying that how it now looks is bad or anything, but for people like me who are susceptible for light induced migraines it would be amazing to have a "dark mode" option to have less strain on the eyes
  9. I'm looking for a certain part, idk if I'm overlooking it but I kinda need it for a build. It's circled in red, and it is not the gold adapter on it. It's the gray octagonal part. iirc it should have been part of CSA Contares
  10. I mean you re right, I don't really see a better solution either. The thing is, I would love to make a payload mod that would fit perfectly with SOCK but I don't have time to make something that is (for my skill level) that complex, and I am already busy making a parts mod in my free time just to get familiar with modeling
  11. That's the thing, I am already doing that but the thing is, scaling them to fit it inside the payload bay WITHOUT clipping them into it results into them being to small, and scaling them to the right size results in them fitting perfectly but WITH clipping through the bottom of the payload bay.. Besides that, those payload utilities are made for the default payload bay after all. And being me I'm very much a perfectionist with this game and can get very irritated when certain designs or kitbashes don't look right (°ー°〃)
  12. I don't believe this mod is dead, and despite KSP2 slowly getting round the corner, I think it's too soon to say that everyone is focusing on that
  13. Will this mod eventually also get the additional payload bay components like e.g. the EDO pallet, sunshade and the science pallet(which was used on, iirc, most of the spacelab missions). If needed I can provide some visual documentations on some if you want
  14. I see, Never really used the stock robotics as I've used the Inverse Kinematics mod, but looking how you used it from the screenshots, I think it's not that difficult to learn how to use it
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