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SleweD

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Everything posted by SleweD

  1. Hi, I have an issue where the illuminator mk2 appears flipped 180° on crafts that were made before using the mod. Is there a way to fix this on the mod files? I'd rather keep parity between crafts made before and after the mod. I know it's something to do with line 79-82 on the file "ReStock\Patches\Electrical\restock-lights.cfg" model = ReStock/Assets/Electrical/restock-light-flood-2 position = 0.0, 0.0, 0.0 scale = 1,1,1 rotation = 0, 0, 0 I just don't know what part to edit. Thanks for this great mod!
  2. @pleroy Thanks, I was just checking it wasn't my game bugging out when the mod crashes. I forgot I had put the history value higher, that could be part of the reason. This might be a silly question but could it not reduce the file size/length by using something like yEnc or base64 instead of hex?
  3. How large are the save files created by this mod supposed to be? For me they're in excess of 70MB with a section for Principia with 500-600 lines of "serialized_plugin = <131,000 hex characters>". Is that really necessary data, because it's lagging up autosaves and quicksaves. Can I delete that section from the save file? Does it increase with the number of vessels I launch, or the time I go forward in the game? Is it supposed to be that size?
  4. Oh this is embarrassing, I just went through removing every mod out of my gamedata folder and putting them back one by one to check the cause, and on doing that it's stopped happening. I don't know how that fixes anything but it apparently has. Sorry about wasting both your and @MOARdV's time
  5. It seems (according to MoarDV, the dev of DOE) that Kopernicus removes the stock dimming effect on the sun, so I guess that's the issue.
  6. Just quoting something I asked in the Kopernicus topic. I was told to ask here too.
  7. Did this ever get fixed? I'm still seeing this issue in 1.3 with the latest DOE and Kopernicus. 1). Install both mods 2). Switch to a vessel in orbit 3). Skybox dims if you're looking with the planet in view but doesn't dim when looking only at the sun. I'm hoping it's just a missing cfg line to fix it!
  8. I love this mod but I miss the old big dot symbol in the countdown. Is there a reason it doesn't display anymore if the font contains the glyph? Is there a way I can see all symbols working to substitute my own character for that large bulletpoint?
  9. Hello, I'm having a problem that's hard to track down. Basically, the sunflare in Scaledspace is huge, if I remove Kopernicus the problem goes away, if I remove scatterer the sun looks massive too. I've added screenshots with just Kopernicus removed and Kopernicus with the other mods. This happens with just the following mods/folders in the GameData folder: StockVisualEnhancements, EnvironmentalVisualEnhancements, scatterer, Kopernicus, ModularFlightIntegrator, ModuleManager. KSP Version: 1.2.2 Kopernicus Version: "[BACKPORT] Kopernicus 1.2.2-7" as on github. Latest SVE off CKAN using medium res textures, any sunflare (I've tried stock, SVE and astroniki). Screenshots: output_log.txt: https://www.dropbox.com/s/1abdwctvn0wyxio/output_log.txt?dl=1 If you could at the very least point me to the files that change the sun/sunflare I could fix it myself, thanks.
  10. How can you tell it's a modified sun, it appears to be the stock sun to me? It's from SVE, I'll ask over there. Thanks for your help.
  11. Hello, I've seen someone else mention this problem but no answers. Basically, the Sun in Scaledspace is huge, and rather large out of it too. I've added screenshots with just Kopernicus removed and Kopernicus with other mods. I will note that partly the large sun in Scaledspace is due to SVE configs, if I remove them the Scaledspace Sun matches the normal sun with Kopernicus, but still not the same as with Kopernicus removed. KSP Version: 1.2.2 Kopernicus Version: "[BACKPORT] Kopernicus 1.2.2-7" as on github. Latest SVE. Screenshots: output_log.txt: https://www.dropbox.com/s/1abdwctvn0wyxio/output_log.txt?dl=1 I didn't understand which cfgs were wanted, if you see the output log you can see there's only 4 files referenced for Kopernicus, the default config, 2 SVE configs and one for KSPRC.
  12. @m4v I get the following error in my ksp.log at startup, it doesn't affect the mod in any way I just thought it'd be best to let you know: [LOG 14:26:20.624] Load(Assembly): RCSBuildAid/Plugins/RCSBuildAid [LOG 14:26:20.624] AssemblyLoader: Loading assembly at D:\Files\Games\Steam\SteamApps\common\Kerbal Space Program\GameData\RCSBuildAid\Plugins\RCSBuildAid.dll [LOG 14:26:20.626] Load(Assembly): RCSBuildAid/Plugins/RCSBuildAidToolbar [LOG 14:26:20.627] AssemblyLoader: Loading assembly at D:\Files\Games\Steam\SteamApps\common\Kerbal Space Program\GameData\RCSBuildAid\Plugins\RCSBuildAidToolbar.dll [LOG 14:26:20.646] AssemblyLoader: Loading assemblies [ERR 14:26:20.747] ADDON BINDER: Cannot resolve assembly: aaa_Toolbar, Culture=neutral, PublicKeyToken=null [ERR 14:26:20.748] ADDON BINDER: Cannot resolve assembly: aaa_Toolbar, Culture=neutral, PublicKeyToken=null [ERR 14:26:20.751] AssemblyLoader: Exception loading 'RCSBuildAidToolbar': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'RCSBuildAid.Toolbar' from assembly 'RCSBuildAidToolbar, Version=0.9.1.29305, Culture=neutral, PublicKeyToken=null'. [LOG 14:26:58.752] [ModuleManager] Post run call threw an exception in loading RCSBuildAidToolbar, Version=0.9.1.29305, Culture=neutral, PublicKeyToken=null: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at ModuleManager.MMPatchLoader+<ProcessPatch>d__46.MoveNext () [0x00000] in <filename unknown>:0 [LOG 14:26:58.798] [ModuleManager] Ran in 1.831s
  13. @Xiyn It's caused by scatterer, if you look deep into old replies on its thread you can find people with similar issues. Try the latest beta shared here maybe: @Galileo You're probably not going to help me on this but I was using an older SVE where my Jool used to glow like this: (Notice the halo around the edges softening them). I updated and now my Jool looks like this with super sharp edges: Do you know how to return it back to how it was?
  14. Hello, I don't want to sign into Google docs for a personal copy of this but I noticed your current public link has far too many users at the same time. I made a terrible port to Excel using vlookup: http://s000.tinyupload.com/?file_id=18766548889788460884 On a separate note, I don't understand what the combinability exponent is actually doing, is it to stop you spamming relay antennae on a craft and getting infinite Commnet range?
  15. Unfortunately there's no real visible light photographs of aurorae on Earth because very few spacecraft appear to orbit that high with cameras. I got that pic from http://earthobservatory.nasa.gov/IOTD/view.php?id=6226&src=ve and that just tells me that it's a composite of a "Blue Marble" Earth and the actual aurora from the IMAGE satellite, so no indications of intensity. Also this http://www.nasa.gov/mission_pages/sunearth/aurora-over-the-south-pole seems to have it visible on the day side too. On a more productive note, @Waz is it possible to add a quick toggle on/off button for EVE clouds/particles to boost FPS on part heavy launches?
  16. Thanks for the quick reply! I suppose it's a matter of taste - it seems fine to me from the ground, that UV noise thing you've got going is masterful. I'd also like to point out Jool is missing a bottom Aurora.
  17. I understand most of the config here is a stylistic choice and not necessarily accurate but aren't the aurorae supposed to be brighter? In real life it's this bright... I changed the value of minlight to 6 and it's a little closer to it: http://i.imgur.com/cEq645c.jpg Also how do I make the radius of the aurora smaller?
  18. Alright, sorry about pushing it. But I did just try Waz's build using your SVE config with scatterer and it looks perfectly fine: http://imgur.com/a/bCUpD I'll use this as an opportunity to thank both @Waz for the fix, @blackrack for scatterer and @Galileo for SVE.
  19. It was fixed about 3 KSP pre builds ago by blackrack, then EVE stopped working altogether (for me at least).
  20. @ThePrometheus They literally said 3 posts that they had to recompile it, and the post above yours is showing where it is. It's already fixed, just download again.
  21. It also doesn't load clouds for me even with the fixed DLLs and the folder outside of Program Files. I get 3 repeated errors of "'<path>\eveshaders-windows.ksp' can't be loaded because another AssetBundle with the same files is already loaded." then a spam of "MissingFieldException: Field '.MapView.MapIsEnabled' not found." The alt+0 shortcut works fine but then all the config panels don't load.
  22. Awesome job! I think it's broken on the latest build, there's an exception mapview thing though. Like this? It's the japanese himawari-8 sat http://i.imgur.com/UoZMp5Y.gifv Doesn't SVE also have snow on mountains? At least my KSP seems to have it. Also Astronomer used to have a Scatterer-like effect by having a blue layer at 50km, it was very smart imo, from space Kerbin had an atmosphere haze.
  23. Hello, you are probably aware of this but the last prerelease of the game as of yesterday broke your pre-release version once again (this is probably why the rest of the addon devs aren't making prerelease versions!). The toolbar button appears whited out and shows everywhere. Edit: The bug seems to have gone after I restarted the game, strange. Never mind.
  24. @blackrack I don't see any change at any altitude except high in space, where for some reason both work fine. Here's an album of low to the ground, entering particle altitude, leaving particle altitude, space low altitude and space high altitude. Cloud pack is SVE, using your dll's and Waz's windows shaders. http://imgur.com/a/GtWtn
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