Falco01

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About Falco01

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  1. @DemonEin Would it be possible for you to use the aset hud ? I tried replacing it with a config like you suggested for the LSS above but that doesn't work well at all sadly. This hud is much easier to read and can be stowed which could be useful to some. Also prettier by far. I am not entirely sure if it isn't part of the aset avionics pack however. No matter what I'd recommend you give that one a look, it have very nice analogue dials that work sometimes better than digital ones in Aset's main pack.
  2. I have the same issue after uninstalling the mod and any graphical mod I had due to the poor performance on my pc. I can provide a log if that can be of any use. It seem like the atmosphere shaders don't load anymore. Edit: I noticed the scatterer menu was still available in game despite having deleted the mod folder from the gamedata folder Edit 2: For some reasons there is a scatterer folder inside "real plume-stock" this could be the cause of this issue.
  3. I have encountered this issue in 1.3 (ksp ver) when i was still playing heavily, I had to tweak theconfigs for it to work and even then i couldn't find a way to make it so the part would either be deformed without sending verticies everywhere or be destroyed unless the deformation was basically off but then most parts wouldn't have a single scratch (or nothing visible rather, i also noticed shadows are a bit funky on deformed parts but that could be my graphic settings, the deformed faces kept the same shading as the original ones, no visible difference in shadows on the part) And i also had those issues with pods not really needing parachutes to survive a reentry although that was not always the case. I'll do some indepth testing once back home Sorry for the funky english
  4. Launch clamps do that and if I remember right, there is a part if extraplanetary launch pad that could be used as a foundation for base building KIS also have some dedicated parts for anchoring on the ground
  5. Indeed it doesn't, game crash when selecting a part that have lifting surf in vab
  6. does it work in 1.3 ? (I'll probably try it before you answer but it might be useful for others)
  7. No, rather the mod work as is in 1.3, ofc the same issues are there also the sound of propellers from airplane plus isn't always muffled there is also the problem with the alarms from aset props which get muffled in iva and i can't hear the sound of iva alarms in external view despite tweaking the cfg
  8. I have that issue with my X52 but only since I fixed the driver issues for Elite dangerous by completely removing all traces of the joystick from my pc (including the registery) then installing the saiteck drivers for w10 (before creator update the issue was already there, using ksp 1.2.2 x64 from steam) Before, ksp worked fine but other games had funky yaw controls (0->100 instantly) since then, the other games work flawlessly but ksp have a ~1-2s lag between the input on the stick and the output in game Given how much work is required to switch from one driver to the other, an other option would be nice. Gonna test vJoy but last time I tried, it got flagged as malware and didn't worked
  9. An other idea with the fx, give it a starting velocity like 90% of the one of the emitter then slowing down to a steady rise as it does rn, sometimes it look a bit silly to have a very fast object leaving a perfectly still trail of smoke and fire. Especially noticable with the new effect in my opinion. Look at the flame effect in beamNG drive to see what I mean
  10. An idea woudl be to have a 4 different effects (particle FX i mean) 2 with the old effect and 2 with the new one, one short one long and be able to switch between them using a config or smth. Also, idk if it's a feature but if I use the autostrutting it trigger the fx at takeoff on the parts with autostruts, it will also trigger again on those parts if a part break (any part) or a kerbal eva if you use the old fx it never goes away unlike the other one and if I use the autostrutting it trigger the fx at as soon as physics kick in on the parts with autostruts, it will also trigger again on those parts if a part break (any part) or a kerbal eva (if autostruts ofc) It's pretty taxing on the pc and make it unplayable rather quickly, rigid attachment doesn't do it though. I'll make a log later, I just stumbled upon this thread on a break to prepare my lab so no game right now I hope this will be helpful in some way, have a nice day
  11. Then why doesn't it work with the stock parts ? It puzzle me more than anything tbh In game, the part where the flag should be was white no matter what and the stock flag decal options were gone replaced by this mod's Could you eventually take a closer look ? It could be useful if you wanna make a cfg that can convert all flag decals into yours
  12. Oops, my bad Or maybe the stock module use a different data on the mesh