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blorgon

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Everything posted by blorgon

  1. Craft file (still has the skycrane stuff attached): https://www.dropbox.com/s/165rr9ke9xzg3rz/skycrane for igorz.craft?dl=0 Fresh install with everything on the rover body removed but the wheels, CC-R2, and the winch:
  2. I'm not sure what you mean by auto-struts (there's no fairing present, are there other parts that auto-strut that I don't know about?), but I do have KJR installed. EDIT: just tried it after deleting KJR. Still the same issue.
  3. So I tried this method out, and even with a CC-R2 port attached to my rover, and the winch attached to the CC-R2, the winch still does not behave properly. Now the problem is that the cable 'extends' but doesn't actually come out of the winch. It makes the sound as if it is extending, and in the context menu it shows that the cable is getting longer, but the cable doesn't actually come out. I also tried with the CC-R2 attached to the winch, and a decoupler attached to the CC-R2 port, and the rover attached to the decoupler. Same problem. On the launchpad, I've tried fiddling with the winch and CC-R2's context menu actions, specifically the unplug and plugmode buttons. The game shows an error saying that there's nothing to unplug from, and that I can't change the plug mode when the winch is not connected. Something definitely seems screwy.
  4. It's been a long time since I used KAS, and since redownloading the other night I've been struggling to figure out how to recreate a skycrane that I'd made a few years ago. I'm going by memory but IIRC, I attached the winch cable to a decoupler in the VAB, and when I extended the cable the decoupler would go with (along with the rover that was attached to the decoupler). I can't get this setup to work in 1.3. When I extend the cable, it clips right through everything below it. Has the winch behavior changed, or am I misremembering? I can't figure out how to make a skycrane in the VAB anymore. Anybody able to help out? Here's a screenshot of how I was attempting to attach the skycrane to the rover (I've also tried attaching the winch cable directly to the rover, and to various other intermediary parts):
  5. Well but what about those two screenshots I posted? In the first one the atmosphere is behaving how you describe (and how I expected, too, since you can clearly see that the "ring" starts at what appears to be Duna's sea level), but the second one shows the atmosphere behaving a little closer to how it should just by making a very small change in camera angle. Is it still Unity that is preventing the behavior in the second screenshot from being consistent, or does it have to do with the way scatterer draws the atmosphere relative to the game camera?
  6. Has anybody seen this before? Is it the "halo" I keep seeing mentioned here, or is it something else? Atmosphere is being drawn in front of terrain, and disappears at certain camera angles. EDIT: here's another shot, showing terrain transparency:
  7. Solved by disabling and reenabling my second monitor in the display adapter settings.
  8. In my 'target' field for the .exe's shortcut properties I'm using -popupwindow -adapter 2 and -popupwindow is working fine, but the game still launches on my primary monitor. I also tried setting it to 1 just in case, and the game still launched on my primary monitor. I've also tried switching the order of the two parameters.
  9. Posting to apologize to @Galileo who I'm sure has blocked me by now. But if not, Galileo, I'd like to sincerely apologize for my behavior the other night. It doesn't matter if I felt like you weren't being helpful or forthcoming enough, there's no excuse for the way I acted. I love this community, and I've always had a great admiration for the modders that work tirelessly to improve the game because without them the game withers. I honestly don't know what had gotten into me, but regardless, it was way out of line and I truly regret it. Sorry for bringing all my negative BS up in here everybody. I think I'll be taking another break from the forum and Reddit for a while. See you guys on the flipside.
  10. Can I make a quick suggestion? Add a line break into the miscellaneous section for the readouts. It's super trivial, I know, but I'd prefer that over the separator line that's available, and I feel like it wouldn't be too much trouble to add. Just a thought. When you check the KER settings, there's a miscellaneous section. In it you'll find a GUI size selector you can add to your readout: See the HUD I've got sitting in the middle of the screen? There's a GUI size selector at the bottom of it that I added from that miscellaneous category.
  11. I didn't understand what you had meant by your original reply because I wasn't aware that extra steps need to be taken to make scatterer and Kopernicus play nice, [snip]
  12. I don't understand. Why would a scatterer sunflare need Kopernicus to remove the stock sunflare (scatterer has no dependencies, and other scatterer installs remove the stock flare just fine)? Not a single one of my other installs of the game—including installs with KSPRC and Kopernicus—have this issue. I[snip]
  13. I've been messing around with falloff power and no matter what changes I make, I see no difference. Can you elaborate a little?
  14. I also have some scatterer settings questions. I've been messing around with the settings and have come up with an atmosphere that I really like for Kerbin (at least in map view). I was trying to get rid of these terrain highlights on the dark side using `MapExtinctionMultiplier`. Here it is with the multiplier at its default value: And here's what I want it to look like (the multiplier set to 0): BUT, when the multiplier is set to zero, obviously the terrain disappears (notice the island to the left of the Saturn K). Is there another setting I could mess with that could get me that pitch black dark side, but also still show the terrain on the day side?
  15. I'm having some trouble with scatterer's sunflare. Looks like the stock sunflare isn't being overwritten...? Output: https://www.dropbox.com/s/xtnucn3ev4dggy6/output_log.txt?dl=0 Here's a screenshot of what it's supposed to look like: And here's one of what it currently looks like (it's loading the sunflare texture, but it's not replacing the stock flare): Gamedata:
  16. Yeah I ended up finding most of what I needed after about 3 hours of trial and error, lol.
  17. Hey Waz, is the EVE config menu documentation still in the works?
  18. I did make sure to delete those two folders. Anyway, I'm trying again with yet another fresh install. Looks like KSPRC + EVE + scatterer is what I need for the hazy faded horizon look...
  19. Okay, so it's EVE. For some reason I thought the aurora and terminator were from SVE.
  20. I'm having issues with a new install. Output (forgive the uh, directory name, it's been a long day): https://www.dropbox.com/s/xtnucn3ev4dggy6/output_log.txt?dl=0 Gamedata: The issue (terminator and aurora not displaying properly):
  21. I'm so disappointed. I really need that hazy fade-off. I can't get it in the EVE settings either. Is there no way to render the cloud texture based on whether or not it's above the horizon relative to your camera position? Just spit balling here. I don't see why it could've been possible at an earlier point but is now no longer able to be fixed.
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