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Starfire70

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Everything posted by Starfire70

  1. YES!!! Time to book a staycation. Thanks to y'all for your hard work in making KSP awesome!
  2. Bravo! Mind blowing! Incredible! You have outdone yourself. I would just sit there in orbit and watch that forever.
  3. Absolutely LOVE this mod. QQ though, Public Spectating strategy...appears to be slot-free, that is you can always add it regardless of how many active strategies are running. i.e. I have a 2 strategy admin building, I already have 2 strategies in place, but I still able to add Public Spectating as a third. Is that intended? Thanks!
  4. Be surer to install the EVE mod. That has the clouds. Besides that I also have scatterer, planetshine, and distant object enhancement installed.
  5. The first Mun flyby tourist ship returns home. Didn't get good images of the Mun, as closest approach was on the dark side. Looks like the re-entry periapsis sweet spot is about 35km. The 1.25m heat shield ablator was down to single digits by the end.
  6. One last question: Eve Optimized Engines. In JNSQ, for play balance purposes, should they be used in general due to the scale up, or just for Eve?
  7. The clouds weren't showing up. Should they without EVE? I installed EVE and the clouds are showing up, but I'm not sure if I'm using EVE's clouds or JNSQ's clouds.
  8. FACEPALM I should've noticed the two DLLs and the duplicate GameData, sorry. I must have made an error in the JNSQ install path, and it got placed one folder deeper. BINGO. It loaded up correctly now after those corrections, thanks.
  9. It's a LOT (image in the spoiler below so I don't hog the feed). I was just going to restore my initial install, install JNSQ first, and then install the other mods a few at a time to ID the culprits...but if you know what ones specifically might cause trouble and have the time, would be most appreciated if you pointed them out.
  10. I have 1.7.3 with JNSQ and 1.7.3-1 Kopernicus, and it doesn't work. I get what you were getting on 1.6. The LOADING... with the ever spinning planets but just a black screen.
  11. Lava...and volcanoes...and planets breaking up?!!! Is it CHRISTMAS?!!! My biggest request is more worlds and more detail at small scales, particularly when landed. I know that means more resources, more memory, more CPU, but I would really love the surface to look as realistic as possible within an engine's limitations and the limitations of resources in KSP 2.
  12. Just ensure that the ocean shader line is set to true in the scatterer config: useOceanShaders = True On the terminator? Disable the sunlight extinction setting in scatterer's config (GameData/scatterer/config/config.cfg): sunlightExtinction = False
  13. Thanks! Since it focuses mostly on fixes/enhancements to the DLC, it's likely this won't interfere with mods that were 1.7.1 compatible I assume?
  14. Just an FYI I use Scatterer's ocean shader (the one that actually looks like water), not the default (the one that looks like a bunch of swirling). Looks more realistic and is a deeper blue. That might explain the contrast and you might want to try it if you don't already have that set.
  15. Doesn't appear to be too bad from about 75km up. I will say that the horizon looks very good, very clean...had issues with what appeared to be too high flying clouds in previous versions. I don't remember the clouds being this spectacular in previous versions. Going to have a wet capsule even before splashdown. I think this was about 15 km high...
  16. Tourist flights over specific sites MUST be suborbital when you enter range of the site. It's been that way forever. Also the orbital tourism contracts are not very cost effective since you have to be in orbit for at least 1 hour. You can fly about 2 to 4 suborbital tourist flights in that same time period (assuming K2, Southern Mountains, or polar overflights). Anyways, the most cost effective tourism flights are munar flyby and munar landing. Get 4 person contracts to fly by the Mun and a 4 person contract to land on the Mun, and you'll make a huge pile of spesos. Later on when you e
  17. This mod is awesome, makes the start less grindy, and I love the 'emails'. LOL
  18. Sea of Moscow on the far side of the moon at an altitude of about 10km. This looks, well, not nearly as great as I thought it should. I had imagined that shrinking the scale of RSS to stock would improve the look of the textures and height maps on these bodies, especially at close range, but that theory doesn't appear to hold water. Ugh. If I can't figure out why this is and fix it, I'll have to figure out how to make some big money and offer @Proot serious cash to add some KSPRC texture magic to RSS, even if I have to buy a $10K machine to get acceptable frame rate. I mean, with the KSPR
  19. I also had some trouble replacing the skybox, but was finally able to do it: 1. Using CKAN, Install Sigma Replacements - Skybox (version B_v.0.2.2). 2. Using CKAN, install one of Pood's skyboxes. I installed Pood's Milky Way Skybox (v1.2.0)) DONE. I added the section to the KSP config as instructed in the High Detail Preset. Looking at the file, I THINK all it does is use the maximum detail of the texture to a farther drawing distance, so it should make the view more immersive but it might impact frame rate if you do not have an optimum hardware setup. I dropped the max pre
  20. @Supermarine You don't need the rescale mod. I think that's more for if you want to do stock scale RSS WITHOUT SSRSS Continued. Also in my install, it has Kopernicus Planet System Modifier 1.3.1-7 and that was installed automatically as part of SSRSS Continued depencies in CKAN.
  21. Just use CKAN to install 'SSRSS Continued' on KSP 1.3.1. CKAN will automatically add the other dependencies. That worked out brilliantly for me. You'll also need to install the Real Solar System Textures (whichever size you need).
  22. Scatterer v0.0324 appears to work just fine with it. Also just an FYI that Galileo88 added a dedicated clouds mod for SSRSS, it's on CKAN as "Stock Size Real Solar System - High Res Clouds" (or Low Res Clouds) With respect to date/time, how do I get Kronometer to integrate with SSRSS? Or should I just copy over "RSSDateTime" folder from the GameData on my pure RSS install?
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