Jump to content

Six6igma

Members
  • Posts

    15
  • Joined

  • Last visited

Everything posted by Six6igma

  1. I did a fresh install of KSP 1.8.1 (including the Making History and Breaking Ground DLCs). I installed AVP 3.83 and 2k textures, EVE 1.8.0.2, Scatterer 0.0541, Texture Replacer 4.1, Module Manager 4.1.3, and KS3P 1.8.x-6.1.2-Beta3. I ran KSP and saw that Kerbin didn't look quite right. It seemed to be too milky, too much whiteness. I played for a few minutes and the KSC looked fine but the mountains in the distance looked also milky. I launched a rocket, and the clouds looked fine but the planet looked milky. I exited to the main menu and saw the alternate menu background with the Kerbal on the Mun and Kerbin in the sky, and Kerbin looked milky and had this very white southern region. Kerbin looks strangely milky from above, milky distant mountains as seen from KSC, and that extremely white southern region. I uninstalled KSP, confirmed the KSP folder was deleted, reinstalled KSP, and this time I added AVP 4.0 and its associated 2k textures, as well as the mods mentioned above. The visuals were unchanged. I took some screenshots. Does this look as it should? If not, what could be wrong? Any suggestions as to what I can do to fix this?
  2. I haven't played in quite a while. Does this Kerbin look right? I don't think it's supposed to look like that, as though it were glazed over, as though its contrast was turned way up. If this isn't how this should look, can someone suggest what the problem might be? And also, the distant mountains and the sky look milky. Is this how it is supposed to look? Just look at that Kerbin and the weird southern area. This can't be right. What could be wrong? How would I begin to fix this? I had AVP v3.6 and this Kerbin looked the same then as it does now that I have AVP v4.0. I'm using Scatterer v0.0541 with default config. I'm using EVE v1.8.0-2 with no config.
  3. I'm looking forward to trying this mod when it updates to 1.2. Reading through this thread has taught me some things to help express what I am looking for. Textures. The version of KSP I want to play is the version as produced and developed by Squad, but I just want to change only its textures in order to make the planets and moons of the Kerbal System look like the planets and moons of our real world Solar System. I don't want to change any of the underlying math (any more than necessary to apply new textures). Stock Size Real Solar System sounds like just the mod I am looking for. I am so happy this mod exists.
  4. I have just a basic question about this mod. I am a longtime Minecraft player so forgive me as I use terminology that I am familiar with to ask my question. Minecraft uses the word "vanilla" to mean "unchanged from design of the developers of the original purchased product". I love vanilla KSP. I love the vanilla sizes of the planets as well as the distances between them. After spending quite a bit of time reading the KSP forums I have come to believe that the word "stock" is used here to mean the same thing that "vanilla" does on the Minecraft forum. Another concept many Minecrafters are familiar with is "skin". In Minecraft lingo, changing the "skin" of something simply changes the surface appearance of that thing and changes nothing else. I am looking for a KSP mod that retains all of the "vanilla" or "stock" KSP shapes, sizes, and distances but simply changes the "skin" of the Kerbol System planets so that the skin of those planets look like the planets in our real world solar system, Earth, Jupiter, and so on. I'd love to see KSC in Florida but I don't want to change the dimensions of Kerbin nor the distance between Kerbin and any other celestial body. Is Stock Size Real Solar System the mod I am looking for? If so, I will wait happily for a 1.2 version of this mod to emerge, and I thank you so much for investing your time to code it.
  5. I would like to replace the textures of the inside of the VAB. I would like the interior walls and floor to serve as a canvas of sorts or, in other words, a flat color that contrasts well with rocket parts . The standard walls and floor are too busy and too dark for crafting. I would have an easier time seeing what I am crafting if the interior walls were a flat light grey or light tan or some such. Perhaps a lightly colored flat color but with a grid of very thin lines for reference and alignment. Can such a thing be done with this mod?
  6. I am looking for a mod that will make working inside the VAB easier on my eyes. Two things. First, I'd like to be able to make the interior walls of the VAB a flat color or texture. A shade of light blue, perhaps. The vanilla VAB walls and windows do not provide enough contrast with the color of the rocket parts for my eyes. That busy vanilla wall texture in the background often times makes it difficult for me to see with great detail what I am crafting. So often I find myself rotating the camera to line up a part with a flatter part of the background so I can see what I am doing. When I take the vessel outside in the day, I can see details much better with the flat sky in the background. That is why I suggested a light blue flat color or texture for the interior walls of the VAB. User-defined colors or textures would be a bonus. Second, but equally important to my eyes, I'd like to have a higher contrast in the highlighted part. Allow me to explain. While crafting, I routinely check staging by hovering my mouse cursor over the stage icon on the lower right, and doing so applies a highlight to the parts in that stage. That highlight is such a pale and transparent green that I often cannot tell which part is being highlighted unless I zoom way in. I would love to be able to change that highlight to something like a solid red or any color that provides a great contrast to the parts themselves.
  7. Looks like it's getting there slowly but surely, and I'm excited for it. This mod makes KSP more like the way I imagined it would be, much like RSS and RO do for me. I can't imagine why Squad didn't implement an on-board computer and monitor with an interface where you can tab over to a science experiments window to configure and run experiments, or something other than right-clicking tiny science instruments. ScienceAlert is a powerful mod and has such vast potential for growth as well. I've been checking here a couple of times each day hoping to see a release. It seems like lately Squad is rolling out updates faster than modders can keep up with. I only hope this release of ScienceAlert for KSP 1.1 will work with this morning's latest KSP update 1.1.2 but I am in no position to be choosy. I'll take whatever version of ScienceAlert is released and match my KSP version to the Sciencealert version.
  8. I wish you the best of luck and an abundance of time and patience. I hope it works out well for you and for all of us whose improved quality of gameplay has been a directly result of your inventive and successful coding. Many KSP gamers have benefited tremendously from this wonderful mod of yours. Thank you so much for creating it.
  9. I have not used ForScience yet. It seems to me that if ForScience only alerted the user when science was available and didn't automatically run the instruments to collect the data, then ForScience would be a suitable replacement for ScienceAlert. My question to you is, is there a setting in ForScience that allows the user to disable the auto-data-collection portion of the mod while still allowing ForScience to provide science alerts?
  10. Woohoo! I can play KSP again! There are essential KSP mods but Real Solar System stands above them all, alone at the top of the pyramid. Thank you so much for the time and effort you invest in creating and updating this extraordinary mod for us.
  11. I am fairly new to modded KSP but I am a longtime obsessive modded Minecraft gamer (My experience with vanilla Minecraft dates back to its Alpha stage). Like Minecraft, it appears that modders have transformed KSP from something that feels unfinished into something extraordinary. And just like so many Minecraft mods, ScienceAlert seems like it is one of those mods that becomes "essential" to get the most out of gameplay. Author, I hope you will update this mod for KSP 1.1. Life happens, completely understandable, and if you can no longer work on this mod perhaps you would consider passing it along to a modder willing to take the reigns. Thank you so much for creating this mod.
  12. Another problem has cropped up. I am playing KSP 1.1 with Historic Missions 2.0.0 installed through CKAN. I see the first historic mission contract in Mission Control when I begin a new career just fine. However, I do not see any historic mission contracts in a career that has already been started. I tried deleting the "Module Manager.ConfigCache" and "Module Manager.Config.SHA" as suggested in the first post of this thread but no success. I then tried deleting Historic Missions and then reinstalling it but no success. I can see the "Contract Configurator 1.10.4 Settings" icon in the bottom right of the screen and I can click it. In its window I see that HistoricMissions is enabled but I have no historic contracts at Mission Control. Should I be able to see historic missions contracts in a career that has already begun or do those contracts appear only upon starting a new career? I am early game in my career but I would love to begin a historic missions contract at this point in my career. I am open to suggestions and I thank you for the courtesy. The Contract Configurator screenshot - The Mission Control screenshot -
  13. I am fairly new to KSP. I have not played long enough to detect subtle changes in contracts from one career to the next, although I am nearly certain that the variables for completion of a contract change slightly with each career. I also sense that there are hidden prerequisites to trigger the introduction of a new contract. I started a new career and soon received the "Haul a Thumper.." contract. It is usually after completing that contract that I have enough science points to buy two or three of the nodes in the 4th level of the science tree. I am playing KSP 1.1 and I have installed Historic Mission 2.0.0 via CKAN. I see the first historic contract in my contract list upon starting a new career. I did not attempt a historic contract. Instead, I intended to play through to my "Haul a Thumper.." point in the game before starting a historic contract. However, I did not receive the Thumper contract. I started a new career and played through but again did not get the Thumper contract. Does Historic Contracts change the vanilla contract system in some way? If not, perhaps there are hidden triggers that reveal new contracts that I am unaware of. I am fairly new to KSP.
  14. I was so hyped to play KSP 1.1 but I suddenly noticed that I don't feel the same enjoyment playing 1.1. It feels like my heart isn't in it and I lack enthusiasm to venture out and gather science. And then I realized what was missing. I realized how much entertainment I get from the immersion provided by Real Solar System. What a great, great mod. Thank you so much for coding it.
×
×
  • Create New...