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MisfitMarius

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Everything posted by MisfitMarius

  1. tbh I think it's an edge case anyway. I've been playing KSP for a while now, on and off, and I've always used Scatterer+EVE+a visual pack, and have never seen this issue before. What's different in this playthrough is that I've started using Early Bird, which timewarps to 5 minutes before dawn when using the warp to next morning button. The issue only presents itself not far either side of dawn and dusk, and anyone not using Early Bird, and timewarping to the default next morning, would probably never notice it. Like I said, I've never noticed it before. For what it's worth, the configs used in JNSQ give a tidier result, but the ugly colours remain, so I would guess that it's a limitation of the game, maybe? Either way, in practical terms it's probably an edge case, outside of which Scatterer is great. Thanks for your awesome work o7
  2. Hi @blackrack I'm having a similar issue, but even when not using a visual pack, just with default Scatterer plus EVE (either yours or @R-T-Bs) plus EVE's BoulderCo configs. Looking East at 5 minutes before sunrise: Looking West at 5 minutes before sunrise: Like @rogerawong said, is this a known issue or is something borked on my install? I have a full bug report ready to be made on GitHub if necessary, I just wanna know if it is necessary before I do it lol. PS. the terminator is messy on JNSQ too, which led me to the troubleshooting I've done thus far. Thanks o7
  3. @linuxgurugamer I've noticed that the default hotkey (F8) conflicts with that from ShowFPS (also F8). It's no big deal, just a heads-up. Another thing I've noticed is that the in-game hotkey assignment function for these mods, plus NavHud, don't accept multi-key setups. For example, if I try and input L.ALT + F8 as the toggle, the gizmo only registers the L.ALT. Again, no big deal, just a feature request. If you have time, that is =D Alternatively, if I could somehow implement a multi-key toggle by editing the settings files directly, and you could point me in the right direction, that would be great. Thanks for all your hard work on all these mods o7
  4. @linuxgurugamer i found a minor typo in StationAgent.cfg, quote: "// Description of your agency description = Dune One are committed to...etc" It says DUNE One, it should be DUNA, I'm guessing? o7
  5. Will do, though TBH, the install I'm working on already has 80+ mods and I'm not done yet, so it may be a while before I can make suitable tests. In the more immediate term, maybe we'd be better pinging @betony1 and @altrue for their input, as they have more experience of the issue. That said, I'll apply the suggested changes, and as and when I get my install up and running I will report back. Thanks for all your hard work on this mod, and all the others o7
  6. From the original quote which suggested a fix:- "The problem seems to come from the value "maxSimultaneous" not being set in the "CONTRACT_TYPE" of StationCore.cfg" It's found at "KSP\GameData\ContractPacks\KerbinSpaceStation\StationMissions\StationCore.cfg". I point this out because, from my observations thusfar, in the other popular contract packs the "maxSimultaneous" value is always found under the "CONTRACT_TYPE" section. Am I correct in guessing that you're in fact looking at "KSP\GameData\ContractPacks\KerbinSpaceStation\BasesandStations.cfg"? Would you not be better placing the "maxSimultaneous" value in StationCore.cfg, as originally suggested? That's what I'm gonna try. As for what the actual number should be, I've not looked all that closely at this pack nor the others, yet. Is 3 a reasonable number, maybe? o7
  7. Is the patch a generic MM .cfg which can go anywhere in GameData? Or is it a more specific edit of a particular file? TIA o7
  8. Indeed, consistent is a more accurate way of expressing things. It's interesting, what you say about Near Future Solar..... I'd assume the same logic applies to the other "missing" Nertea and USI mods. I guess the best bet is to just go ahead and try things out. If any inconsistencies do rear their head, I'll let you know! Thanks once again for a great mod o7
  9. Awesome work on this mod guys, it's gonna be a key part of my next playthrough. I have a question though: as some of Nertea's mods, and some of the USI mods, are explicitly mentioned as being compatible with UKS and CTT, both in the OP of this thread and the OP of the CTT thread, can I assume that ALL Nertea and USI mods are integrated? Seeing as CTT is made by Nertea, his mods are fully supported in CTT, but does that filter through into UKS? How about the other USI mods that aren't specifically mentioned? TIA o7
  10. Conclusion TL;DR: all the mods work great together, including BPT and PF in combination o7
  11. @Tyko, and anyone else who may be interested, following on from a discussion I started in the Restock thread, here: Restock, Decoupler Shroud, Basic Procedural Textures, and Procedural Fairings interactions I've followed through on trying the mods listed above in combination. I've also used the FIRST method given, above, by @UnanimousCoward to make BPT work with PF. The result is that all 4 mods, with the additional patch, all work great together. The additional textures all look great, and certainly do not look out of place. Having an increased choice of eyecandy is always good, IMO at least, so I recommend trying them all. Thanks Tyko for a great mod, and thanks UnanimousCoward for the patch o7
  12. It's funny you should say that. Procedural Fairings is another mod I'm planning to use in my next play-through, and in the BPT thread there is some good discussion related to the issue you describe. BPT doesn't include out-of-the-box compatibility with PF, but a forum user has, very helpfully, given an MM config for applying BPT textures to PF's parts. So I'm going to go ahead and check them all out. Thanks again o7
  13. Thanks for the honest feedback, there seems to be a strong argument for using them all. Thanks once again! o7
  14. I'm slightly off topic, but this thread seems to be the most relevant place, seeing as the above quotes are from further up the page. I've never encountered Decoupler Shroud before. It looks neat. That said, how well does it integrate with Restock, both functionally and aesthetically? For me, Restock is the must-have, so I'd like it all to "fit", if that makes sense. In the OP of Decoupler Shroud, Basic Procedural Textures is mentioned as a suitable source of textures. How does BPT "fit" into the Restock mix? TIA o7
  15. Thanks @Galileo for this and your other mods. You're work is very much appreciated. That said, I subscribe to the theory that Kerbals are a subterranean species. So, how would I go about removing city lights? Everything else about SVE is great, I just want to make this one little tweak, if possible. Would it be as simple as removing the following files: StockVisualEnhancements\SVE_Configs\SVE_CityLights.cfg StockVisualEnhancements\Textures\detaildark.dds StockVisualEnhancements\Textures\detaillight.dds StockVisualEnhancements\Textures\main.dds Or would I have to remove CityLights.dll from EVE, in addition? Or just one or the other? Like I said, SVE is awesome, I just want to remove city lights. As long as doing so doesn't break anything else. TIA o7
  16. Is there a forum thread for Constellation? My search-fu is failing me
  17. @Avera9eJoe himself addresses the issue here:- https://forum.kerbalspaceprogram.com/index.php?/topic/110080-13-windowshine-v15-toroidal-tank-update-2-october-17/&do=findComment&comment=3230202 The fix he suggests is the only one I have seen, for now, so I'll try it the next time I load up KSP
  18. My apologies if a solution for my problem is already available. I have tried forum and thread and Google searches, but could find nothing similar to what I'm experiencing. In certain circumstances, when I'm using Scatterer and WindowShine together, I get a visual glitch, which is a rapid and irregular flickering arc, or segment( I forget the correct maths term to use), of a circle. This arc is sky blue in colour. Examples in pictures - I had to spam F1 for a screenshot which captured the glitch:- Picture one, in which the glitch is showing itself on the left hand side Picture two, which was taken in the same session as the button-mashing which captured the first picture. This is how the scene should look Picture three, similar to one, but this time closer to the Mun. Note also the dark brown arc (shadow, maybe) on the surface texture of the Mun And finally picture four, again showing how the previous scene should look My troubleshooting has narrowed the issue down to (as the thread title says) a conflict of some sort between WindowShine and Scatterer. The mods required to reproduce the glitch are: (1) ModuleManager - a dependency for WindowShine (2) Texture Replacer Replaced - a dependency for WindowShine (3) WindowShine itself and finally (4) Scatterer. With just these four mods I can reliably reproduce the glitch. Windows 10 64-bit KSP-64-bit KSP 1.3 Steam nVidia Reproduction steps:- - take a clean install of 1.3 and place the four listed mods in Gamedata, as per usual - start 64-bit KSP - Start Game -> Training -> To The Mun, Part One - follow the instructions, just like you would if trying to complete the tutorial. Note, though, that in all my attempts during troubleshooting, I executed all burns and all timewarps in map view, only looking at external view to get my bearings - when you have timewarped through the transfer burn, and the game automatically returns to 1x speed, exit from map view into external view, and the glitch should now be flickering like crazy - perform the injection and circularization burns in map view, timewarping as necessary - when in orbit, having completed the tutorial, exit once more to external view and see that the crazy blue circle is still flickering Picture of my GameData folder, as per the instructions above:- And my log:- https://drive.google.com/file/d/0Bxlonfxg6YObRC1MREJmdTRISDg/view?usp=sharing Thanks for reading, any solution would be awesome I'm cross-posting my question in the other sub-forum here. I figure this is the location where I'm more likely to find an answer to my question :-) TIA
  19. My apologies if a solution for my problem is already available. I have tried forum and thread and Google searches, but could find nothing similar to what I'm experiencing. In certain circumstances, when I'm using Scatterer and WindowShine together, I get a visual glitch, which is a rapid and irregular flickering arc, or segment( I forget the correct maths term to use), of a circle. This arc is sky blue in colour. Examples in pictures - I had to spam F1 for a screenshot which captured the glitch:- Picture one, in which the glitch is showing itself on the left hand side Picture two, which was taken in the same session as the button-mashing which captured the first picture. This is how the scene should look Picture three, similar to one, but this time closer to the Mun. Note also the dark brown arc (shadow, maybe) on the surface texture of the Mun And finally picture four, again showing how the previous scene should look My troubleshooting has narrowed the issue down to (as the thread title says) a conflict of some sort between WindowShine and Scatterer. The mods required to reproduce the glitch are: (1) ModuleManager - a dependency for WindowShine (2) Texture Replacer Replaced - a dependency for WindowShine (3) WindowShine itself and finally (4) Scatterer. With just these four mods I can reliably reproduce the glitch. Windows 10 64-bit KSP-64-bit KSP 1.3 Steam nVidia Reproduction steps:- - take a clean install of 1.3 and place the four listed mods in Gamedata, as per usual - start 64-bit KSP - Start Game -> Training -> To The Mun, Part One - follow the instructions, just like you would if trying to complete the tutorial. Note, though, that in all my attempts during troubleshooting, I executed all burns and all timewarps in map view, only looking at external view to get my bearings - when you have timewarped through the transfer burn, and the game automatically returns to 1x speed, exit from map view into external view, and the glitch should now be flickering like crazy - perform the injection and circularization burns in map view, timewarping as necessary - when in orbit, having completed the tutorial, exit once more to external view and see that the crazy blue circle is still flickering Picture of my GameData folder, as per the instructions above:- And my log:- https://drive.google.com/file/d/0Bxlonfxg6YObRC1MREJmdTRISDg/view?usp=sharing Thanks for reading, any solution would be awesome
  20. @danielboro and whoever else may have an opinion, I have (dumb) questions regarding the quoted points. First, can you mine resources given in the CRP and sell them for cash, therefore duplicating and/or replacing the function of The Gold Standard? Second, does Nertea's work provide an interstellar drive similar to that from KSPI-E? I know both works can be used together, like danielboro said, but I'd like to keep my total mod count down if I can, I have loads already. TIA, and my apologies if I am asking the obvious
  21. QFT, though I'm slightly different 'cos I use TrackIR's own software. Even so, I experience all the other issues as described in the quote. output_log.txt:- https://drive.google.com/open?id=0B5chvqo7Rfl7U3BBUGlRaW5Qc28
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