tallon43
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Posts posted by tallon43
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Hey, great mod!
Not it to be rude; but I can’t seem to get the visuals looking like the ones in the video? My clouds don’t look as pretty and the back side of Duna is all blue. Is there anything I did wrong?
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Am I allowed to remove all the extra stars? If so, will it decrease the performance hit I take and the loading time? Also, how would I do it
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Wait, I never found the reference .cfg file in my gamedata for orbital science animate?
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Do the oversized antennas open up? Because the description suggests it but I can't find the option to do it
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FINALLY WORKED!! Literally just followed everything you said. I guess I was just tired last night and didn't follow your instructions. The probes look Amazing and I can't wait to send Cassini to OPM sarnus or jool. Thank for all the help
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10 hours ago, akron said:
No worries. Okay, I noticed 2 things things this time:
You still have an older version of Science animate Generic, and an older version of Firespitter, both do not work with KSP 1.3.1. You'll need version 0.19 and 7.6.0 respectively.
Mod DLLs found: Stock assembly: Assembly-CSharp v0.0.0.0 ModuleManager v3.0.1.0 DMagic v1.3.0.11 / vv1.3.11 DMModuleScienceAnimateGeneric v0.16.0.0 Firespitter v7.3.6212.36331
Also note that you are not running the dev release of my mod from Github. Which is fine, but it means that you won't see the new Cassini parts or anything new since Coatl Aerospace v0.15. If you want to try the new test version (Some things are still WIP like Juno's solar panels) download and install the Github repository. Instructions are at the bottom of that page. If you go that route, I already include the latest Firespitter and ScienceAnimateGeneric. It also removes the DMagic Orbital Science dependency, though I still recommend the mod
That's interesting, I downloaded off your repo so I must be doing it wrong again. When I get home I'll try and update you on the situation.
Thanks
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Sorry to bother you again, but it's not working again. I only have your mod and its dependencies - I downloaded and made sure latest version for firespitter, Dmagic Orbital Science and your mod. Most likely, it's my fault, but I am just eager to try your parts so badly.
Heres the list of mods (and the zips they came in).
And here is the latest logs- from the minimal gamedata setup.
https://drive.google.com/drive/folders/1s_W40XQ3ffYWq0xvkuuaTUBAwGRN4S0T?usp=sharing
Thanks in advance, take all the time you need, Im in no hurry. Im sorry to be such a bother
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9 minutes ago, akron said:
I only got a quick look, but I noticed you have an older version of Science Animate, 2 version of Module manager, and likely an outdated Firespitter.
Delete your older Module manager, my mod, firespitter, and dmagic science animate and then re-install my mod and dependencies from scratch. You'll need the Github repo for the latest version. Alternatively, if you want to wait a day or two, I should have the new release out. Hopefully no later than Friday. Only because the Github repo is constantly changing
EDIT: By the way, thank you for posting the logs
Thanks for the quick reply. I will try to isolate it and just install your mod and the dependencies first. I really look forward to using the mod!!.
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Hi, Great looking mod. But I seem to have a problem. Everythings going well, and I decided to download and install this mod. Now, for some reason, my ksp won't load. Do you think you know why?
Logs
https://drive.google.com/drive/folders/1sMWA3oz-Pvq0MFooGDYYO-qIUzC60BtZ?usp=sharing
Mods Installed
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KSP: 1.3.1 64 bit
Problem: Crash at startup
Mods installed:
Reproduction steps:
I previously had MKS installed (all umbra mods) but have removed them. Also, I removed real fuels from my mod list prior to the crash.
Log: Output and Error
https://drive.google.com/drive/folders/1sMWA3oz-Pvq0MFooGDYYO-qIUzC60BtZ?usp=sharing
Any help would be greatly appreciated. It seems to get stuck on either DMagic's Orbital Science or the Probes Plus pack. Before I installed those two, it seemed to be great. Problem is, I don't know what to look for in the logs or how to decipher them.
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How does one install this sunflare? -- I have GPP installed and it said to download the fusion one.
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On 12/15/2017 at 11:24 AM, DaveyLeo10 said:
I have got everything working for this great mod but I can't seem to change the default skybox. I've tried everything, even a fresh install. All the examples I've found say the same. Place the images in 'default' in TextureReplacer but I'm having no luck.
Anyone have any idea where I could be going wrong?
Thanks
Yeah, with this install, you don't have to put the skybox in texture replacer. In fact, I'm using texture replacer replaced and I didn't touch anything, only installed everything into my gamedata folder and I am not having a problem).
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Hi, I'm having trouble with installing a new skybox, called Raredens 4K skybox. In the installation instruction, it says to put the files (There are 6 - XYZ Negative and Positive) in the default folder, and that's it. However, it gives no effect. I have tried with the TRR my mod too, to no avail. Is there an instruction set anywhere, or am I doing this wrong?
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Just now, Galileo said:
Not off the top of my head. Give me until tomorrow and I will throw something together. I intend to update SVE this weekend anyway
Ok, Thanks for your time!
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4 minutes ago, Galileo said:
The UVNoise is what makes the clouds "change shape" and look almost procedural.
If you are expecting clouds to actually form, dissipate and reform, it's not possible and has never been in KSP. The UVnoise effect is the closest you will get and is probably what you are talking about. The default EVE cfgs use this effect but SVE does not.
That's Odd, I could have sworn a week ago that SVE was doing that. By any chance, do you know what values will give the UVNoise effect?
Sorry for being acting brain dead, I really just didn't know how to explain it
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Just now, Galileo said:
Wait, so you have been talking about the UVnoise effect on clouds this whole time in the SVE thread? SVE does not use the UVnoise feature, the default EVE configs do. I think you were getting BoulderCo and SVE confused.
For future reference, when you say that clouds are "static" that makes me think your clouds aren't rotating around the bodies. Had you worded your question differently in the SVE thread, I would have been able to tell you it does not use UVNoise and never has.
I'm sorry, I don't know what UVnoise effect is. The reason why Ive been talking on both threads is because I tried it on both SVE and EVE, and both times, the clouds stay like as I mentioned above. Sorry for my bad explanation as well, it is quite hard to explain.
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Hey guys, great mod! I was just wondering, are the clouds supposed to be reforming within the atmosphere? For some reason, my clouds will just stay static and rotate around the planet. Also the auroras do not form/reform, and kind of spaz out. I could have sworn that on an earlier install of EVE, my clouds were forming/reforming.
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18 hours ago, Galileo said:
I just tested everything and it works fine. Don't know what your issue could be.
Huh that's funny, It worked on an earlier install this week, I just had to wipe everything because I was trying KSS. All the files aforementioned were newly downloaded though.
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I don't use CKAN tho
I manually installed SVE and SVE High Textures in the SVE folder, along with Scatterer and EVE in their respective folders.
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When I install SVE, it tells me to install EVE as well. So I did, and when I do, my auroras and clouds on Eve, Duna, Laythe, and Kerbin are static and don't move around in time warp or change shape.
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How does one install the configs? I cant seem to get EVE working
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On 5/14/2017 at 11:17 AM, Galileo said:
They aren't static. Have you tried time warping?
Yes, yes I have, this is why I am asking. About a week ago, I had another install of KSP and SVE and EVE and Scatterer and the clouds and auroras were not static and moved around
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9 hours ago, Galileo said:
Looks normal to me. Also, Scatterer does not do clouds, so I'm confused by what you mean
So, the clouds and auroras are supposed to be static?
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How do you make the clouds look like those from the official screenshots?
[1.12] Stockalike Station Parts Redux (June 12, 2022)
in KSP1 Mod Releases
Posted
Hey, just wondering, which visual pack are you using for the thumbnail photo? No matter how closely I follow directions, I never can get my KSP to look like that!