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tallon43

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Posts posted by tallon43

  1. 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

  2. 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).

    https://imgur.com/a/XTXMG

     

    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

  3. 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a quick look, but I noticed you have an older version of Science Animate, 2 version of Module manager, and likely an outdated Firespitter.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!!.

  4. KSP: 1.3.1 64 bit

    Problem: Crash at startup

    Mods installed:

    https://imgur.com/a/NmVjc

    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.

  5. 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).

  6. 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?

  7. 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

  8. 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.

  9. 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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