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About DaveLChgo

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  1. Before the 1.4.4 update. My stages would be recovered no problem. When I did a deceleration burn at right time. It would deorbit ending up near KSC. Recovered in the 90% range for speed and distance. Perfect. Since the 1.4.4 update the same stage deorbiting burns up. Has anyone else experienced this issue?
  2. On 6/21/2018 at 12:46 PM, pquade said: >>>>>>>>>>>>>>>> * Updated map nodes to be visually different when behind a celestial body. Pretty much hating the way new luminance levels for orbital indicators on the opposite side of the planet now. Especially hate how hard it is to see data readouts. https://i.imgur.com/NFgl09R.png Yes, it's this bad even in 100% stock. Is there a way for players to control this? >>>>>>>>>>>>>>>>> First let me say Thank you for working on the update. Re-entry effects is finally fixed YAYYY!!! Objects Behind Celestial Bodies... I agree it should be a selectable option. Options on presentation of the gamespace is a good thing. I understand why they dimmed stuff behind planets. Asthetics, reduce the visual clutter, what ever floats your boat. But, what the dev in charge of that function forgot, was (previously) when you selected more than one data point so that you can see them at the same time, they would dim slightly. Which was fine, it was a visual indicator you had multiple points selected. What happens now is that when you mouse over an object behind the planet it is very dim and difficult to read. And when more than one data point is selected they 'still' dim slightly (as per the original design, but with the new feature, appears 2x dimmed now) which makes it impossible to read. Ideally it would be a selectable option. And if the option is turned on (dim stuff behind objects = yes) then when you mouse over a data point the data should brighten, instead of dimming. If more than one data point is selected, then brighten it a little less. If implemented this should hopefully satisfy most opinions regarding this topic. Maybe...just a smidge.
  3. DaveLChgo

    [1.3.1]TextureReplacerReplaced v0.5.4

    Is TRR dependant on Diverse Kerbal Heads to keep the heads changed? I'll switch the heads then close down the game. When I relaunch it the heads are back to the default one.
  4. Rats, was hoping it was something simple. Never coded in unity or whatever the mods are made of. So other than a good screenshot showing it thats the best I could do at the moment. It looks double / fuzzy when not using cam too. Just used it to zoom in for a sample.
  5. @ RW-1 Did you ever find the fix for this? Or anyone else for that matter... I'm having the same issue, where my city lights show a duplicate layer. Makes the city lights look blurry and fuzzy. Im sure its not helping the processor any either. Thanks!!
  6. DaveLChgo

    [1.5.1+] Toolbar Controller (for modders)

    OK the 1.6.7 version corrected the issue I was having with it. (shortened right click menus) And now when I click on the yellow wrench icon, it actually does something. Brings up a dialog box. So all is now good in the universe again. Cheers!!
  7. DaveLChgo

    [1.5.1+] Toolbar Controller (for modders)

    @linuxgurugamer you've always done an awesome job with the myriad of mods you created or picked up the torch to maintain. Thank you for that. My question for this mod is this. Is it required to be on the screen during game play? I installed the Raster Props and the toolbar controller is a requirement so it gets installed as well.. I had no idea what it did and clicked on it. Nothing happened, clicked again nothing happened, clicked again nothing happened. So I continued with my game. Got into orbit and started doing some right clicks on pieces to do various things. Problem was that the right click menu were now massively short. Listing only 2 items instead of the 4 or 10. For instance I right click on the capsule and I can only transfer crew. Gather science or crew report all those other items were gone. But as I moved my mouse around the long list would return. Only to go back to the short list as my mouse came closer to click on something. Its like it was taunting me!!!. Anyway I removed the toolbar controller and all was well again. Then reinstalled it and made note of clicking on the icon and the menu behavior. And yes when the toolbar icon is clicked I get short menus when its unclicked I get the long menus. I honestly cannot think of a need for the player to have the truncated menu other than to toy with their emotions. Not sure if its a side effect of the mod stew or if its intended. Since the button doesn't change color I cannot tell if its clicked either. Is there a way to just not have it visible on the menu? I like the raster props but hate the wasted real estate of a button that did nothing than suck 30 minutes away from my precious kerbal time. (which is after the kids are in bed and before the wife calls down wondering if I'm coming to bed or not) Thanks.
  8. How do I get the patch? (not from steam) There doesn't appear to be any links to it. Someone in a reply earlier on provided some but they never worked. I am logged into the forum and the main site, as someone later suggested, but those same links still have a permission issue. Is there any other link? I'm just not seeing it. Thanks!!
  9. Ahhh. The particle effects trail. That one didn't seem broken for me. And one of the devs in this thread stated that it indeed did not get fixed. But maybe there were two issues and not one.
  10. Re-entry VFX - since they are not fixed. Can you remove the item in the change log that states they are fixed? * Fix reentry VFX being broken by parts which don’t have a scale of one. Or maybe they did fix that. But didnt fix the reentry VFX for parts that DO have a scale of one. hmmm. Anyway the VFX on mine are still "on top" making the spacecraft look kinda transparent. Thank you SQUAD for fixing the notices its nice not having to clear those out every so often. Surface EVA - Anyone else getting a stutterstep effect when walking ? My kerbals whole body twitch when walking on EVA's. Instead of the normal side to side rocking walk they do. Imagine a Max Headroom effect on the kerbals body. If they have the helmet lights on, the lit up areas flicker so bad at the edges I might get a seizure. Seriously I have to turn off the lights when they walk now. And zoom out a great deal so I dont see them walk. It is painful on the eyes.
  11. At first I uninstalled FAR thinking something must be up with the atmosphere. But that had no effect. Then I uninstalled Real Chute. Ran some sample capsules up into orbit and back. They behaved normally and slowed when chutes opened. Then I re-installed Real Chute, and now everything is behaving properly. Problem is now resolved. It was a very bizarre couple of days though. Thanks for your help.
  12. Here you go. Let me know what you think. Successful Re-entry through atmosphere. https://imgur.com/CwfwQAb Deploy radial chute. https://imgur.com/z61ymmb Result of deploying all chutes. https://imgur.com/NcyXNLK List of installed MODS "name": "AlternateResourcePanel" "name": "Chatterer" "name": "CommunityCategoryKit" "name": "KerbalJointReinforcement" "name": "CrowdSourcedScience" "name": "DockingPortSoundFX" "name": "EasyVesselSwitch" "name": "ModuleManager" "name": "KAS" "name": "MechJebForAll" "name": "RealChute" "name": "ScienceRelay" "name": "TransferWindowPlanner" "name": "TriggerAu-Flags" "name": "WaypointManager" "name": "MechJeb2" "name": "UniversalStorage" "name": "KspCraftOrganizer" "name": "DockingPortAlignmentIndicator" "name": "Mk2Expansion" "name": "KerbalEngineerRedux" "name": "KerboKatzUtilities" "name": "AsteroidDay" "name": "AviationLights" "name": "CameraFocusChanger" "name": "Canadarm" "name": "ForScience" "name": "InfernalRobotics" "name": "FinalFrontier" "name": "ReentryParticleEffect" "name": "StageRecovery" "name": "CommunityResourcePack" "name": "SixCrewScienceLab" "name": "SixSeatMk3cockpit" "name": "KIS" "name": "Mk3Expansion" "name": "InterstellarFuelSwitch-Core" "name": "EnvironmentalVisualEnhancements" "name": "InterstellarFuelSwitch" "name": "AllYAll" "name": "TextureReplacerReplaced"
  13. Has anyone experienced this. I have a stock 3 man capsule with heat shield. Re-entry > deploy radial drogue chute at 9000M going 220m/s. Not really having any effect I deploy the rest of the chutes. All of them successfully deploy but the capsule then speeds up, so much so that im getting the white wake forming around the craft. Until it ultimately crashes into the ground doing 390 m/s. Its like I'm getting an April Fools thing happening. Trying to land this ship and Im getting pretty much the same results. Will have to start removing all the mods and start over if no one has any input. Thanks for your time.
  14. DaveLChgo

    [1.3.1] Docking camera (KURS) (14.feb.18)

    FYI The "rebuilt" docking camera mod version I originally downloaded is working fine with KSP 1.3.1
  15. DaveLChgo

    Kerbal Space Program 1.3.1 is live!

    Anyone else missing the parachute tab in the build window after the 1.3.1 update? To get the parachutes now, I have to go to advanced then choose modules and one of the 2 dozen or so question mark tabs. PITA.