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AzraelZephyrian

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Everything posted by AzraelZephyrian

  1. Welp, I installed the correct version of KSP to no avail. Still getting the darned pink boxes and I don't think it's a matter of shaders...I've tried with and without planetshine. At this point, I'm considering uninstalling EVE, scatterer, planetshine and all the planet packs that depend on them and hoping that works. If it does, I'll start back with EVE and add things until it breaks. I hope it's that simple. I've been pulling my hair out over this for days now.
  2. Ahhh that makes sense. I had a mod request for what I thought was an issue with certain legacy shaders (may still be one, I've only been updated from 1.7.3 for a few days due to reluctance to deal with mod conflicts from a big update) but may have been an issue with steam somehow installing the wrong version of KSP and bricking one of the shader mods I have. Will report back when I have checked it out.
  3. Next time, if you're gonna give a really low rating, please comment why so you see higher quality posts in the future....
  4. Well, I have something like 70 mods installed. Dropbox would have a conniption if I tried to upload it. I'll attach the logs and craft file, though. I ought to note that temps do not appear for any craft at all. I should note that I'm still running 1.7.3 because I came back after a long break, don't feel like rebuilding my mods folder, and would have to adapt my own mods to run on later version. It's probably one of the mods... I'm too lazy to clean them and reload>VAB>Launchpad 70 times. Game takes 15 minutes to load as it is. Sorry for probably wasting your time
  5. Hello, all. I had a parachute in a very bad position--it should have burned up--but it didn't burn up, so I right-clicked it and noticed that there were no per-temperature readouts. It also looks, obviously, like something is interfering with reentry heating. If it's a result of a mod I installed, well... I doubt it's worth the trouble of sorting through them all. I'm asking in the hope that I just messed up the settings a bit. I looked through settings. Re-entry heating is enabled, temperature gauges are enabled. It is very early in career mode, so maybe it's a function of on
  6. Forgot to report back. It appears to already have USI support, and said support appears to be functional.
  7. That's a very one-sided view of things. Some people like playing the game for reasons aside from easter-egg hunting. It is, frankly, elitist.
  8. Well, "know" is a generous term. I made a dancing ascii banana animation output in console once.
  9. woops. Well, I know the slightest bit...that's a bit less intimidating, then.
  10. Awesome, I'll page you when it's done-ish (probably Wednesday morning).
  11. Would you find any benefit if I add a config, disabled by default, for USI Life Support and Snacks? I think people might like having massive orbital greenhouses.
  12. Yeah, I realize that. Planning to do so, but I'm too busy at the minute (got dinner planned) to patch it right now. I'll revert the forum post when I do. I was lazy about it because I made the mod primarily for my own use, and decided to release it on a whim; didn't realize redistribution of squad resources was against rules. Unexpected, at least for those resources not contained in expansions.
  13. The plan was to use them as placeholders for a few days until I got around to making my own models.
  14. Oh...woops. I'll take it down and fix that in a little while. Forgot I had restock installed. Weird thing is, I never copied anything from any folder outside the squad folder.
  15. I've played with USI and Snacks. Snacks was insane in terms of mass required for interstellar/long-duration interplanetary. I much prefer USI. I can't say I have played with TAC or Kerbalism--here's why: IRL, you can fit life support in a capsule. The Apollo fit the air recyclers and supplies all in the CSM, which was 2 modules. Adding a water recycler (takes uh...emissions...and distill+reverse osmosis or something to that effect) would add negligible space. Forcing separate recyclers and so forth on every craft with decent duration is a bit excessive, and not terribly realistic.
  16. Here's an idea for a drastically different game: Stock KSP system, but all the planets (that can fit) go in Kerbin's sphere of influence, maybe with Jool as a body in a synchronous orbit. To accommodate all the planets, I'd increase Kerbin's mass/gravity and decrease those of the other planets, and tighten up the orbits of satellite bodies (muns). Of course, I'd also increase thrust, ablator and Isp to keep a vaguely stockalike reentry and ascent profile. Would also increase the cost of propulsive parts, to scale nicely to the vastly smaller system. Makes for fast travel, makes
  17. It should be easy to add a plugin that tracks how long is spent on patching and loading the various folder in /Gamedata. This would be awesome for optimizing load times. It could have a UI a wee bit like WinDirStat.
  18. Ah, I must have screwed up. Thanks for the tip. Version management can be confusing, what with clipped and continued versioning.
  19. I'm getting an error on the realplume patch for 1.875m lower stage engines. :AFTER[ZREALPLUME] pass [LOG 04:28:32.107] Applying update CryoEngines/Patches/RealPlume/CryoEngines1875Lower/@PART[*]:HAS[@PLUME[CryoEngines1875Lower]]:AFTER[zRealPlume]:NEEDS[SmokeScreen] to CryoEngines/Parts/Engine/0625/cryoengine-stromboli-1.cfg/PART[cryoengine-stromboli-1] [WRN 04:28:32.111] Cannot find key plumeIdentifier in PLUME [ERR 04:28:32.111] Error - Cannot parse variable search when inserting new key name = #$/PLUME[CryoEngines1875Lower]/plumeIdentifier$-plume2 [LOG 04:28:32.113] Applying update Cry
  20. Thanks I've recently rediscovered career mode, so I'm momentarily stalled on development, but will get back to it soon. I just added an update that cleans up duplicate/test parts and requires community resource pack as a dependency (to allow resource mining to refuel on DT fuel). Also working on integrated labs/science packs for my career save.
  21. Thanks for the heads up. I’ll copy their values, in that case, and adjust Isp accordingly. The Isp needs adjustment anyhow—at present, my fusors can’t decide whether they are piddly direct fusion units or ICF efficiency-all-stars. Obviously, if one examines the models, Tall Boy is meant to be the latter, and KDF the former. I think I’ll also make a 10m ICF unit, to make flying a 1000m hab ring feasible, and to pay homage to the insane size of stuff like Daedalus.
  22. This mod aims to give players an immersive, semi-realistic experience in building near-term interplanetary and interstellar colony ships. The end goal is to provide parts that can be launched and assembled into kilometer-scale colony vessels, using rockets of a 10m or smaller scale. All textures, excepting emissives, are PBR materials, using Textures Unlimited shaders. I'm looking for co-conspirators--I have ideas of too large a scale to handle on my own. I'm confident I could make a nice mod by myself, but with some skilled partners, I believe we could make something really awesome a
  23. Phoo. I guess I need to figure out textures unlimited. Specular "mylar" just looks like rough, crumpled metal.
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