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stickman050

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Everything posted by stickman050

  1. Hey guys, If you'd like to run this planet pack with Parallax 2.0 and you get an infinite loading screen upon installing both Kcalbeloh and Parallax 2.0 (and stock planet textures and stock scatterer textures), then you have to do 2 steps: 1. Go to Gamedata\Parallax_StockTextures and delete _Configs folder there. 2. Go to Gamedata\Parallax_StockTextures\Scatterer and delete _Configs folder there too. Here is how it looks for me (I haven't change any settings, just deleted the folders):
  2. Have you guys encountered a scatterer/eve visual issue with Jupiter? It seems to be very dim. I'm using stock system size (1/9 scale).
  3. @Sir Mortimer Hi, I found a bug which is caused by replacing stock planetary system by new one from the Kcalbeloh planet pack (it has homeswitch configured). But the issue concerns Kerbalism mod (I installed everthing in CKAN and didn't use any other mods, even graphics mods), KSP version is 1.12.5. When you don't use homeswitch and use stock KSP planet system, Kerbalism science data collection system works properly and the timer for collecting data starts properly and the data is getting gathered. But when I set homeswitch to Suluco (Kcalbeloh's planet pack), the data can't be gathered and the time simply does not start and it says that there is no connection to the DSN KSC. It seems to me that Suluco doesn't have its own 'DSN: KSC' point to which Kerbalism must refer. You can clearly see it in Connection Manager GUI that Kerbalism provides. I'm attaching two screenshots where you can see Kerbin - stock system and Kcalbeloh (homeswitch option in config is set to false), and a screenshot where you can see Suluco (homeswitch is set to Suluco) and the science data there is not gathered. Pay attention to Connection Manager, on Kerbin it says that it is connected to DSN, but on Suluco it tries to connect to DSN every 3 seconds. In what way can I modify Kerbalism's files/configs in order to set DSN KSC on new planetary system. P.S. When using homeswitch, it removes Kerbol system basically. Kerbin: Suluco:
  4. @Jason Kerman Hi, just wanted to report a bug and ask if there's a solution for it. The bug concerns only Kerbalism mod (I installed everthing in CKAN and didn't use any other mods, even graphics mods). In Kcalbeloh description it says that it should be compatible with Kerbalism, but there are no further details for this. Since I got bored of the stock KSP system, I decided to use HomeSwitch feature by setting it to Suluco in this planet pack config. But there's one issue with using HomeSwitch and Kerbalism. When you don't use HomeSwitch and use stock KSP planet system, Kerbalism science data collection system works properly and the timer for collecting data starts properly and the data is getting gathered. But when I set HomeSwitch to Suluco, the data can't be gathered and the time simply does not start and it says that there is no connection to the DSN KSC. It seems to me that Suluco doesn't have its own 'DSN: KSC' point to which Kerbalism must refer. You can clearly see it in Connection Manager GUI that Kerbalism provides. I don't think it is Kerbalism issue, since it works with Kcalbeloh system installed and when you use stock system. I'm attaching two screenshots where you can see Kerbin - stock system and Kcalbeloh (homeswitch option in config is set to false), and a screenshot where you can see Suluco (homeswitch is set to Suluco) and the science data there is not gathered. Pay attention to Connection Manager, on Kerbin it says that it is connected to DSN, but on Suluco it tries to connect to DSN every 3 seconds. Kerbin: Suluco:
  5. Excited to not get Jeb stranded in interstellar space
  6. Hey @wpetula, the planet pack is straight FIRE. I know this might be difficult technically, but is there any chance to get parallax modified to (or included into) this planet pack? I understand that probably every model/texture would have to be re-made or changed in order to suit to each planet. Just thinking out loud and would be thankful for your thoughts on this.
  7. I'd like to confirm for anyone who'd be interested, that this mod works with ksp 1.11 without any issues, even with contract configurator for 1.10.1+ (mod version v1.30.5).
  8. @GameslinxYes!!!!! I've been waiting, thank you for fixing the 'terrain textures not loading properly' issue, much appreciation.
  9. @Gameslinx Thank you for the quick reply :). Then we'll be waiting for 1.4
  10. @GameslinxOkay, so here's the feedback concerning the fix. It seems to not have fixed the problem fully, but the textures are not as black as they used to be. The thing is that textures kind of "lose" their color when you are moving closer to the planet. I took a couple of screenshots once again to show this issue. (Testing the mod without scatterer and EVE so that the game loads faster and there are no visual add-ons to mess with the texutures). So, when you zoom in our out your craft the planet's texture drastically change to grey-ish. Although Gateway seems fine. Also tried placing the craft on different altitudes (see Scindo screenshot), its the same effect to the textures as zooming in our out of the craft.Screenshots (Zoomed in - out: Lua, Armstrong, Gateway and Scindo):https://imgur.com/a/ck2ZuNe
  11. Hello guys, I have a visual issue with the mod (its probably not the mod's issue). For some reason i have black textures on Lua (Rhode is ok), Armstrong, gas giants; etc. I have pretty much scrolled through the whole thread and found out that this might be due to directx 11. I did not find any solution in the thread (or i might have missed and i would be thankful if you pointed it out ). So is there any way to fix it? @Gameslinx This is a really great mod and i would absolutely love to play through it and i would be greatful for the help Here is the screenshot: https://imgur.com/qQz1g2t
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