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Selphadur

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Everything posted by Selphadur

  1. Hey! First of all I want to say a big thank you for this mod! Secondly to report errors. It is related to Retro Future mod. Here is the part from log where those errors are: [LOG 14:57:43.512] Applying update RocketSoundEnhancement/Configs/ShipEffects/@PART:HAS[~RSENoFX[*],#crashTolerance]:AFTER[RocketSoundEnhancement] to RetroFuture/Wheel/latMainGear/latMainGear.cfg/PART[latMainGear] [ERR 14:57:43.512] Error - Failed to do a maths replacement: %MODULE[ShipEffectsCollisions] : original value="xi570" operator=Multiply mod value="0.9" [ERR 14:57:43.512] Error - Failed to do a maths replacement: %MODULE[ShipEffectsCollisions] : original value="xi570" operator=Multiply mod value="0.5" [ERR 14:57:43.512] Error - Failed to do a maths replacement: %MODULE[ShipEffectsCollisions] : original value="xi570" operator=Multiply mod value="0.5" [ERR 14:57:43.512] Error - Failed to do a maths replacement: %MODULE[ShipEffectsCollisions] : original value="xi570" operator=Multiply mod value="0.1"
  2. Yeah, sure. Here you go. The Minmus Derp's comment explained what I meant. As you can see it's a flat thin layer (texture). There is not transition or particles. I really would love to have those particles as seen in many screenshots (like the ones in EVE Redux's first page). P.S. For some reason it would not insert image from that link. Managed to get it working.
  3. I remember using EVE stock config and Astronomer's Visual pack before and had same results. I was always wondering how people get those cool clouds as I always would get thin film (flat cloud layer without particles).
  4. That image was not made exlusivly with Spectra. I took it from EVE Redux to show as an example as I do not get these types of clouds. Only thin film layer.
  5. So it is not possible to add those volumetrics to Spectra? I mean you see in one picture there are those volumetrics. Are these particles you are talking about? If so how can I add those (I am not too worried about performance). Thanks!
  6. There should not be any. I was wondering how to make clouds look volumetric as in top two pictures. Now they look like bottom ones. And when traversing these they are just thin film, withou any transition or "fluffy" clouds. Just plain thin film.
  7. I mean layers are flat. Like when you fly into clouds you can see those layers being flat. I would like to make them like comparison pics in EVE Redux: Instead they are flat (like a thin film surrounding whole planet with painted clouds on them). You can see clouds here similar to what I have: But also when you fly through them you have this same cloud layer thin as a film, without any depth or volume (volumetrics) to them.
  8. How do you make cloud layers more volumetric? Now they are flat. Using Spectra with EVE Redux. Thanks!
  9. How do you make cloud volume as in pictures? After installing Spectra cload layers are flat. Thanks!
  10. As I mentioned before I tested without Kerbalism and this problem persists (also WBI Classic or CRP does not matter, it just changes propellant, but problems remain). This problem (with EC and reactors) may be coming from DSEV or some other mod.
  11. 1. I think I have Buffalo installed also in new install and also if I remember correcly some sort of turbine generator. So basically VTOL problem comes from Kerbalism itself. 2. I don't remember if there was menu for sure, but reactor worked with same Kerbalism version on old install, although there were same problems with VTOL. I do have DSEV installed. You think that one is messing around with reactor a bit? 3. I think the main reason was that I played on old install with other mods and Classic Stock mode was somewhat easier for with resources and etc. Also Propellium kinda sounded more futuristic I remember when there were tanks for IntakeAtm, I thought it was a bug back then and did not paid much attention to it EDIT: I just tried your cfg patch (CRP one, with CRP active) and it did not fix that for some reason. Still no FusionPellets and no ElectroPlasma, IntakeAir and etc I have no idea why it's not working. I put it into game data, here is a pic: EDIT2: Tested with ClassicStock mode with you proviced cfg. Same problems. What I noticed is that in old install there was a button in VAB to start Reactor (like you can start Crew Report and etc beforehand), now this button is gone (and it was gone prior to cfgs you provided). I guess it's time to say goodbye to Kerbalism and find alternative mods to replace at least some of the features EDIT3: Guess what. I removed Kerbalism and there are still same problems No Start Reactor in VAB button (to start reactor right away on launch pad), Reactor still says Missing FusionPellets, VTOL flames out due to insuficient IntakeAtm, EC usage of VTOL is I think same (if I find sweet spot like 5% or something like that on throttle it drains EC very fast). So the good news is it is not Kerbalism, bad news are we have no idea which mod is causing this (well at least I have no idea). I tried both CRP and Classic Stock, but without your provided cfgs (as I understand those are for Kerbalism). In a couple of days I will start checking out which mod(s) may be causing this by disabling more suspicious ones (although most of them on this install just add parts and etc and like 90% of those are updated for 1.10.1, and others are mostly minor mods, like Chaterrer and etc and should not interfere even though they may be for 1.9 or something like that).
  12. 1. If I just track down which mods use WBI Stock (and install WBI Stock) and delete those mods with WBI stock would it fix problems/contradictions with Kerbalism? 2. I do not remember it asking FussionPellets in older intstall (but I can be wrong), I'll take your word for that. But strangely in that install I think there was an option to add Reactor fuel. Do you know why there is none in new install (it wasn't purging those content then)? 3. Well the main reason I want to use classic stock is probably because it uses Propellium instead of LqdHydrogen. There was probably another reason why I used it in older install (better fuels for other mods I guess). Also what do you mean switching to CRP will make Endurance use/require IntakeAtm. Was it not using it before? Also I did not see any container that could hold IntakeAtm while using CRP. Or I understand something incorrectly? The strangest thing is that with older mod Reactor worked fine, everything was fine and normal except VTOL, with new install it became all messed up. I believe the culprit is not only Kerbalism. I will save that cfg and also look into which mods may be causing this. Maybe will delete WBI and mods tied to it. Do some tests and report back. Thanks!!
  13. Here is ConfigCache for that install I provided logs: https://easyupload.io/9r9wez Strangely I have tested now on completely different install on creative mode with CRP mode active and on that new install reactor won't even start as it is asking for FussionPellets, which there is not even a menu to put in. Also VTOL engine won't even start or use EC and instead would just FlameOut with intakes open Will test with ClassicStock and provide logs with cache in next post. Here is the pic: https://ibb.co/1qsnwrM EDIT: So tried Classic Stock WBI mode and it's same problem, but here I can choose between Propellium and L/Ox, where using CRP would give choice between Hydrolox and Lox. And reactor still won't work as it asks for FusionPellets and there is nowhere to put those, there is no button, no menu - nothing. So it seems that using completely different install with different mods is even worse than when I used old install because I can't use Reactor Here is SC with Classic Stock, same result (although I activated fuel cell this time so VTOL tried to use EC, but still flamed out with 15m/s effective air speed): https://ibb.co/jVtNWVD Here are logs and cache zipped: https://easyupload.io/iqhkxd Note that these are for completely different install. Any ideas would be great. Thanks!
  14. I understand that. But it flames out even without taking off. And like I said not always, most of the time EC is drained. And regarding AJE and SolverEngines, I don't use them I think As I said I will test again with old and new installs and give you MM ConfigCache and all logs of new install. Did not get moment to do so yet
  15. They do use propellium, it's just they also use EC. Well at least VTOL (probably use only EC, did not notice about propellium). Other engines use whatever I give them (Propellium or L/OX). I will check out later switching to CRP on my older install and check if VTOL still drains a lot of EC. Also will add config cache. Edit: There is also a problem where it can flame out due to lack of atmosphere when just trying to lift off from pad with VTOL. There is that sweet spot you can catch when EC is not drained yet but VTOL flames out due to "insufficient atmosphere", but rarely. Usually EC is drained. I don't know any use in these case for this engine. I will also test new install with different mods in creative to see if there are same problems. I will inform of the results later.
  16. Does not seem to work. Don't have H button (also Enable Guidance/Pick Target) as in a video. Do I need some part for that? Also how do you actually install this mod? Tried placing whole HopperGuidance folder with _ folder in it. Then only _ folder into GameData. Button does not appeare either way. Also I am not 100% sure if this related, but MechJeb started to work differently, that is it won't show up unless I have MechJeb part on my vessel. So any ideas how to make this mod work?
  17. Here you go: KSP Log https://file.io/JYwdlFUmKjP2 MMPatch https://file.io/kHkPUNV13Fmj ModuleManager Log https://file.io/DIEA7LML3HrA Alternatively all zipped: https://filebin.net/nzmd2iu9xneb41ff These are on the KSP install I had problems. I have new install now with different mods playing career and did not reach Endurance stuff yet so can't confirm if this problem persists with different install.
  18. Should contract appear instantly or should I wait few days? I created couple, few days passed I don't see any contract I created. Also does pressing Transmit button when creating contract should close creation window or is it ok that it does not disapear and otherwise does not show any info of succesfully creating contract?
  19. Does not seem to work in 1.10.1. Shows 0.00% ElectricCharge all the time do not turn on itself automatically at all.
  20. So there should be some volumetrics? Because atm layer is completely flat. There is no depth. Could be just me or could be something with EVE-Redux. But there is no volumetrics whatsoever. Even stock EVE config has a little bit of them. I will make screenshot later on. EDIT: Here are the screenshots: https://pasteboard.co/Jt1QrQh.jpg https://pasteboard.co/Jt1QxCl.jpg As you can see there is no volumetrics, no depth, nothing, just a thin film (mesh) with very noticable transition. I don't see any fog like clouds and etc. Just plain mesh with cloud texture. Also is there a way to get rid of these lines? https://pasteboard.co/Jt284Gt.jpg
  21. I see, thanks for your answer! Last question is it intended that clouds are one layer only and it looks like thin film when you pass them? If so are there any plans to improve them (make them more volumetric - as EVE-Redux is faster than original)? Thanks!
  22. 1. Is it ok to run this with EVE-Redux? 2. I noticed clouds are pretty low on homeworld, is it intended? 3. Also I noticed that on altitude of like ~15-20k up until like ~50-55k sky is black (only sun is shining). There is no transition like on Kerbin. Is it intended or I am missing something? Looks kinda weird/unusual. Thanks! P.S. Scatterer, EVE-Redux, Kopernicus BE, Sigma Skybox, Parallax installed. All up to date. And some other mods.
  23. This mod is so awesome after all these fixes and additions! The only problem I encounter is VTOL engine eats all electricity in seconds with even Tokamak and Fuel Cell active (using Ranger now). The minimum throttle gives like 7-8 KN of thrust and that's it, go higher and batteries are drained or "depleted atmosphere". Tried using it at altitude of like 10000m, but then it's "flame out, combustion failed" or something like that, although air speed is huge. Would be cool to be able to use VTOL. Other noticed thing would be an effect of VTOL engine sometimes randomly would be showing after using VTOL engine and won't dissapear even after turning off VTOL and closing air intakes. Other than these small things the mod is finally very playable with Kerbalism and electricity Endurance Reconfig was mostly fixed (only VTOL thing is still bugged). Love that Endurance Reconfig was merged into main mod! Nice work mod authors and huge thank you!
  24. Well for me it would not work at all on 1.9.1 version. It would be just silent. Good to hear that this mod is getting fixed! Thanks!
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