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vinix

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Everything posted by vinix

  1. In parallax's config file, there is a line toward the bottom called flatMinmus, I think that's the option you are looking for. It's in gamedata/parallax/config/ParallaxGlobal.cfg
  2. If you only have parallax installed, you might want to switch to regular Kopernicus to get a more stable experience, since Kopernicus now support all versions up to 1.11.2 Breaking ground's surface features are just a point of interest here and there, e.g. a volcano or a pile of rock. Parallax, however, enhanced the whole surface texture. It used to be only visual, but it now adds physical height variety. When parallax is installed, surface features still spawn and can be analyzed as usual, but there is no additional science stuff.
  3. Yes, I have kopernicus stable version 1.10.1-34 installed. Besides, parallax 1.1b worked fine with said version of kopernicus.
  4. I wanted to know if parallax 1.2.1 was compatible with KSP 1.10.1, so i tried it. Instantaneous crash when trying to load a vessel, with the unity popup and everything. I expected it, so I'm just posting in case anyone had the same question as me.
  5. The reason why it tells you you're already around Eve is because it says "create a new maneuver node ... after the last maneuver node". When calculating, Mechjeb will consider the orbit obtained after all maneuver are executed, which in your case will be an orbit around eve once your two burns are executed. Mechjeb is just thinking about the future As for the delta-V difference, I have no idea, but this is why you should always have a fuel margin. Maybe it has to do with unaccounted for inclination, or a lack of precision due to the ASAP requirement
  6. This is because, as of 1.1 , parallax is only visual, terrain physical height is still stock. However, the 1.2 beta version includes experimental collisions, and they work pretty well. If you are interested, you can go to github, download it and try it out (it might be buggy though, it is a beta version after all)
  7. Tried out a rover on EVE, and got the same behaviour. My FPS counter is steadily at 30 and shows a drop to 15 during the stutter. It happens no matter if you are moving or not. On a more positive note, you weren't lying when you said you had done some optimization: my framerate doubled! (moho: 35 ==> >60; eve : 15 ==> 30; mun: 20 ==> 45)
  8. And I took that personnally Seriously though, shouldn't it say "... Planes that can handle proper terrain" ? Anyway, really excited for the visual and performance improvements, I am going to test it as soon as I can !
  9. It is about 1.7 GB. It is the second biggest mod I have ever installed, only JNSQ is bigger in my downloads. As previously suggested, if you are on a budget you probably want to wait.
  10. In my case it is the top button above the altimeter. aside from that, I have never heard or seen anything about recovering a vessel from the pause menu. I checked the wiki, and it says that the altimeter button and the tracking station are the only two options to recover a vessel. Is there something I missed?
  11. hi, reporting what i think is a minor bug: when splashed down on laythe, it is possible to recover your craft (as if you were on kerbin). This behavior does not appear in the tracking station or for landed craft, only for active vessels that are landed. I did not test in stock, so it could be a stock bug, but I have seen changes relating to it in the changelog of your last update, this is why I am suspecting scatterer. It is clearly not game breaking and the workaround is simple : dont click da button. Anyway: KSP 1.10.1 , scatterer 0.0722
  12. To add on the idea of settings: I saw that your load-on-demand system could apply 5 different shaders depending on how close to the camera a quad is, would it be possible to add a setting that limits the level of the shader that is applied? Or a setting that allows to change the sensibility of the LOD system? If it is feasible, it could unburden the load on average configs. (asking out of curiosity, not necessarily for me). Also, thanks a lot for your detailed answer above
  13. If you are playing with stock planets, you need both. You also need Kopernicus bleeding edge and modular flight integrator as dependancies.
  14. I have been playing with this mod for a while, and i really like it. however, there are a few (small, visual and non-game breaking) glitches that I noticed: Underwater, the terrain does not render properly. I could totally see this being something parallax was not meant for, but I'm curious to know if it could/is meant to support underwater terrain. Picture: https://mega.nz/file/khxH0Yga#prN6-LEsMC2Eq_qpJ1uv2w5wHdAZMPw2pT3IwHHrJrc On some planets, lighting is not applied correctly. On a few occasions, the surface looked fine except for the quad where the craft was landed, which looked much darker. (forgot to take picture of this bug, my bad). On another occasion, while I was landing on Eloo, the quads close to the ship were a lot darker than the surrounding one. But it only affected terrain eastward of the craft position. However, this glitch disapeares if you zoom out enough or use the map view (but comes back when zooming in again or switching back to vessel view). Pictures: https://mega.nz/file/xwgmUIQD#wxkFUNPGep8F-XZDhyQLKIToIgT1Jfqt1Ygn5aB3Trs (top is east) and https://mega.nz/file/184A0ITS#_PBjBv-9_puGd4L8zz4dRrR6ucqAsuab2wZafxlAXsg (looking to the East). I know this not a proper bug report (lacking logs and stuff), but these small glitches happened a handful of time over the course of weeks, I will try to get my hands on a log report next time it happens. My install has other mods, but none that modifies planet terrain or that is too disruptive of the stock game. finally, a few thoughts/questions, given I am really impressed by what you did and achieved: is it possible/sensible/worth your time to apply the parallax technology to comets and asteroids? similarly, to cloud textures? similarly, to ocean textures?
  15. Hi, I have been playing with this mod on windows 10 for quite some time, and I recently tried it on a linux/Ubuntu install. I met some trouble: for some reason, parallax is unable to "see" its config. Parallax-stockconfigs, kopernicus-BE and modularflightintegrator are all installed, but when loading, parallax says that it didn't meet its dependency. As expected, all celestial bodies are a solid pink. I have other mods installed that also have separate configs, and they work fine. logs: https://drive.google.com/file/d/1tBQu1QxHn1By2Fe6SIjtClITLGNcU10R/view?usp=sharing player-logs: https://drive.google.com/file/d/1d4_DoLK71ZaKoMmBwSDnAoQviNzhbPjj/view?usp=sharing (i know there are other mods installed, but at this point i am quite sure it is not a mod conflict)
  16. HI, I recently translated Kopernicus in French (just a few string honestly). I would normally do a pull request, but I'm a bit confused as to which branch of which fork is the right one to request to. Therefore, here is the cfg file: https://drive.google.com/file/d/1kpDwP83vdGFRlNOwJ4F37i_jlRPbSaMq/view?usp=sharing If you want me to make the pull request, I am willing to, just tell me where and I'll do it. And as always, thanks for the mod
  17. Oups, sorry, jellyfish memory here Indeed, when the game abort the loading of the craft (i.e. you have a kodiak engine in there) and goes back to the KSC scene, some icons get duplicated. It is a consequence of the kodiak bug, not a bug in itself. If you are loading any other craft or performing any other action, then there is nothing going wrong with the icons.
  18. To clarify, only restock and waterfall were installed at the time of the test, the errors were remnants of mods that were uninstalled before the test. I don't understand what you mean by duplication problem, since I didn't notice anything of that sort. I am glad you were able to find the issue, thanks for taking the time
  19. The strange errors are caused by other mods I installed and then deinstalled. For some reason I didn't use a proper fresh install for my testing, even though I knew the proper way. I will be more careful next time Anyway, here are two files from MM, because I wasn't sure which one you needed: - https://drive.google.com/file/d/1MUws4jtwZMJ7QXMZX2ZXq9yed3bXiuBi/view?usp=sharing - https://drive.google.com/file/d/1m5hR4ktEdvzFzKPX4IWWvriD-xImL_Op/view?usp=sharing
  20. Thanks for the explaination As for my bug, it seems like the RK-7 "Kodiak" Liquid Fueled Engine is at fault. With my limited knowledge, I couldn't find anything wrong in the patches. other than that, those textures are really cool
  21. https://drive.google.com/file/d/1YsaRq3Xl1o6a9392BDBguEiC9BD3IS-w/view?usp=sharing https://drive.google.com/file/d/1dsMW8W2DMIojoKOxWGdadust0u3N86QB/view?usp=sharing There you go, there is the full list of mod installed, plus a screenshot of gamedata. It is to note that Kopernicus, modularflightintegrator and parallax were not installed yet when the bug occured.
  22. Regarding the NERV, the plume no longer showed up in my save, nothing appeared at all. That was using 4.0.3, reverting to 4.0.2 brought the plume back. I have restock installed, as well as plenty of other mods, so realplume may or may not be at fault here. This is not the same problem as described above, but if you intend to look at the NERV config, could you check if there is anything missing? And as always, thanks for the mod
  23. Sorry to ask the stupid and annoying question, but why is this mod not indexed on CKAN ? (now, i know that mod authors are the one who decide, but is there a reason that i should know of? If it is obvious, don't hate on me, I am just curious) EDIT: while testing this mod, i encountered a strange bug. when trying to load a craft with ~50 engines and 57 parts, the game does not load the craft on the runway/pad and just revert to the KSC view. I tried another smaller craft and it launched fine. KSP.log: https://drive.google.com/file/d/1qLR6sFnatjXPt9kjVKel7NaKZidVF64y/view?usp=sharing player.log: https://drive.google.com/file/d/14dchZHoR1AnJaBH-wnAs7zjOJMXrcCCB/view?usp=sharing craft in question: https://drive.google.com/file/d/1cFVMVjy5x0yGbNsdLigMhtH3HvkSW5g-/view?usp=sharing EDIT2: forgot to mention that this bug causes the kspedia and contract icon to duplicate each time you try to launch a vessel
  24. Is your craft stable in the first place? that is, center of lift behind center of mass? Otherwise, have you tried tuning the PID (-->aircraft autopilot) ?
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