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    Professional Kraken Hunter

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  1. 5/5. Easy. I think the work squad did on planets is great, but this brings it up like 5 notches. Not KSP 2 level, but definitely KSP 1 1/2 level. Plus with new systems planned, this could be the quintessential overhaul I feel.
  2. really? that's weird, maybe it's scatterer screwing with it. Or another 1.12 thing.
  3. Beautiful stuff, and works well in 1.12 if you delete the sun config. I assume that issue is because of that, but I haven't tested it. My only teensy complaint is that the lava moon doesn't glow any, which I have a mod up which adds that in. Oh and maybe you could add some outer planets before a new system, but that's just my preference, so y'all do what you want. Otherwise stunning, should sate my eyecandy appetite for a while.
  4. Looks like it works for me, but my map uses alpha instead of black to white. Maybe that's the issue? Speaking of stuff working, looks like 1.12 works fine! I'll update the title to reflect the change.
  5. Sure! I'll take a look at the example eve config from an old version. It is possible, but due to licensing and such, it's planet pack dependent.
  6. Sooooo, the configs on their end are borked. @ZaffreYou need to change Wormhole/Partner in the .cfg to be the name of the body in the .cfg, not the display name. So BaldursGate and DeepwaterGate instead.
  7. Ah, I'm getting the same issue. Gonna test a different pack to see if it's just this one
  8. Just released beta 9. Let me know if anyone has issues with EmissiveFX as I do not know for certain how well it will work.
  9. Oooh, I saw that one. It looks real cool. I'll see if I can replicate it.
  10. That...is strange. I have no idea. What planet pack does it?
  11. Hey so I'm gonna be taking a decent break from working on this. Someone else is free to fork in the meantime. Due to work and stress I just don't have the time or energy to work on it. If you do fork it, please link it here so I can put it in the post! Thanks, be back soon™ oh and by the way, I never did figure out the error. I'll keep looking until someone else takes over.
  12. firstly, holy love how do you load your game in this millennia second, I'm gonna be honest, I'm not sure what the hell is causing your issue. I've determined that you do have a strange error, but I don't know what causes it. I'd suspect one of the visual mods, namely planetshine, but I don't know. I'm gonna try a compatibility check and I'll get back to you
  13. Well, that's a pickle. It should be there. Could you provide your KSP.log, and a modlist if possible? Mainly visual ones. Your lighting looks off.
  14. If I had to guess, that's a missing texture. Ensure that the footprint.dds is in the right folder, and if it isn't, I'll take a look at it.
  15. Yes that's one of the projects I'm working on rn. It should be able to run in general, but Linux doesn't play nice atm. Should be released in the next update. Speaking of updates... I'm going to be testing a new footprint system that's compatible with Parallax. It uses projectors instead of meshes to create the footprints. This could change in the future, but for now it seems like the most elegant solution. I'll post a preview later today, but it seems fairly stable. My only concern is a potential performance tank due to a lot of projectors. I'll look in to fixing that via alternate render methods. I'll try and get a beta version out ASAP. I'll provide it on the side of the OG footprints so you can keep your stable footprints if you want. Edit: To expand on this, when unity renders something via projector, it renders the entire object it projects on again. This gets performance heavy quick, so this is a temporary solution. What I'll likely look in to is a deformed mesh, or figuring out how to use a single projector.
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