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Subcidal

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Everything posted by Subcidal

  1. Mod works fine, Great actually been waiting for something like this for a while. But the windows don't seem to save their position, And for something that I open on every plane i launch it tends to get a bit annoying. Is this just me?
  2. More words of encouragement, Been the one mod that I haven't been using that I really want to. Escpecially for a full IVA playthrough.
  3. My parachute texture dosent appear like 90% of the time it seems, But is still active. I don't mind all that much as its not all that pretty, but it is something.
  4. So um, I just realized i don't have a toolbar icon for fusebox, Not that it really matters its usually up regardless but did you switch it to the stock toolbar? or is it still using just the mod toolbar?
  5. Just found this, Been using the K2 pod which I thought was kind of meh TBH due to its unrealistic size, Not to mention lack of IVA. Randomly just saw this and i'm pretty happy I did. This fits perfectly with KSP, Absolutely beautiful part. Even better than FASA's IMO as its in its own style, FASA looks out of place imo, as good looking as it is. So all in all just saying nice job, downloading now.
  6. I too just randomly lost all my kerbals stored info, Must of just happened, I just popped in a couple mods that should in no way affect FF whatsoever. Remote tech, nav utilites, fusebox, stuff like that. Went investigating in the persistance.sfs and all of the data is indeed there as has been reported earlier. Only thing I could think would cause this is that one mod that renames your kerbals with more variation + that humanlike names pack for it. But i kind of doubt it just now affected me. Edit : Opened up an old quicksave and copies the info to my persistence.sfs and it seems to have fixed my problem. Still no idea how it got lost in the first place though. Though for some reason one of my kerbals whom has badges doesn't have any mission time. I vividly remember flying with him too becasue i gave him a custom badge for being the first to break mach 1.
  7. Last time i played was like .23 or something, so it was a while ago and i couldnt find a config for RSS, but thats irrelevant. AFAIK BTSM is stable in .90, i've been using it for quite a bit. And I don't blame you for waiting, bit of a pain to keep up with all these updates. When you do get it all set though pop BTSM in there for me if you would be such a dear =P
  8. I'm not getting charges related to BTSM for some reason. Using BTSM v01.6600. Any other mods that could affect this? Coming from RSS this is the first time i can actually make use of this mod, and it's not working =(.
  9. Anybody know where the .cfg file for the Round Range helipad/runway is? I'm disabling a couple of launch points I don't want and have been able to find all of them except for the helipad at round range.
  10. You can fix it by changing the background color, but it looks nowhere near as nice. I've done it before, can't remember where the value is though.
  11. So, So far everyone that can get the reflections in open GL windows KSP is running on nvidia. Figured. Wish Nvidias sister card to the one i have wasn't like 300 bucks compared to 120 =/
  12. Was thinking about video cards too, ATI 5900 series iirc, Either way you probably have nvidia right? Edit : Was just thinking, Would check myself but i just got everything set up after like a week, and meh, lol. Do you have ingame anti aliasing enabled with open gl?
  13. Also running Windows KSP in Open GL and can't get the real reflections to work. Whoever said they worked fine for them in open GL care to share some settings?
  14. Just installed and seem to have a somewhat similar problem that others have reported recently. http://i.imgur.com/Z38joLj.jpg Seems i have random red clouds scattered around. Their on every planet with clouds. Can you still manually open the cloud editing window in EVE these days?
  15. Can confirm, As cool as it is to have so many, it's not doing the framerates well.
  16. Make sure their above the ground, or the little red dot doesn't show. No idea if the signal goes through or not.
  17. Still using 23.5 for the record, But is there a reason the engine nacelle part doesnt function as an intake? Not the one that cools the engines, the other one with a modeled intake part and and openable/closeable intake. It seems to do nothing for AJE.
  18. Anyone ever had a problem of the green MFD displaying all the ladders / bars as black instead of green in open GL? Makes it impossible to see any of the ladder info in a RPM window. Though all the text around the sides are still displaying as green.
  19. I've come to realize that it is indeed working, but for some reason the ladder section of the hud is black lines instead of green lines now. This happens on both the mk1 HUD and the rasterprop flightnav hud from the fan edit. The other parts of the hud are still green though... Edit : All of the menus in the flight hud are black, The text that doesnt move however is green as always. This is the only menu that has graphical errors.
  20. Seem to have some problems with the super hyomoto edit's airplane nav option. When using OpenGL it fails to display the middle important bit, but all the info on the top and bottom still appear correctly. Any way to fix that?
  21. I know you're still adding in stuff for vanilla ksp planets, But do you have any plans to make planet factory versions? Is it possible with the code you've created thus far? IMHO Planet factory compatability will be pretty vital down the road as more and more people start using user made planets. This is actually the only mod that I really want that I cant use im my RSS+PF playthrough =P
  22. First time configuring and using TAC LS as ECLSS seems to be crashing my game. Anybody care to explain why the external seat has a life support module on it? What exactly does that module do? Because I've also noticed that Fustek doesn't come with that specific module integrated in the modulemanager config. Wondering if I should add it myself or what.
  23. Is it possible to get some kind of .cfg to make the dark times apply to RSS?
  24. RO is realism overhaul, commonly used with RSS. I realized it's probably planet factory that's causing me to crash. BTW when you say it depends on the celestial body names, Do you mean names like Kerbin, Eve, Jool and so on? Because RSS doesn't change those. It can, but by default their left alone i'm pretty sure. Unless you're talking about something code related. Either way nice to see this developing. Hopefully it will be more flexible at some point, Would love to use this.
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