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FDAUT

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Everything posted by FDAUT

  1. Hi, decided i would try out the outer planets mod and as kopernicus was required i installed it. Everything is ok apart from shadows, everything is quite dark (refer to attached pics). I did a little trawling and this seems to be a ongoing issues for some yes no? is there a fix? Obviously not 100 percent sure if kopernicus is the issue but thats my educated guess. with kopernicus and opm without modlist: Airplane Plus (AirplanePlus 26.5) All Tweak (AllTweak 0.7) Astrogator (Astrogator v0.10.3) Astronomer's Visual Pack (AstronomersVisualPack 3:v4.12) Astronomer's Visual Pack-8k Textures (AVP-8kTextures v1.12) B9 Aerospace Procedural Wings - Fork (B9-PWings-Fork 3:0.43.0.10) B9 Part Switch (B9PartSwitch v2.19.0) Breaking Ground (BreakingGround-DLC 1.7.1) Camera Tools continued (CameraTools v1.20.0) Celestial Body Science Editor (CelestialBodyScienceEditor 12.0) Chatterer (Chatterer 0.9.99) ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.17) CommNet Relays (ContractConfigurator-CommNetRelays v2.1.0) Community Category Kit (CommunityCategoryKit v5.2.0.0) Community Resource Pack (CommunityResourcePack 1.4.2) Community Tech Tree (CommunityTechTree 1:3.4.4) Community Terrain Texture Pack (CommunityTerrainTexturePack 1:1.0.4) Contract Configurator (ContractConfigurator 1.30.5) Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.3) Cryo Tanks (CryoTanks 1.6.4) Cryo Tanks Core (CryoTanks-Core 1.6.4) Cryogenic Engines (CryoEngines 1:2.0.6) Cryogenic Engines - Near Future Aeronautics (CryoEngines-NFAero 2.0.6) Custom Barn Kit (CustomBarnKit 1.1.22.0) Custom Pre Launch Checks (CustomPreLaunchChecks 1.8.1.1) Deployable Engines Plugin (DeployableEngines 1.3.1) Distant Object Enhancement /L (DistantObject v2.1.1.6) Distant Object Enhancement /L default config (DistantObject-default v2.1.1.6) Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.5.0) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.3) Engine Lighting (EngineLighting 1.5.1) Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.6.1) Firespitter Core (FirespitterCore v7.17) Firespitter Resources config (FirespitterResourcesConfig v7.17) Flight Manager for Reusable Stages (FMRS) Continued (FMRSContinued 1.2.9.2) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.3.0) HullcamVDS Continued (HullcamVDSContinued 0.2.2) Kerbal Actuators (KerbalActuators v1.8.4) Kerbal Attachment System (KAS 1.10) Kerbal Konstructs (KerbalKonstructs v1.8.3.0) Kerbal Planetary Base Systems (KerbalPlanetaryBaseSystems v1.6.14) Kerbal Reusability Expansion (SpaceXLegs 2.9.2) Kopernicus Planetary System Modifier (Kopernicus 2:release-1.12.1-83) kOS: Scriptable Autopilot System (kOS 1:1.3.2.0) KSP Recall (KSP-Recall v0.2.2.1) MechJeb 2 (MechJeb2 2.12.3.0) ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0) Module Manager (ModuleManager 4.2.1) Near Future Aeronautics (NearFutureAeronautics 2.1.1) Near Future Construction (NearFutureConstruction 1.3.1) Near Future Electrical (NearFutureElectrical 1.2.3) Near Future Electrical Core (NearFutureElectrical-Core 1.2.3) Near Future Exploration (NearFutureExploration 1.1.2) Near Future IVA Props (NearFutureProps 1:0.7.1) Near Future Launch Vehicles (NearFutureLaunchVehicles 2.2.0) Near Future Propulsion (NearFuturePropulsion 1.3.5) Near Future Solar (NearFutureSolar 1.3.2) Near Future Solar Core (NearFutureSolar-Core 1.3.2) Near Future Spacecraft (NearFutureSpacecraft 1.4.3) Omega's Stockalike Structures: No Textures Required (StockalikeStructures 0.0.12) Outer Planets Mod (OuterPlanetsMod 2:2.2.10) PlanetShine (PlanetShine 0.2.6.6) PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.6) Probes Before Crew [PBC] (ProbesBeforeCrew 2.93) Procedural Fairings (ProceduralFairings 1:v6.2) Real Plume (RealPlume 2:v13.3.2) Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.8) RecoveryController (RecoveryController 0.0.4.1) ReStock (ReStock 1.4.3) ReStock+ (ReStockPlus 1.4.3) scatterer (Scatterer 3:v0.0831) Scatterer Default Config (Scatterer-config 3:v0.0831) Scatterer Sunflare (Scatterer-sunflare 3:v0.0831) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0) Stock Waterfall Effects (StockWaterfallEffects 0.6.3) Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 2.0.6) Stockalike Station Parts Expansion Redux - Internal Spaces (StationPartsExpansionRedux-IVAs 2.0.6) Structural Tubing Restructured (StructuralTubing 1.0.8.1) Toolbar Controller (ToolbarController 1:0.1.9.6) Trajectories (Trajectories v2.4.3) TUFX (TUFX 1.0.2.3) TweakScale - Rescale Everything! (TweakScale v2.4.6.8) TweakScale Companion for ReStockPlus (TweakScaleCompanion-ReStockPlus v1.1.0.0) Waterfall - Restock (WaterfallRestock 0.2.3) Waterfall Core (Waterfall 0.8.1) Zero MiniAVC (ZeroMiniAVC 1:1.1.2.4)
  2. Getting white bar same as others.
  3. also an addition that might be good (but yes this is a problem only a few would have) is be able to change to buttons the keyboard controls are binded to. I use a small form factor keyboard so dont have a numpad so currently unable to manually zoom in without brining up the ui. This would just be a nice qol feature
  4. just hear to say after using this mod for a few days I eagerly await this
  5. i'm having this issue where atmospheres end very suddenly. As in there is no real fade just a very clear and distinct line where the atmosphere starts: annoyingly it dose not show up as well in screenshots and looks more like what I actually want, a gradual fade out to transparency. I've troubleshooted all day and it seems this is related to scatterer. Only thing i can find is this in the scatterer/config/planets folder : Scatterer_atmosphere { Atmo { name = Kerbin flattenScaledSpaceMesh = 0.6 experimentalAtmoScale = 2 cloudColorMultiplier = 3 cloudScatteringMultiplier = 0.2 cloudSkyIrradianceMultiplier = 0.05 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 608490.375 RL = 0 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.2 BETA_MSca = 0.004,0.004,0.004 m_betaR = 0.0058,0.0135,0.0331 m_mieG = 0.78 rimBlend = 20 rimpower = 600 specR = 80 specG = 72 specB = 65 shininess = 75 assetPath = scatterer/config/Planets/Kerbin/Atmo godrayStrength = 0.7 configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.23 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.08 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.012 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.23 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.1 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.2 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.2 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.1 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } } I've tried finding out what each of these values actually does but cant seem to find anything, so I had a little play with some values ( i was hoping rimBlend/rimpower was what i was looking for but they didnt seem to do anything) but came up empty handed. Anyone give some ideas or point me in the right direction???
  6. So im trying to get my planets that have atmospheres to "fade out more" rather than just a very distinct line: The screenshots make it look way less for some reason and actually look like what I want. I'm pretty certain this is a setting in avp for eve, but no idea which one. Bodies without atmospheres had it too but I was able to get rid of it for them by removing the glow.cfg file in the avp configs folder. But Im unable to change anything when it comes to bodies with atmospheres. just found these in avp-scatterer folder possibly what I'm looking for?? @Scatterer_atmosphere:BEFORE[AstronomersVisualPack] { !Atmo:HAS[#name[Kerbin]]{} Atmo { name = Kerbin flattenScaledSpaceMesh = 0.600000024 experimentalAtmoScale = 2.4000001 cloudColorMultiplier = 2 cloudScatteringMultiplier = 0.7 cloudSkyIrradianceMultiplier = 0.05 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 608490.375 RL = 0 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 85 specG = 85 specB = 85 shininess = 75 assetPath = scatterer/config/Planets/Kerbin/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.230000004 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.230000004 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } }
  7. omg I was just scrolling through here looking for some tips on how to use this mod and I see @HatBat ! I thought you were long gone! Your "perspective' vid is the reason I play this game and why I'm trying to start doing cinematics, beautiful vid. Just want to say pls come back Miss the uploads.
  8. ok am nub. i cant get the flaps on gojira to work properly. they only move a few degrees unless I deploy them. changing authority limter and angle do nothing for normal control just change how they deploy. how does one get full range of motion?
  9. i just installed the restock + config and my vector engines sound dies after initial ignition. any ideas on how to fix?
  10. so been trying this out over mech jeb. Works very nicely on my falcon 9 sized landings once settings dialed in always within 15m err. But my super heavy seems to always end up in an oscillation after re-entry burn which ends up flipping it. got no idea whats causing this. any ideas?
  11. hehe nothing extreme really, mainly now my 1:1 Kerbal starship , only reason i need a pad that big is because mj landing guidance isn't super accurate (although i only use this for falcon 9 style booster recovery, starship i fly manually). this is the heinous thing i used for about a year until this revamp of my ksc i did. this is the only sc i have of it and when you came withing a certain distance you could see under it so it definitely wasn't ideal.
  12. @ColdJ Success! VARIANT { name = DisableTest deactivateTransforms = model_padburn } This is what ended up working.
  13. tried this and as suspected it just left grey textures. but i did stumble upon this in the omega's stockalike structures thread at the very top: VARIANT { //Static with base Enabled, all meshes active name = Default } VARIANT { //Static with no base, Standard hex meshes disabled name = NoHexBase deactivateTransforms = model_asphalt, model_asphalt_line01, model_asphalt_line02, model_grass, model_pavement } this was for people who wanted the structures with no bases on them. it says to add this to the static cfg file. my though was to do this: VARIANT { //Static with base Enabled, all meshes active name = Default } VARIANT { //Static with no base, Standard hex meshes disabled name = NoBurn deactivateTransforms = model_padburn } but this didnt seem to work it as didnt give me any variant, but im a layman when it comes this this stuff so idk if i inserted this right even. but as far as i can tell it should work.
  14. nah haven't found a solution yet. yeah i figured something like this was the case. I'm just hoping that there is a way to edit the file to not include the pad burn. I've had a brief look through and found this in the mm patch in the mod root file: //PADBURN MODULE { name = AdvancedTextures namespace = KerbalKonstructs transforms = model_padburn newShader = KSP/Scenery/Decal/Multiply _MainTex = BUILTIN:/launchDirt } i suspect removing this though will only get rid of the reference for the effect and not the effect itself. my only option at the moment seems to be make the pad smaller but unfortunately my rocket landings aren't accurate enough to land on the pads at their default size (i just use the mechjeb landing guidance)
  15. hey, im using the small landing pad in my 1.10.1 build and when i blow it up to the size i want the burn marks on the pad lift off the surface. ive tried to find a way to edit the file to leave them out but haven't had any luck. anyone know how to do that or any other potential fixes
  16. For anyone who might need this. This solved my issue and was able to get this mod to work nicely in my 1.10.1 game.
  17. Hi, Is there a way to make this mod work in 1.10.1? Been reading up a bit and it sounds like people have got it to work for 1.9.1. I'm trying to make a starship replica but need a way to move the fuel from wherever it is to the very back via action groups for stabilityon landing, this mod seems like the best chance at that.
  18. Yeah had a feeling this would be the case. All good, ill just have to patiently wait for support
  19. Hey, Using ksp v1.10.1 with tweak scale v2.4.3.21 as well as all tweak v0.7. I have been trying to rescale the g-32w hinge but what happens is anything i attach to that afterwards becomes scaled to the same factor after launching and returning to the vab or just leaving and returning to the vab. But it appears to only be a glitch in the vab/sph as when you launch again the part is its original size, but this all make building difficult. this glitch only appears to be in the breaking ground robotic dlc parts. i noticed standard tweak scale doesn't allow for scaling of the dlc robotic parts which is why i installed all tweak. but i do remember reading somewhere today that the way all tweak implements the module in a bit hit and miss. really dying for help on this, can provide any gamedata files that would be useful. https://imgur.com/a/5ItYloU
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