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ShadowDr

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Everything posted by ShadowDr

  1. You can hook it to the normal vehicle controls using action groups, but for that need to upgrade VAB. Or SPH.
  2. It does indeed work with the latest version, using it right now. Means, your problem lies elsewhere, and you can fix it, or find help to fix it. Good luck!
  3. Perfection or bust, eh? Welp.. guess unless i learn how to code, all that's left is wait and hope. KSC crew could have their textures replaced, so they do exist and are accessible... somewhere, somehow.
  4. Hi. Just found that mod, and.. ya know, purging kerbals is essential now. Uniformity, immersion breaking, etc. All kerbals look the same anyway without mods. Could you go a simpler path, pick some "average commoner" Avali texture, and just replace all kerbals with that by default, even keeping Kerman names? Including all the named guys if possible (bot the sucicide science quartet and facility faces). Perhaps as a toggleable option, if it's so concerning. Then as next step, a compatibility with texture replacing mods, so avalis could have their textures altered by the same mods that alter kerbals, and with time community will chur you up more custom unique textures than you can imagine, am pretty sure about it. Going to give this one a try at some point too. How do you think it will fare with some world upscaling? Now a question more for myself.. What is the helmet, is it a separate thing or is it a part of whole model that just goes invisible when "removed"?
  5. Let's try to dig. Will it load on completely bare install, only Parallax and dependencies? Can install via CKAN to be sure to not miss anything. That works, even though not mentioned here by author, thanks good people who did it Also what's your system specs, RAM and vRAM in particular?
  6. Am not professional by any means, but.. Seems to have gajilions of new planets on top of stock ones. And it dies off after failing to process landscape features for several last of them. Can it be that you simply run out of RAM on load? Also says there's no Parallax config for a bunch of them, perhaps some of those packs aren't compatible with Parallax.
  7. Errr i would say just experiment with range, density and your framerate and find whatever works well for you. First find a range that satisfies you, then tweak density until it looks as you wish. If runs like crap, decrease range further. I personally try to decrease the default density significantly, as on default every moon's surface is impassable rubble field - not good for playability. Makes Kerbin trees scarce as a drawback. Currently tweaking it for ~3.5 scale, so can't offer nice numbers
  8. Helo. Wanted to ask, is there some sort of more or less complete documentation on Kopernicus configs, something suitable for a bystander to learn this thing and make stuff with it?
  9. Helo there. Other posts did a derp. Try decreasing rangeMultiplier instead, and leave the rest alone. Range defines how far from you scatters appear, Density - how many of them appear in that range. In rescaled systems, range stretches with the planet and becomes gigantic. By increasing density, you fill all that gigantic range with dense scatters and it dies. What you want is to scale the range back down to intended level. Works and looks just as stock then. But there's a caviat, apparently KSC area is meant to not have any trees in it, and on rescale it remains tree-free, so you'll only see the forests way out on horison
  10. Huh, does it mean that Unity's own code is somewhat cheeks shaped?
  11. Rocket fairings in Aviation don't really work that well. Should be in Construction. Upd. Here's a little patch to move fairings around. Had to learn how MM works for this and am proud of myself. This affects stock/restock and NF fairings - 7 "standard" sizes in total from 0.625 up to 7m Moves them into Construction branch nodes, at around the tiers where respective sized tanks and payloads appear.
  12. That's performance compromise most likely. Aka you may have shadows from everything, but you'll have to pay for them in fps and a lot, therefore you don't.
  13. Sorry for misleading, those aren't even Merlins, turns out they're based on ESA Prometheus (which i completely missed the existence of, heh). Am specifically not going the "copy real life" path here (have RP-1 install for that), so it's a kerbalized version from Cryo Engines. Not exactly OP per se, but after having to 9-cluster LVT-10's anything feels OP x) They are on Tier 4. And there are no other booster engines besides the two from this mod, until Tier 4. That's where the gap is. Been questioning if it's Making History that's supposed to fill that gap Trying to stay low-ish with part mods though (the game may implode any moment as is)
  14. Oh that one looks good, and I never even seen it before. Thanks for suggestion! Those little shuttles definitely may be quite useful. Poor catto though. Meanwhile, tech problem has been successfully solved by flinging a probe past Mun (twice, and then it goes off into the black thanks to gravity assists). Flinging a probe past Mun is much easier than reaching KSO, as it turns out. Such things you don't really learn on stock scale, where pretty much anything can go out of SOI with ease. Here I may have been unclear or there is some misunderstanding. You're focused on sounding rockets, but the tech "gap" happened on later stage, after the Sputnik if we're going by rl analogues. Struggled to go beyond LKO while no more science could be acquired from within LKO in reasonable manners. 27 engines + 4 SRB's in first stage, such a cool sounding rocket she is x) Now I've got Merlins and Merlins are literal cheat in comparison. Now the fun part begins. Back to the first question though, is there anything in Making History that was supposed to go into this stage? Tiers 2 and 3 of the tree, more specifically?
  15. This could go up in "recommended mods" here probably, looks decent. Not for me though, I tend to avoid such niche, narrowly specialized mods. Looking for something more general purpose, that's gonna see various uses later but just happens to become available at this stage. Just got some Ven's parts now. This being Kerbal, can't say I "really need" more parts, am just really hesitant of building those classical moar-booster-bundles and tried to get away without them) Current launcher is weirdly similar to recent Terran 1 rocket with some strap-on solids for more kick. As mentioned KSC science doesn't *exist* on my setup for whatever reason. So for now milked Water, Shores, Grasslands, Highlands and Mountains flying from that supersonic unlandable plane i've bolted together for plane contracts, some low in space from satellites, and a lucky Landed science from a satellite that somehow survived lithobraking. Well guess it's Terran Heavy time then.
  16. Trying this on a homebrew 3.5x+ rescale and without Making History (+ Kerbalism, FAR and a bunch of other pain-in-the-bum mods). It works but oh boy it's !!fun!!, almost RP-1 levels of fun. Sending core-with-antenna type satellites to LKO is a challenge, even had to resort to spin stabilized sounding rockets for a while. Barely crawled to orbit with like 600 kg of payload (including ~1200 m\s of juice left in last stage), on a 20-ton rocket that needed to be carefully tweaked and guided to even get there, and had to rely on that LV-1 Ant engine to make it possible. Would be nice to actually have fairings available from the start, after all every real early rocket had an aerodynamic shell. Had to "cheat" around it using decoupler fairings for payloads. Enjoying the challenge so far. But it's clearly not the intended way. Start is really tough. Severe lack of payload delivery capabilities, also early airplanes could use some procedural wing magic - stock control surfaces are half a plane in size, and it's nearly impossible to make something landing-compatible with that fixed basic gear. Also have a few parts not listed in tech tree appear in editor (some stronger variants of SRB's most notably) Also science milking of KSC doesn't work, experiments only see "Kerbin shores" everywhere. is it because of kerbalism? On this point a question. Is there something in Making History that's supposed to help us until stock 1.25m engines? If so, what mods could fill this gap? In general what early game / small launcher mods would you recommend if any? Also what's the use for 0.625m heat shield? And a bugreport of sorts. There is RocketSoundEnhancement config in those engines, but they still have no sound with that mod, and abovementioned fix expectedly does nothing. I have no idea how RSE works and can't find what's wrong here. Help please?
  17. This may be in competition for "the most useful single part mod". Not just decoupler.
  18. There's no Bop, it is correct. Probably shares textures with something else.
  19. Is that your "StockTextures" folder? If so, it lacks a lot, not just Bop.
  20. I err, acquired the DLC IVA's and made a patch to link them, ahem; then this and other mods just work on them as if it was DLC. Normally without DLC they have blank placeholders with just a single lamp to highlight kerbals, and are unusable from IVA anyway. You don't have to worry about them. On that point. Restock+ versions of the balls that are added with no DLC don't have their external hatches moved, as per that patchnote above. And I wondered why are they misaligned. Dug through NF parts, it seems the only unsupported part is Octo-Girder Pressurised set. And this already was listed on github a while ago. They're almost same size as PAS passages from SSPX, and have more or less same portholes, just angled weirdly. Could for now reuse PAS EVA's. Noticed some mismatch in hatch sizes between different partsets, so that they don't fit together. And utter lack of early sideways connection points in career, so all early stations are just sticks. It was so much easier to build stuff without FreeIVA, yet can't play without FreeIVA anymore x)
  21. Try with removing KAS, i have a gut feeling it may be that. You sure it's not working? It's a bit hard to notice in grasslands. Someplace like the Mun has it much more prominent, check there.
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