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TG_bigboss

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Posts posted by TG_bigboss

  1. 7 hours ago, Beetlecat said:

    It changed somewhere in the last day or so for a bunch of people (myself included). x64 is now the *secondary* option for launching KSP. I had do put the exe in the launch options manually.

    That makes sense why it kept crashing for me. What command line did you use for 64bit? I know 64bit is still a bit unstable for me at least. Random crashing here and there. I guess squad is on it.

  2. 1 hour ago, HoveringKiller said:

    Re=downloaded it at it seemed to help, but for some reason the save is still not working entirely, but I don't think it's this mod anymore. Would you by any chance know how to change the date in the persistent file? My game reverted back to the first day, and it is really just an annoyance right now :/

    Sure let me check ingame with what's the issue with the part and ill get back to you. Haven't  had a lot of time to fully test all the parts yet.

     

    I do, however its not that easy. You will have to edit all the time stamps for each mission currently that im aware of unless someone has a better way. To change the actual time the space program has been running i will have to look into.

  3. 2 minutes ago, HoveringKiller said:

    Not sure if this'll help but I think it's just not registering. When I tried to go into the vab it said locked or invalid parts and wouldn't let me load the ship, which happened once before when I accidentally un-installed a mod that I thought I didn't need anymore but hadn't yet taken the parts off of my ship.

    well, that's strange it might be that you uninstalled something then. I know when I first loaded this mod that all my crafts were acting up till I did some config edits. One of the issues was the landing legs missing. I know with the latest updates I always start fresh because of the issues with older mods and whatnot.

  4. 3 minutes ago, HoveringKiller said:

    I'm not very good at the editing part of computers so I've just been waiting for the full release before trying to play my career save again. Unless you could walk me through getting the shorter rocomax decoupler to work. 

    Sure let me check ingame with what's the issue with the part and ill get back to you. Haven't  had a lot of time to fully test all the parts yet.

  5. having issues with this mod and Mechjeb

     

    Spoiler

    [Error]: MechJeb module MechJebModuleMenu threw an exception in DrawGUI: System.InvalidOperationException: Operation is not valid due to the current state of the object
      at System.Linq.Enumerable.Single[Type] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
      at System.Linq.Enumerable.SingleOrDefault[Type] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
      at MuMech.ToolbarTypes.getType (System.String name) [0x00000] in <filename unknown>:0
      at MuMech.ToolbarManager.get_Instance () [0x00000] in <filename unknown>:0
      at MuMech.ToolbarManager.get_ToolbarAvailable () [0x00000] in <filename unknown>:0
      at MuMech.MechJebModuleMenu.get_HideMenuButton () [0x00000] in <filename unknown>:0
      at MuMech.MechJebModuleMenu.DrawGUI (Boolean inEditor) [0x00000] in <filename unknown>:0
      at MuMech.MechJebCore.OnGUI () [0x00000] in <filename unknown>:0

    I deleted this mod and mechjeb started working again and showing up. Before mechjeb menu didn't want to show up.

  6. I tried to make the model a bit smoother but then the file would become larger and took longer for KSP to load :(

    You can make a more detailed model and bake the detail into a normal map which then can be used on the low poly model ;)

  7. That's with the Github config? It's so beautiful! :confused:

    - As to the transparent flag issue, the way around that is to list all the part meshes while excluding the flag mesh in each part reflection module cfg. One of the more annoying features with the TRReflection module is how it decides which meshes it puts reflections on. If you don't list any meshes then it decides to put reflections on every mesh in that piece, including the flag mesh (If flags have reflectiveness applied to them it removes/replaces transparency with a black texture). To fix that you have to list which meshes you want reflections on and exclude the flag mesh - meaning you have to run a ksp.log mesh tracker and find all of the stock meshes. In the majority of cases the parts only have two meshes, one for the flag and one for the part texture, so it would be much less of a hassle if you listed which meshes you don't want reflections on as the flag mesh is usually the same name for every part while the part meshes have extremely varied names. I'm not sure if any of that made sense, but it's the best explanation I can give for the time being.

    - Oh and Ven I just found your TR reflection plugin. Trying the github version with pruners right now.

    - - - updated - - -

    I just did a test run of WindowShine + your revamp and the WindowShine config breaks reflections on all the parts you revamped. It's probably because of the duplicate reflection modules in your config and mine. I can fix this by making a "Ven's Stock Revamp pack" for WindowShine that has a new config for only the parts you haven't revamped, which I was already planning on doing. :D

    - - - double updated! - - -

    Ven I got it working!

    http://i.imgur.com/quaU2WM.jpg

    I added a Ven's Stock Revamp pack to the main page of WindowShine.

    - I wanted to note a few things to you (which you probably have already noticed). The Cupola and Mk2LanderCan don't have reflective windows... I'm not sure why but it's on your end of the configs as they weren't there even before I started messing with things. It's probably a cfg error or something idk.

    - also a little personal note which you don't need to change but is a little annoying to me is that your redone windows have a different hue than the stock spaceplane windows. I've been using the mk2/mk3 windows as the baseline for window colors. If I really cared that much about it I could shift the hue of your windows manually. :P

    Thank you for fixing this! :) My OCD was kicking in with having half my parts only having windowshine.

  8. Wait a minute... are you the guy on the KSP facebook page that's been redoing all of Halo's vehicles?!? If you are, I'm the enthusiastic guy named Joe who suggested importing the Scarab's model for aesthetic. I don't know if you'd remember me. I would love to help you out.

    In a nutshell, reflections on parts are controlled by alpha channel transparency and a TR module. The less visible the texture, the less it reflects. I can get your part textures set up for reflections and send them to you if you want (Convert them from .mbm to .dds, messing with Alpha channel and flipping vertically). I'd also be happy getting a module manager config set up for you.

    I would love if you could work with Ven's Stock Part Revamp and try get his parts to have window shine. I've been trying myself with no luck :( I guess he doesn't have correct alpha channels to make it work.

  9. My Space station (aka Starport ISS) using mostly stock parts. I think the only thing not stock is the radiators I added to help cool down the ships that dock after their long burn and for the Nuclear powered tug system.

    I have three more large parts to add to complete it before I can add more kerbals as well as some escape pods after they have completed their year long space shift :) Might have to start using that wielding mod to reduce part counts.

    pLo5r5G.jpg

    6B4HuRn.jpg

  10. If I mind? Are you crazy? I LOVE it!

    And I´m so happy right now that you liked my design that much. And you just proved, that such crafts are possible in 1.0. Awesome! :D

    Sorry for the late reply, but I´ve playing career mode lately and didn´t follow the forum.

    I think I have to start a SSTO sandbox save tomorrow. ;)

    I tried to recreate your craft and I cant do it justice sadly...for some reason something is causing too much drag which causes it to go no faster than 200m/s which isn't enough to get some altitude at all. I will keep working on it! I cant give up! Its too awesome looking of a craft not to try replicate. Reminds me of the X shuttle nasa was working on way back but gave up on.

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