-
Posts
188 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by TG_bigboss
-
-
-
Mod works great besides some crashing which I'm trying to narrow down to. Using 64bit so not a ram issue and no crash log to figure it out. Here is a picture from in-game using this mod. Thanks for your hard work proof!
-
6 minutes ago, blu3wolf said:
Delete the MM config in the KSPRC folder, and in the KSC menu for texture replacer turn off reflections.
So how do we disable the reflections because im getting good framerate but its shuttering which is causing me issues.
for some reason the menu for texture replacer disappears sometimes and i cant get it to show again.
-
So how do we disable the reflections because im getting good framerate but its shuttering which is causing me issues.
-
7 hours ago, RaptorHunterMz said:
I lost the 3d models and for this mods, so the only changes I can make are to .cfg files.
But I am making a 4 seat 3m capsule with a trunk and maybe parachutes,
That's not fun you could import the models back into blender or whatever 3d program your using and try to salvage it if you want.
-
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.
-
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.
-
10 hours ago, Cetera said:
You probably better post logs for that one. Are you sure you're running the x64 version of 1.1?
yea, but I guess steam can make up its mind on using 32 or 64 because it just loaded fine no issues...is there a way to force 64bit without the need to right click, launch 64bit ksp.
-
Using the prerelease version I'm getting an out of memory issues. Worked the past few days but with 1.1 release not so much. Now I wait i can post logs if needed too.
-
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.
-
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.
-
Well, I fixed the landing legs by just using the default squad legs for now and the huge spacex landing legs I changed the module from the landing legs one to just a generic animation one. Most of this mod is easily fixed with some temporary edits till it gets updated is all.
-
On 4/18/2016 at 3:23 PM, TheKerbalPl said:
I did what you told and now i don't have any landing legs ;( How I can fix that?
Make sure in the configs that you remove the part that requires module manager to delete the stock landing legs. I had the same issue. I believe it is in the squad/utility.cfg
-
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>:0I deleted this mod and mechjeb started working again and showing up. Before mechjeb menu didn't want to show up.
-
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
-
That's with the Github config? It's so beautiful!
- 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.
- - - 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.
Thank you for fixing this! My OCD was kicking in with having half my parts only having windowshine.
-
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.
-
How you go go about having the large docking port having its own custom sound? MM configs look confusing to make lol. Wanted the large docking port to have the op's sound and the others to have bigfatfetus softer sound.
-
Looks awesome going to download
Edit: Omg! why didn't I download this long time ago! All the parts match perfect and look like an actual rocket! It all looks so much more modern. Love it!
-
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.
-
I have one issue with these wheels....."I still dont know where the bunnies go!" Maybe the OP could help me with this one
On a serious note for some reason in VAB retract wheels option doesn't work. Maybe I'm doing it wrong who knows!
-
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!
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.
-
I loved it so much that I copied KerrMü's Shinden and adapted it for 1.0. (I hope you don't mind KerrMü!)
Could you post your craft file please!? trying to learn how people make these planes so i can start making better things myself lol.
-
Has anyone else has this issue to were the inline docking port doesn't want to attach to anything specifically the bottom node. I've even tried part clipping, but still does not want anything to attach to the bottom of it. I hope its not just me. Maybe the .cfg file node numbers just have to be tweaked?
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
in KSP1 Mod Development
Posted
what happened to the super large landing legs that looked like space-x ones!?