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Midnight Jade

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Everything posted by Midnight Jade

  1. Pretty much getting the same as above. I have other mods that complain about missing textures as well, but at least they dont crash the game during loading. NMB does.
  2. Unfortunately it doesn't work Various errors about textures missing.
  3. I see. Thank you for the Janitor's Closet suggestion, I'll try it out. I was aware that some parts share models and/or textures so I'll be careful.
  4. A technical question on how KSP works: if I delete only the cfg file of a part, will that part's model and textures still be loaded into memory? Or is the cfg solely responsible for telling KSP what to load? The intention here is trying to save up memory by removing parts I don't like or don't need.
  5. I have noticed that too... I was getting angry that my super jet fighter that was better on paper kept losing to an inferior model. I switched the camera point of view to the enemy to understand what it was doing that was so good and alas... now they lost 4 times in a row. Dunno.
  6. Yeah... I installed that old version of PP and still got the same problem with a part becoming white if no DCK texture has been chosen. Asides from that all the other functions of PP works just fine so I guess the version doesn't matter at least for the shape. As for the texture I think what I'm going to do is just add the texture I want from PP into DCK. It's just a stock fuselage-looking texture but it's so seamless that I now use it all the time. If you're wondering why I like it so much take a look it's this one: https://spacedock.info/mod/1301/W3 Fuselage Texture I looked into the config files and it seems pretty straight forward. Actually the structure reminds of an old mod that did a similar thing. I think it was Firespitter.
  7. You are correct. As I update KSP I try to update mods and then migrate my crafts and do the necessary adjustments. Unfortunately PP is not being updated too frequently on any branch. The only other one I can find is https://github.com/Starwaster/ProceduralParts/releases and it's so old. Is that the branch DCK works with? My biggest fear is having to rebuild my crafts... I'll try that one and see what happens. Thanks.
  8. It seems to create conflict with Procedural Parts. Whenever I launch a craft with Procedural Parts in it, their selected PP texture gets overridden and becomes white, but In the hangar they look normal. If I change their color to a DCK texture, it will display the DCK texture correctly. To clarify: in the hangar both PP textures and DCK textures can be selected and display correctly, but on launch DCK gets priority. If no DCK texture is selected, PP texture is ignored and the part becomes white. The log is throwing a bunch of errors: KSP.log I'm using the Tidal-Stream branch of PP which is for KSP 1.4.3: https://github.com/Tidal-Stream/ProceduralParts/releases
  9. @Jebman82 Thanks for the update. Everything is working here on my end. I don't use FAR but in-flight the symmetry works for me. Also you mentioned something about holding M1 and M2 for finer increments, but that doesn't work for me since I use WASD Camera mod. However, holding M2 only works It's a bit finnick but does the job. I'll be using this fork for a while.
  10. I can confirm that the control surfaces settings panel is too sensitive. Specifically the offset root and offset tip. Each notch alters the angle by like 30º, which makes it impossible to fine tune the control surface for any of my wing designs. My wings have a bunch of open seams now.
  11. Hey SpannerMonkey, so this talk about removing BDA parts before updating... do I need to do that for the next version too?
  12. May I make a slight suggestion? The texture for Procedural Parts is exactly what I was looking for. Perfect color and tone. Thank you. But the texture for the intake looks slightly off-white to me. When I mounted a standard gray part behind it it was very noticeable. I think it should be a little bit more gray in order to match the other parts. Your procedural part texture has the perfect shade of gray. Lastly, TweakScale support.
  13. Oh, yea, ok, I can't see the air breaks in those pictures. Well this is how I made mine, maybe it will give you inspiration: Mods used are B9 procedural wings for the control surfaces and MK2 Expansion for the chines. The airbrakes activate by action group.
  14. I made a F-16 also and I used the same technique as in the picture. That's the ECM pod from the BD Armory mod.
  15. I'm returning to KSP after some months. Last time I played was in November 2016 and I really enjoyed the auto-struting option that was added in 1.2. Now I'm playing 1.3 and can't find the struting option on any part anymore. Was the feature removed or I'm looking in the wrong place? Playing sandbox btw. Nevermind, found my answer! "Advanced tweakables" was deactivated in settings.
  16. Very nice. More jet fighter cockpits are always welcome.
  17. The Rafale cockpit is beautiful. Thank you so much for all of these fighter cockpits actually. It is so hard to create them with just basic parts. I used to build a ton of fighters long ago but eventually got tired of how ugly the cockpits I made looked. Now I can get my groove going again
  18. Crzyrndm you did it! My texture problems completely disappeared. No more weird colors or lightning. I didn't even need to reattach anything. The moment I loaded the craft everything looked fine. Check it out: http://imgur.com/xujAbus
  19. Yea I noticed that too. I run FAR and have a minor roll instability that is very mysterious. It's always to the left. On my newest spaceplane build, I noticed one side had a longer drag line than the other side (Aerodynamic forces overlay enabled). Sometimes, remaking the wings or whatever troubling surface (I don't use procedural wings just as wings, but also as body parts to give shape to my craft) from zero, even if it's a ton of work because I create some complex geometries, fixes the asymmetrial drag and lift. And sometimes, it just mysteriously fixes itself without me doing anything... I've had this for more than a year now, many versions of FAR later, so I just learned to live with it. Maybe it's a result of building something too complex-looking and with too many procedural surfaces.
  20. I read your log. It's like mine, no serious warnings at all about Procedural wings. Everything should be fine, but isn't. It's just like how the general lightning of the game changed. The SPH and VAB are much darker now, this can be especially noticed on the floor. Looking under the craft is also hard now because it's very dark. You gotta flip the thing to work on the bottom of the craft now. Also, parts on the selection window are greyish or look semi-transparent to me... I wonder if this is all related. p.s.: Win 10 GTX 980. Everything updated.
  21. Are you absolutely sure you were mousing over the wings on both the hangar and on the runway? Because that gray looks really off, and that HSRI on the runway is as bright as mine. Should be deep black like the trailing edge in the hangar picture. I replicated your build and took the following pictures. First picture is without mousing over. Second picture is mousing over. Third picture is HSRI on the runway without mousing over. Your colors are identical to mine. You have the shader problem.
  22. Completely unrelated to his complaint, I can see that SilentWindOfDoom additionaly also has the shader problem. But I'm noticing many people pages back don't have the shader problem and it's bugging me where the hell did I mess up. Even on a clean install with just B9 my textures get messed up.
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