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Motokid600

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Everything posted by Motokid600

  1. Not only is the VAB too dim, but the color temperature is too warm. I want brighter, whiter lights.
  2. These need only show during high angle of attack. That is all... Lol. Honestly of all the things that is my biggest nitpick ive seen so far.
  3. Im kind of bummed the engine plumes seemingly dont look as good as Waterfall.
  4. I really do look forward to what the upcoming AMD X3D series will do for KSP2. If anything.. Edit: Sorry I thought was hardware discussion when I posted. No delete option : /
  5. I cut my teeth on KSP when it was just a sandbox. That's what I'll do again. Just going jump in and explore. Maybe a rover to explore the new launch complex. I just hope people understand that the state the game will launch in will most likely be bad. But I look back at the 32 bit client we dealt with for so long and I hear Nam music. Nothing could ever be as bad at that...
  6. I just got to Laythe for the first time in.. 5 years it's had to have been. And with the new EVE. Thought id share a screenshot. Speechless. Blackrack I cant thank you, Gamerslinx, Nertea and many more enough for turning this game into what we all wanted it to be all those years ago.
  7. Im on Firefox and ive been able to paint all my windows black. Except this one.
  8. ... Good God man. This up there with Flight Sim and all the top games that push visual fidelity. Y'all have outdone yourselves.
  9. Is there a way then for it to hold a roll of my choosing then? Or do I have to start using Force Roll? I've tried reorientating my craft in the VAB, but even then it still does a 180 roll off the pad.
  10. A problem ive always had with MJ is when using the ascent guidance it insists on forcing a certain roll angle. It used to be only until the gravity turn began. MJ gave roll control back to me. But now it holds a certain roll the whole time ascent guidance is activated. I just want AG to do its thing and let me handle roll. Is this possible? I would use Force Roll, but that handles pitch and yaw as well.
  11. Will the full release work for the KSP version prior to the Mun arch change? Sorry im just debating if I should update my mods and install before this comes out.
  12. If by chance your're referring to the new volumetric clouds by BlackRack then AVP will not have them until it is updated to do so.
  13. I think folks need to brace for the potential fact that KSP2 at release is not going to looks as good as this. You're a wizard Blackrack. Gamerslinx too. Thank you all for your work for all this time. Its been a hell of a ride.
  14. Does this mean we can eventually remove TUFX?
  15. Do you use any mod manager or all manual install? Im the latter and I sometimes will accidentally drop a mod into another mods folder causing me to have to go through every folder in gamedata and find it. So you may have a duplicate somewhere. If not then I would start looking at other camera/iva mods as suspects.
  16. Very nice! So is this an extension of the current Waterfall Restock? Edit: "Restock Waterfall Expansion" suppose so. Lol!
  17. Think this would work with Rocket Sound Enhancement? I thought this mod was rolled into RSE. However I noticed the actual "ship effects" from RSE are much more tame than what I remember Ship Effects providing so id like to give this a go.
  18. How do I dock the Rodan crew capsule? It wont accept any docking port and there doesnt seem to be one that comes with the mod. Edit: I got the C100 Mk2 docking port active/passive to accept eachother. Not sure what mod they're from. This one im assuming as the active one seems to fit really nice on the Rodan pod. What other ports can I use?
  19. This might be my new favorite mod. Was like a kid in a candy store last night checking out IVAs. Thanks for making thing.
  20. Well this is a blast from the past. XD. I suppose I could say dont aerobrake coming home. You need to burn engines. Going from outer system to inner system is ALOT of energy. You're diving down the gravity well. Aerobraking is nice when going from inner to outer on destination arrival because its the opposite. If you're going to gas giants and their moons you should consider a refueling plan so you can burn out and burn in.
  21. RTX is just a dseignation for ray tracing capability. Even if a game has ray tracing you don't have to enable it. Whatever you can afford should work fine as long as it isnt too low end. I wouldn't go lower then like a GTX1070 or any equivalent.
  22. So this mod ended up being the culprit for my current issue. One being parts from Vapor Vents not showing up and some B9 menu functionality being missing ( Like on some engines have multiple configs that were missing ) KSP.log Player.log Mod List Potential relevant line. PartLoader: Compiling Part 'VaporVent/parts/Vent1/part/vent' (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object at B9PartSwitch.ColorPropertyModifierInfo+<CreateModifiers>d__4.MoveNext () [0x00050] in <a3c2951fc74e4639820ef37d2d29f386>:0 at B9PartSwitch.MaterialModifierInfo+<CreateModifiers>d__8.MoveNext () [0x001dd] in <a3c2951fc74e4639820ef37d2d29f386>:0 at B9PartSwitch.PartSubtype.Setup (B9PartSwitch.ModuleB9PartSwitch parent, System.Boolean displayWarnings) [0x00383] in <a3c2951fc74e4639820ef37d2d29f386>:0 at B9PartSwitch.ModuleB9PartSwitch.InitializeSubtypes (System.Boolean displayWarnings) [0x0005b] in <a3c2951fc74e4639820ef37d2d29f386>:0 at B9PartSwitch.ModuleB9PartSwitch.OnIconCreate () [0x00006] in <a3c2951fc74e4639820ef37d2d29f386>:0 at PartLoader.CreatePartIcon (UnityEngine.GameObject newPart, System.Single& iconScale) [0x0005c] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at PartLoader.ParsePart (UrlDir+UrlConfig urlConfig, ConfigNode node) [0x00ff2] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at PartLoader+<CompileParts>d__56.MoveNext () [0x00685] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) PartCompiler: Cannot compile part (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
  23. Any reason why the CC_RemoteTech.dll and KerKonConConExt.dll that come packaged in CC is asking for dependencies? I dont have those mods installed. AssemblyLoader: Assembly 'CC_RemoteTech' has not met dependency 'RemoteTech' V1.7.0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) AssemblyLoader: Assembly 'CC_RemoteTech' is missing 1 dependencies (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) AssemblyLoader: Assembly 'KerKonConConExt' has not met dependency 'KerbalKonstructs' V0.9.0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) AssemblyLoader: Assembly 'KerKonConConExt' is missing 1 dependencies KSP.log Player.log Mod List I am using CC version 2.2.0
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