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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. Yeah, TT's Mk3 internals were good but not entirely compatible with the last working version of RPM. Incidentally, I used to put the Mk3 Internals into SP+ before they had their own IVA. Turned out pretty nice. Here's an old video of me taking a spaceplane to orbit with TTs Mk3 IVA on SP+ (don't worry, I've gotten a lot better at building and flying spaceplanes since this..).
  2. Weeeeelllll... Kinetech and ResGen are only still operational because of B9 - AFAIK, it's the only working mod that uses them so they might as well be considered "in house". VirginKalactic though, that's a new one so no idea on that.. SmokeScreen and KM Gimbal have both had updates, along with FS and CrossFeedEnabler.. I suppose, we're only really waiting on VK as a third party plugin - everything else has either been already updated or may as well be rolled into B9.
  3. It's highly possible that I'm being stupid.. but how do I enable reflections on the kerbals EVA visor? Vens reflections not working I can deal with, but what files do I need to have/not have and what settings should be true in order to get reflections? Like I said, I could just be having a brain fart..
  4. Yes, it's intended behaviour. No way around it - either revert to 0.25 or just be sure to put a Pilot kerbal in your ships. Or use Probes that have SAS functionality.
  5. Ah I see, my mistake. I'm just used to Github releases being labelled as a release, sorry
  6. Ooh... does the overhaul support normal/bump maps? Would be awesome to have a little bit of definition to the cities.. that night scene looks incredible as well.
  7. Well, at least that will stop the 'ZOMG WHAT HAPPEND TO MY MENU LULZ' posts, which can only be a good thing..
  8. You know KSP also converts PNGs to DDS as well, right? Well, it decompresses it first, then asks Unity to compress it to a DDS (which do support transparency, btw, provided they have the alpha channel correctly preserved).
  9. While i don't use A Mechanic Is Jeb, if it's just ModuleManager configs, they should still work without needing to update.
  10. Not a lot, sorry ( at least, for me.. NK might get more from it)... Try and replicate on an install with only FAR and pWings OR in the KSP settings.cfg file, change VERBOSE_DEBUG_LOG to True. Then, replicate the issue, open up debug menu, expand an exception and screenshot.
  11. Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit) Mac OS X: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log ) Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log
  12. ... That's the shovel from Toolbar, how on earth did it become clouds?! Something's gone terribly wrong...
  13. I am perfectly okay with that. It surprised me how much I used Vsnap, actually - I don't really do asparagus designs any more but just stuff like putting solar panels in the middle of a probe core.. so much easier to hit V and be done with it than slide it up/down minutely and still be wrong anyway.. Looking forward to the update, sir! EDIT: Ouch.. pWings new update uses the T key binding to change the wing tip which conflicts with this.. although, now I think of it, it shouldn't be too bad - pWings' T is used when the part is placed and EE's T is used before that.. though it'd still toggle it for the next part you place.. Hrm.. could make the hotkeys configurable or something?
  14. Posting it here as well: The latest version of Texture Replacer has broken the reflections in the various parts (probably because it does actual reflections now). I don't know why or how, as by the looks of things, the module is still the same (TRRefelection).. maybe it's the colour? I dunno.. but yeah, it's a thing, just so you're aware. EDIT: Never mind, it's a bug with TR reflection. Carry on
  15. Plus, ATM has the huge bonus of severely shortening load time (as otherwise, KSP would have to load and compress the PNG file every time and even then, it might not create mipmaps). As for doing mods few at a time, it's up to you - either have to load KSP vaguely quickly a few times, or load KSP slowly once. I just did it all in one and watched MST3K, but whatever works for you. Anyway, back on topic - thanks for the update, sarbian! I can finally make shuttles again, yaaay!
  16. I can confirm this issue (SPR 1.6 and TR 2.1.90). It made me scared and sad.. No, I don't know why that one solar panel is fine. If it helps, it's the parent of the symmetrical panels, the first one to put down..
  17. Just so you know, the tga loader in 0.90 is still broke so sometimes, they're not loaded. Converting to PNG or installing ATM will fix that, though.
  18. Ah, so that's what it was... I'd updated TR, DOE and added back in SpaceShuttleEngines at the same time as updating KK (bad practice, I know) and I did wonder why my editors were running at 12 FPS Just a quick clarification needed - if the fully upgraded bug only occurs on new saves, it's fine to keep the previous version of KK and not update if I install it to an existing save? The update is only fixing a bug that occured on new saves, right? Because while I do love KerbinSide, I love my FPS more and the previous version was fine on my end.. I mean, once you get the lag issue sorted and a new release done, I'll install that, but for now.. the previous version's fine? (yes I know I'm rambling, sorry Chief)
  19. Yep, it's just ModuleManager configs. It works completely as intended (I'm using it now, the stock science thing feels weird now I've been using this since 0.23...
  20. Easy, by replacing the Squad folder with the backup copy you made before changing the stock files. You did make a backup of stock files, didn't you?
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