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Blowout

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Everything posted by Blowout

  1. Some of the planet are quite "blocky", aka minecraft/lego look. Perhaps try using less subdevision so the terrain appears smoother.
  2. Having an issue I couldn't quite find in the documentation. I currently have 2 kerbals in orbit wit CO2 poisoning (the vessel ran out of electric charge at some point and I didn't notice until it was too late). The electric charge has been restored meanwhile, but the CO2 concentration doesn't seem to be dropping, quite the opposite in fact it seem to be rising. Is this intended or is something going wrong?
  3. Oh i like the look of those... I was toying around with a megarover a ways back, but i had some trouble finding suspension that wouldn't turn to jelly as soon as i hit the equivalent of an extrakerbestrial (word?!) anthill.
  4. Cool, you just did what i was trying to do (and failing miserably) for like 3 months.
  5. This is quickly becoming my fav part pack :-) Love the work, keep it up.
  6. I love it! I really like the new stars you made. With a little more love this pack will be awesome!
  7. I have the exact same issue. It's making me seasick when i'm looking at my bases for too long ;-) I've also tried it out with various Kerbin rescales (x2, x3.7, x6.4 and my own x2.5) and all had the same issue.
  8. Some of the planets in this pack seem to lack a surface... I can't land on Keelon or potatus, daphy or fonso neither. Is this a bug or just an unfinished feature? Just asking because i couldn't seem to confirm this anywhere? edit: also i cannot seem to get to either of the barrycenter planets.... SOI issue?
  9. Hey Freethinker, I was tinkering around with the FNModuleCryostat plugin and noticed the plugin doesn't always catch available power when under high warp. Specifically the highest warp setting seemed to give me intermittent boil-off. I also tried powering the Cryostat with stock fuel cells, because i noticed that the Small Molten Salt reactor would lose thermal power intermittently. The issue got worse with fuel cells, boiling off even under 5x warp, but only after the "megajoules" resource was depleted, as long as i had some megajoules left the cryostat was doing fine. The fuel cells had plenty of capacity left over (16% load), I also had a full battery with 14k units of power in it. The fuel cell did fine powering the cryostat at normal speed however. There seem to be a discrepancy between power being drawn and power being supplied under warp, even when there is plenty available. This only happens when the vessels are focused.
  10. Not sure if this helps but; The texture names are case sensitive.
  11. Hey, I had a question regarding texture application for PP. Is it possible to "limit" textures to only show up on certain parts? Ie, different texture-sets for say xenon or LF tanks? Thanks
  12. I was thinking the same actually. But here's my output log anyways.
  13. My thoughts exactly... Is there a more comprehensive log i could post here?
  14. Ok, i can do that :-) Here's a sniplet from the debug log after selecting the FASA apollo command module in VAB. [LOG 19:00:35.890] [Crew Assignment]: Part Apollo Command Module holds 3 crew, but only 2 are available. [LOG 19:00:35.895] FF: hall of fame refreshed [LOG 19:00:35.896] FF: hall of fame refreshed [LOG 19:00:35.898] FF: creating new hall of fame entry for kerbal Pepe Kerman [LOG 19:00:35.900] FF: hall of fame refreshed [LOG 19:00:35.901] FF: hall of fame refreshed [LOG 19:00:35.903] FF: hall of fame refreshed [LOG 19:00:35.904] FF: creating new hall of fame entry for kerbal Chadsby Kerman [LOG 19:00:35.906] FF: hall of fame refreshed [LOG 19:00:35.908] FF: hall of fame refreshed [LOG 19:00:35.909] FF: hall of fame refreshed [LOG 19:00:35.911] FF: creating new hall of fame entry for kerbal Merbro Kerman [LOG 19:00:35.913] FF: hall of fame refreshed [LOG 19:00:35.914] FF: hall of fame refreshed [LOG 19:00:35.916] FF: hall of fame refreshed [LOG 19:00:35.917] FF: creating new hall of fame entry for kerbal Jedwig Kerman [LOG 19:00:35.919] FF: hall of fame refreshed [LOG 19:00:35.920] FF: hall of fame refreshed [LOG 19:00:35.922] FF: hall of fame refreshed [LOG 19:00:35.923] FF: creating new hall of fame entry for kerbal Fredbald Kerman [LOG 19:00:35.925] FF: hall of fame refreshed [LOG 19:00:35.927] FF: hall of fame refreshed [LOG 19:00:35.928] FF: hall of fame refreshed [LOG 19:00:35.930] FF: creating new hall of fame entry for kerbal Aldlan Kerman [LOG 19:00:35.932] FF: hall of fame refreshed [LOG 19:00:35.933] FF: hall of fame refreshed [LOG 19:00:35.935] FF: hall of fame refreshed [LOG 19:00:35.936] FF: creating new hall of fame entry for kerbal Podrim Kerman [LOG 19:00:35.938] FF: hall of fame refreshed [LOG 19:00:35.940] FF: hall of fame refreshed [LOG 19:00:35.941] FF: hall of fame refreshed [LOG 19:00:35.943] FF: creating new hall of fame entry for kerbal Shertrey Kerman [LOG 19:00:35.945] FF: hall of fame refreshed [LOG 19:00:35.946] FF: hall of fame refreshed [LOG 19:00:35.948] FF: hall of fame refreshed [LOG 19:00:35.950] FF: creating new hall of fame entry for kerbal Randall Kerman [LOG 19:00:35.952] FF: hall of fame refreshed [LOG 19:00:35.953] [Crew Assignment]: Pepe Kerman just became an intrepid astronaut. [LOG 19:00:35.984] RP: Starting ReflectionPlugin .. [WRN 19:00:35.986] RP: Could not find the specified shader "Reflective/Bumped Specular". [WRN 19:00:35.987] RP: Simple reflective shaders: [WRN 19:00:35.989] RP: -"Reflective/Diffuse" [WRN 19:00:35.990] RP: -"Reflective/Specular" [WRN 19:00:35.992] RP: -"Reflective/VertexLit" [WRN 19:00:35.993] RP: Advanced reflective shaders: [WRN 19:00:35.995] RP: -"Reflective/Bumped Diffuse" [WRN 19:00:35.996] RP: -"Reflective/Bumped Specular" [WRN 19:00:35.998] RP: -"Reflective/Bumped Unlit" [WRN 19:00:35.999] RP: -"Reflective/Bumped VertexLit" [WRN 19:00:36.001] RP: -"Reflective/Parallax Diffuse" [WRN 19:00:36.002] RP: -"Reflective/Parallax Specular" [LOG 19:00:36.004] RP: Applying changes to meshes .. [LOG 19:00:36.006] RP: Applying changes to mesh: Capsule [LOG 19:00:36.008] RP: Renderer found: [LOG 19:00:36.009] RP: null shader. Trying to retrieve ReflectionPlugin.Shaders.Reflective/Bumped Specular [WRN 19:00:36.046] RP: Found bumpmap texture, applying.. [LOG 19:00:36.047] RP: Set _Shininess [LOG 19:00:36.049] RP: Set _SpecColor [LOG 19:00:36.050] RP: Set _ReflectColor (ReflectionStrength: 0.4) This only happens when i'm running forced opengl mode. It works just fine in DX mode 32 bit. I've also deduced from this thread that reflections are generally an issue with AMD gpu's in opengl mode. Also this: in crashlog
  15. I'm having some kind of incompatibility issue with one of my installed mods. And for some reason i'm having no reflections at all. I will report back once I've figured it out (IF i figure it out that is). EDIT: Apparently it's some kind of OpenGL issue, whenever i run with forced opengl it will no longer render the reflection at all.
  16. This is just a module manager patch i made to integrate the near future mods with procedural parts. It also features an autopruner script to remove the surplus fueltanks from nearfuture, and a texture for the nuclear fuel drum. The tank content values were mostly eye-balled from the existing parts. I tried to make the hydrogen tanks somewhat less massive, so you'll need a bigger volume tank to fuel your LVN and near future engines. Features: - Liquid Hydrogen is now a tank type for procedural liquid fuel tank - A procedural nuclear fuel drum with a custom texture for the Uranium and depleted Uranium fuels - Argongas is now a tank type option of the procedural xenon tank - Autopruner script to remove hydrogen, argon, xenon and nuclear fuel drums from Near future propulsion/electric Installation: Just drop the contents of the zip into your gamedata folder. For instruction on how to use the autopruner script see the autopruner main thread. Planned for next update: - A few more PP textures to make up for the loss of the nice Near Future argon and xenon tanks. - Further integration patches. Maybe some day: - a set of modular struts and cosmetic parts to compliment PP. Pic DOWNLOAD License: This mod is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) license. Credit for any bits of code used in this mod belongs to the respective mod authors, and is licensed under said mod authors specific license.
  17. Right, now pretend I'm someone who is extremely bad at math ;-) So the density of xenongas is 0.0001 according to the resource def, but PP has 14k units per ton... What value is the density expressed in... it's definitely not kg/m3 cause that makes no sense at all... seems more like kg/cm3
  18. Hi I'm not sure if this has been asked before but, I was wondering what values were used to arrive at the "unitsPerT" figure. I'm trying to figure out the "unitsPerT" for the near future mod resources (and some others two) with the aim of integrating them into PP via MM. However i can't seem to figure out how to calculate the unitsPerT value so that they are somewhat balanced against the stock fuels.
  19. Could be, it still seems silly and counter-intuitive though :-) just my 0.02$
  20. I did see in the config file that engines are drawing 4 times as much LOX as they do LH2, the question... why do they do that? It makes the tank configurations very unrealistic. No... that's not what's going on. Read my post again.
  21. Why are my lower stage engines pulling 4 times as much LOX as they do LH2? This results in humongous LOX tanks feeding tiny little LH2 tanks... ditto on all the other fuels for that matter...
  22. That would be great, if it wasn't for the fact that moddevs are adding content and features at about 10 times Squad rate, and their support is almost as good, if not at times better. That's why "reveals" are now centered around showing you 3 or 4 parts that have essentially been in the game since last year in the form of a mod which was just as good on it's own without "official" integration. First contract was great, but nothing we hadn't seen before, mission control extended did this long before squad did it, though admittedly the squad integration was a bit "cleaner". So far the only truly innovating upgrade has been the 64 bit release, and we all know what a PITA that was and continues to be. I'm not trying to take a dump on Squad here, what i'm saying is that mods are ALREADY adding new features and content to keep old customers happy... If only they could catch a frickin break from horrible texture management making the game crash to a miserable heap of error logs every time more than 4 parts are loaded at once. The reason why stock parts work in the first place is because they look like something that you typically find in a dumpster. No offence, but the stock art is just begging for an overhaul, and to absolutely noone's surprise that's exactly what it's getting. I'd say Squad would be better served making sure that the modding community are getting all the support they need to keep pumping out content and features for KSP, because really, mods are doing it faster and better than Squad is. Bottom line: the 32 bit memory limit is a painfully idiotic problem to have! Now OR in the future...
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