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RW-1

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Everything posted by RW-1

  1. Damn, for some reason I'm still having issues whereas my "windows" are not matched up with 1-3, and my chute placement covers the "windows" hence I'm partially blocked. I retried reinstalling ASET 1-2 v 0.3 and patching but same thing ugh. Image for what is going on ... https://drive.google.com/file/d/125Z9IwA1suBuumTwUKufClx0oJpMO1KI/view?usp=sharing
  2. Too true, too true ... I'd like to see what we figure out with VirtualGenius's issue twoo posts above, while I don't have it now on the whole map, I have tinier blocks of purple on my orbit line within the MFD when looking at the visual map, biome or slope. It may be a RPM issue, it could be a Scansat issue, not sure which myself.
  3. Good to hear, thanks, I'll check those, my bad. That may be why Probe control room doesn't open either, unrelated to you though. Ok, I must have not done something else, now when I open crafts, I get unknown part modules, - missing part module RasterPropMonitorComputer. Like Stone blue, I'm good at this too, feeling mighty dumb right now, may I have a nudge in the right direction? I'm starting over with the installed mods, and looking above, I was missing part utilities subfolder, but still having VV issues. Ugh. Update, I got my issue resolved, I installed VV with it's JSI and VV, then used latest RPM and overwrote files, all's good now! Darn, can you imagine when KSP 2 releases managing two sets of mods and dependancies?
  4. Update, uninstalled vessel view, and now the issue of everything locking up after selecting it in a MFD has gone. But only thin g changed is going to 1.10 and new RPM. working before. Can anyone else test that with ASET and Vessel View 1.8.0-0.8.8.3?
  5. Trying now... ASET MFD Navball now responsive, all other features were ok to begin with. Will continue to eval, but I think we're good. Thanks guys for working on this! Update: Using ASET instrumentation, think something is borked, but with vessel viewer, if i hit that with any MFD, I then lose cockpit clickability across the board. and MFD navball locks, going to see if reinstalling/update to vessel view corrects.
  6. So that would affect our navball MFd, but not the actual navball from squad itself?
  7. commented on this in the github issues. I hadn't posted it here because it would be more noticed there, plus it's expected that it may need tweaking with 1.10 anyways.
  8. Well, a question, I grabbed the latest dev files to get ahead and installed, now when in external view I no longer see icons for my ships at a distance, etc. Like if a rover and turning to look at the horizon I typically would see the lander, and the experiments, etc, with a distance to them or allowing me to target them. I'm only asking if possible I did something to bork it, I can remove my scansat folder from gamedata and retry with 19.3 to re-check. F4 is no use, because I already have the navball and UI in external view, this was the only thing I was fooling with today. UPDATE: Fixed it, it was turned off in main settings, have no clue as to how .... Just of note, the BTBT sensor, love it but on the mun surface at SL 4033m the scanner says I'm too high, shouldn't it be going by AGL, not SL ?
  9. This just keeps getting better and better ! Love the work you have put into this.
  10. Is there a setting I can change to change what I'm getting? in orbit, kerbin, 125000m up, outside view of ship I only "See" the shadows of clouds, except at the edges of my screen, which moves, meaning it's a rendering thing (to me anyhow, may be incorrect) It's like a cone/vield of view looking at the ship, if I move around I can tell where it ends, and then one sees the clouds and their shadows, not just the shadow layer. Thx gang.
  11. Is there a setting I can change to change what I'm getting? in orbit, kerbin, 125000m up, outside view of ship I only "See" the shadows of clouds, except at the edges of my screen, which moves, meaning it's a rendering thing (to me anyhow, may be incorrect) I't like in a cone/vield of view looking at the ship, if I move around I can tell where it ends, and then one sees the clouds and their shadows, not just the shadow layer. Thx gang.
  12. So Kebal of you ss8913 ... As for myself, just patiently awaiting a fix, only thing I have is clouds going to basically shadow only at times ... I'm sure we'll get this all ironed out in time for 1.9x hehehe ...
  13. Hi, I'm fairly sure you experts will know what's going on here. 1.9.1 Eve, no scatterer yet, waiting on update. If I'm looking outside my station, at first I thought the clouds were black, but in fact I'm actually just seeing only the shadows, if I zoom away from my station (or other spacecraft, using kerbin as example here) at some point the actual clouds then render, but zooming back in they go away. It also appers that if I rotate the view, towards the horizon, the clouds appear outside a certain view radius... Any suggestions?
  14. Hi Everyone, I can confirm for me that it is fixed in Scansat 18.14: https://www.curseforge.com/kerbal/ksp-mods/scansat FYI
  15. No problem with that Jonny, I appreciate your taking the time out to respond directly. My first thought was it may have been that I needed to tweak something in my IVA mods themselves, hence a community question in case that turned out to be the cause. If I see anything else, I will be sure to assist by reporting thru Github for you. Patiently will await the next release.
  16. I went ahead last night and replaced RPM with this one. Awesome! My IVA's typically from alexustas, are showing with the Q-Ball display correctly orientated, not upside down. I have noticed though that the map MFD's, are not showing, just blank white, and in the Orbit MFD I have no capsule indication of my "position" Any recommended corrective procedure I may try? (remove all and reinstall perhaps?) It's terrific that JonnyOThan took over! I have been waiting to play for a bit as all this got sorted. Thanks beforehand...
  17. Is there any valid reason that Unity needs to invert (or use the opposite of) the coordinate system for rendering vice what DX and open GL use (If I understand this right) causing the flipped and mirrored issues we have had ongoing with updates?
  18. It's not specifically that RPM is messed up in 1.8, it is that the RPM dependent IVA's that many users use need to be upgraded for 1.8 and RPM. I believe MOARdV has done an admirable job striving to create a replacement for RPM, the issue is that IVA dev's need to take it an run with it to give the general modding IVA user base what it has been craving [Sits patiently looking out thru the MK1-3 window, sometimes covered up, sometimes not, with reversed and flipped ASET navball displays ...] hehehe ....
  19. Oh I'm patient, just doing without at the moment makes IVA not so great. No worries.
  20. Well, the thing is, with 1.8 out now, I'm back to having my navball display mirrored and upside down. I did update Module manager to 4.1.0 for 1.8, but issue remains. Using -force-glcore will correct, but other thing occur running that. Is ASET out of modding for good?
  21. I just wanted to say thanks to Blackrack for his honest posting to RTB, knowing all he was trying to do was assist the mod and the community as a whole. I'm patiently awaiting the new release, and that's all any of us can do. If one is so impatient that it must be now, simply remain in 1.7.3 until it's corrected, or use 1.8 without until Blackrack has the time and energy to work on it. In the end it's a game, not a life (unless you're on staff at Squad or Take Two)
  22. Anyone else using this? I'm figuring its the dll not re-compiled for the upgraded unity or something along those lines.
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