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UnanimousCoward

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Everything posted by UnanimousCoward

  1. The blurry cloud layer appears in-game for me as well. This is on a fresh install to test, no other mods except Scatterer. Latest UR version of SVE, downloaded from link in OP about half an hour ago; not installed from CKAN. Logs are here if they're any use.
  2. Paint.NET can handle DDS files. Limitation: " Does not support layers but does alpha." No idea if that means it's what you're looking for or not.
  3. They should still be "compatible", I would have thought. If you mean the broken link, the link on Imgur works OK. Follow the "Javascript is disabled" link, and there's a working mediafire link in the description. Don't recall if they're jpg format or dds, but they should still work regardless.
  4. Another reason not to install this mod through CKAN - it appears to install the lowest-res version. The UR version runs great for me on 64-bit Windows, as well.
  5. They're probably stored in one of the .assets files in the KSP_Data folder. You can use Unity Assets Explorer to extract files from them, but it might be simpler to use a suit from one of the suit packs as your starting point.
  6. You can actually install it from CKAN even if it’s marked as incompatible if you use the command line. The command is: ckan.exe install <identifier>=<version> You can get the <identifier> and <version> from CKAN’s metadata details in the GUI, but you'll need to change the filter to “All” or “Incompatible” for it to be listed. As long as all the dependencies are installed, it should install just fine.
  7. I would think you'll get screwed up textures on some of the parts, as Texture Replacer will apply Proot’s part textures to Ven’s new models. If you delete the GameData\TextureReplacer\Default\Squad folder from KSPRC, it should resolve that problem, though.
  8. Unless it’s on SpaceDock, in which case CKAN should pick up new versions automatically, IIRC. But if a mod gets marked as compatible with the latest version of KSP but no new version is pushed to SpaceDock, then CKAN won’t pick up the fact it’s now compatible.
  9. You can install it in CKAN from the command line even if it’s marked as incompatible: ckan.exe install DistantObject=v1.7.1 Or you can just wait for CKAN to catch up. As far as I know, CKAN updates are mostly out of modders' hands.
  10. Haven't launched anything big yet. Mostly just test launches with the stock rockets. Granted the frame rates will drop with more complicated rockets, but I'm confident based on previous experience that they'll be pretty good then anyway. I was getting pretty much 120 fps constantly until I started burdening it with mods. Maybe I should build something ridiculous and launch it to see. I'm just mucking about anyway until the last few mods I want for a new career are updated. I've got an i7-3820 @ 3.60 Ghz and 16 GB of RAM.
  11. To add to what MaxRebo said, I have a GTX 970, and I'm currently running with all graphics options maxed out, EVE and SVE with ultra-res textures (while I wait for the new KSPRC), scatterer, a bunch of replacement textures, and over 100 other mods. I consistently get over 50 fps at the space center, over 30 fps during launches (rising to 70+ fps as altitude increases), and generally 90-120 fps in space. I think your problem lies elsewhere.
  12. Sounds like you might not be running the command in the right folder. Try opening the folder with disunity in it, then hold down shift and right-click in an empty spot in the folder. You should have an option that says "Open command window here". Try running the command in the command window that opens up. Also, you need the actual filename of the asset file you're trying to open. So, if the file is "sharedassets0.assets", the command is disunity.bat bundle unpack sharedassets0.assets To be honest, it sounds like Unity Assets Explorer might be an easier option for you. It's got a GUI, so it's a bit easier to use. The actual texture files are stored in one or more of the ".asset" files in the KSP_Data or KSP_64_Data folder. I couldn't tell you which textures are in which .assets files, though. And I also couldn't say if there are any differences in the textures between the 32-bit and 64-bit versions. I'd be a bit surprised if they are different, though. I had this kerbal cloning bug just the other day. After much wailing and gnashing of teeth, I tracked it down to a conflict between KIS and KerbalKrashSystem. If you've got both mods installed, try removing KerbalKrashSystem and see if it persists. If it is that, the dev is aware of the issue and it should be fixed soon. --Edit: I had no problem moving my kerbals around at ground level, though, so maybe your problem lies elsewhere.
  13. No experience, but a quick gander at the site suggests, assuming you're running Windows, that this command would work: disunity.bat bundle unpack <filename> Looks like you'd download the zip, extract the files to a folder, put your asset file there as well, then run that command from the command line in that folder. You also need Java installed.
  14. Doesn't seem to. Just ran the command I posted above, and Crowd Sourced Science was sitting in my installed mod list with a little tick box next to it, not "AD". CKAN happily removed it through the GUI when I tried as well, and that seemed to go smoothly too. Doesn't show with the default filter of "Compatible" though. You have to change the filter to "Installed" (or "Incompatible") to see it.
  15. That one works for RealChute, or at least it used to, but doesn't help with FAR, or at least didn't. Do the rockets still flip out and lose control with FAR? I've been away for a while, so no idea what's changed, but like a year ago I cobbled together an MM config to get them working with RealChute and FAR. If I remember right, they were still pretty tricky to get flying with FAR. I needed to put 4 fins on the rockets in 2 pairs; one pair straight and the other pair tilted at 5 degrees. With no tilt (meaning no spin), they were totally unstable. If all 4 fins were tilted, they would spin like crazy and look like they were tearing themselves to pieces. And the TWR had to be pretty low at launch as well. No idea how much of this still applies though, as I'm only now returning, enticed by the possibility of a functional 64-bit Windows version.
  16. It is possible to install incompatible mods with CKAN using the command line. I believe the correct command is ckan.exe install <identifier>=<version> In this case, it'll probably be ckan.exe install CrowdSourcedScience=v3.0.2 No idea if it'll work or cause any problems though.
  17. Dude, see the page heading where it doesn't say "[1.1]" but it does say "[1.05]"? That's your answer right there. If that's not enough for you, read the previous page or so of the thread.
  18. Don't think you need to report it to anyone. The RPM package was updated on CKAN, and it seems to install just fine now.
  19. Not as far as I know. You can get KSPRC and Astronomer's packs working, with a bit of fiddling - although Astronomer's pack seems to be more difficult from a quick glance through the thread. I use KSPRC myself. You can almost all of it working nicely if you dig around in the thread for the instructions. If all you're after is the clouds, atmospheres and city lights, then I think all you need to do is install the "BoulderCo" folder from KSPRC and leave everything else out. (IIRC, there's an unnecessary ATM configs folder in the BoulderCo folder as well, which can be deleted.)
  20. There's a mod called CrewQueue by enneract that does this. Compatibility with KCT is in the works.
  21. I think just “:NEEDS[KerbalConstructionTime]†is enough, as the issue relates purely to KCT’s part inventory display, rather than anything to do with StageRecovery. Of course, I could be wrong... I used “:FINAL†in my patch to make sure it got applied after the unofficial KW patch - although having looked more closely at the KW patch, now I can see that “:AFTER[KWRocketry]†would have been fine. I have to admit that I get a bit lost in all the “:NEEDSâ€Â, “:FOR†and “:AFTER†options - your explanation of “:NEEDS†is helpful, thanks. Any chance you could explain (briefly and for the hard of thinking such as me) what the difference between “:FOR†and “:AFTER†is?
  22. IIRC, there’s a setting in SA to control whether the mod remembers stuff that’s stored in the capsule. You could try enabling that and see if it helps.
  23. It’s only really necessary for people playing with KCT, as the game happily sorts parts properly in the VAB without this. However, quite a few of us do use KCT, and it won’t do any harm to include this in the patch...
  24. For anyone with this problem, I posted an MM config here that seems to resolve it : http://forum.kerbalspaceprogram.com/threads/51037-1-02-KW-Rocketry-v2-7-Available-1-02-Compatibility%21-16-05-2015?p=1973363&viewfull=1#post1973363 Edit-- Should probably clarify, the issue was with KW Rocketry parts and the config only applies to them.
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