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shoe7ess

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Everything posted by shoe7ess

  1. I haven't, but I capped the S's... dammit, back to the 50 config files lol. Yes, I do use DDS loader, but the images do get cached via ATM and even without the images, the models should at least appear, thanks man, I'll report back if that fixed it. Edit: Yes, that fixed it, now to figure out which tech nodes I should put the parts in for RP-0 to recognize (having them all at the start seems a little OP to me)
  2. Anyone know how to get the parts showing up with Realism Overhaul + RP-0? I tried setting all the Tech required bits to Start and they still won't show up. Nothing in RO or RP-0 makes changes to this mod so I figured that would help make them appear, but no such luck.
  3. Found an incompatible mod (well, semi-incompatible). If you are using the FMRS mod and you use PR's toolbar to switch the Artificial Gravity window on, it will replace the FMRS window with its own every time. Luckily PR has the option to toggle this, where the previous version of this mod broke FMRS completely unless artificial gravity was disabled in the config. I'm not sure why these two share a window, I just thought I'd let you know.
  4. Found an issue with mod compatibility. If using TimeWarpRotation Fix, it breaks this mod completely unless manually disabling the artificial gravity window in that mod's config. If you use the newer version of that "PersistentRotation", the in game toolbar allows you to toggle the "artificial gravity" window that it comes with. The issue lies in the fact that both mods share the same window, so if the artificial gravity window is open it takes the place of the FMRS window (it always trumps it). This window is semi-integral to the other mod, but the newer version allows for both mods to co-exist to some degree, but I'm not sure why they would both share a window. I don't know how to enable the debug save to log option, so if someone helps me with this I'll edit this with a link to a log file (although, I checked the in-game debug menu and watched as I toggled the artificial gravity window and it didn't generate a log for that action).
  5. Just wanted to stop by and say your mods are amazing. Thank you for your time and for these amazing contributions to KSP. I've use your mods for a long while now (had them in my 23.5 game, though I can't remember if they were even made for that version, most worked anyway).
  6. Dunno if you got an answer, didn't see one, but it looks like you have an extra layer in there somewhere. Check out your in game EVE settings (CTRL+N) and check that you don't have a layer that got added accidentally (when this happens it will be a blank texture, but the alpha channel will be full, and it looks like what you posted).
  7. I don't know where else to post this so I thought I'd post this here. I tried downloading and installing the solar system expansion addon, however, for some reason, when it attempts to load the new planets it hangs when attempting to "wrap mesh" on the first planet (the first planet it reaches in the config, which I've tried changing up and modifying with the same results). Has anyone else had success using this addon? I don't know what is causing the planets from not loading, but for troubleshooting sake, I am using Realism Overhaul and RP-0. As well as Kittopia (only to add rings around Jool). In the meantime, I'm going to attempt a fresh install using ONLY RSS and this addon and see what the results are. *Update* With a fresh install with just RSS and the addon, it still sticks on "Wrapping mesh" *2nd Update* So apprently, it wasn't stuck on the wrapping mesh portion, it just takes a loooooooong time to do so. Hopefully I will only have to do this once.
  8. I'm wondering, I downloaded the outdated set and added nodes so they would appear in my 23.5 game. Have the outdated rockets been updated to at least that point? Or would I have to go through and add the categories/nodes at which they appear in the tech tree if I downloaded it for .90?
  9. I'm currently compiling some home-made textures for this pack. So far they include every color (including some dark/lights) with multiple setups for each color (i.e. alternate meshes), and a few new patterns. What I aim to do is create a procedural part of any color (including those that come standard) and the ability for each color to be matched with all available stock meshes (the NRM files). For example, for the cryogenic texture, you would be able to use the stock normal, or even the tiles instead of the base. The general idea is to give more variety to each part at no additional memory cost (besides the 1.2Mb of extra colors I added). The following displays the colors I've created (on the left), and the same colors (subbed out the black for the cryogenic) with stock-alike and interstage meshes (on the right): If this is something the community is interested in, I'll go ahead and flesh this out and post it here. All credit for original work is kept in the config, only added notations for .png files I specifically created, and just figured that because I enjoy the idea of making procedural parts in every color/texture imaginable, maybe others will too Also, thanks to the mod creator(s) and all who have contributed to the shaping of the mod. *Afterthought* Now that it comes to it, I have a suggestion that could make the work I'm doing obsolete (for the most part): If possible, make the "Texture" portion when building specific to .png files (maybe rename it to it to "Colors") , and add a secondary bar between that and "Shape" for the normal files. That way everyone could benefit from more customization.
  10. I can't get the extra planets mod to work either. It shows that the objects are there when loading the Planets at the start of the game, but skips over the added ones. One fix I did was reworked the RSS config and borrowed a couple moons and used the values given from the extra planets RSS config to have the moons act as Neptune and Titania, which works. So basically you have 16 bodies to work with and because we only need 9 for planets, you can use the other 7 bodies to represent whatever you want. However you'll have to sacrifice a moon/satellite to get these results. Thus, you can have all the planets this way, however Neptune is meant to use Minmus's body as a base, and the moons/satellites I chose made Neptune look awful, so I just decided not to use it. I'm not sure if it's possible to use Minmus for both Uranus and Neptune's base PQS (not sure if that's the correct term, still getting used to how RSS works and how KSP constructs things), in which case it would work great. Otherwise, I ask the community is there a fix to the extra planets mod not working?
  11. Oh, derp. Sorry bout that, didn't realize you were responding to the Mod Creator (I should probably pay more attention, lol). The problem still stands about my crafts not expanding larger than the vab, so I can't launch a full-size Saturn V vessel, but I'll see if I can find an answer in the RSS thread so I don't derail this one.
  12. Impossible I'm afraid, there are many HAL9000 models in existence. Chances are that we are, in fact, brothers. On another note, the amount of people who know the song from my sig is amazing.
  13. I'm suck at compiling, is there any way you can release a compiled version of that? For some reason my RO game won't allow my crafts to extend higher than the VAB.
  14. That's a good question David. Have you taken a look at my avatar David? Have a closer look David.
  15. Hey all, I'm having issues adding the Additional Planets to my RO game. Upon loading, RSS goes through the loading of the PQSMaps and whatnot like usual, and instead of it displaying 1/17 objects loaded, it showed 1/20 like it should have. Then, when it reached the normal 17 (vall), it just finished up and let me play. So I started a new sandbox game to check if neptune, titania, and triton had been added to my game, however they did not. I've added a few extra mods here and there, mostly part mods and a few plugins, but the only thing I've added that I can think would cause this is Kittopia, which I use to give rings to Saturn, as well as Custom Asteroids to populate those rings. Anyone have any idea why it would simply skip loading the three added objects? *Edit* After another look, I noticed that it skips from 16/20 loaded to 20/20 where 20 is Vall, and a look at the config shows that this is where the three new objects are located, right before Vall. Don't know if this would help troubleshoot. I'm still attempting to fix this myself.
  16. Hey everyone, I love the mod, and had a question about a config I'm creating for tweakscale. Basically I need the base sizes of each part and I'm having trouble figuring out what the base size is for each node for the defaultScale line should be. I'm using the mod with Realism Overhaul/RSS so I wanted it to look as scaled as it should on a large-scaled space station. I've gone with 1.25 for the Capsule [edit: this did not work, it's an issue with the mods included in the RO pack], which was easy as it doesn't inflate, but I'm having trouble with the rest. Anyone know what I should input here? *Edit* I was going to delete this, but I figured someone else may have this question. I found out RO does its own rescaling, and while it's possible to append tweakscale to include these rescaled models, it really isn't necessary.
  17. Maybe extra science based on biological data of this unknown extraterrestrial species? That, or you find that it's really just sleeping, in which the answer is: eaten.
  18. I like what you're onto. Perhaps base this around the difficulty to getting to the monolith. Since the closest can literally be walked to, it would make sense that it would unlock a tech node for quicker land travel. Another idea would be giving bonus experience to a Kerbal that touches the monolith, but that wouldn't benefit "kerbal-kind" like the monolith (depending on interpretation) tends to do.
  19. Another idea i have is by possibly adding small custom biomes to all the easter eggs placed by the dev, and science can be collected by atmosperic/surface experiments. It would actually encourage making rovers earlier on. Hell i may go ahead and add that to my biome maps
  20. Upin inspection, its not as simple as a config change. May have to start with a mod that custonizes contracts (not including mission controller), because the contracts config only includes the variables that get randomized, and doesnt include distances or the like. Wish it was set up like MC because that was really easy to modify. Anyone know of something that could allow for these changes
  21. Yeah I always include DMagic in my game, and I've heard an idea of integrating the anomalous signals for Monoliths into the game on another suggestion which could work, I'd just like to see this as Kerbal canon (if there is such a thing), since it was added by devs and has been a part of KSP for awhile now. Dmagic has the right idea, I'd just love to see it taken a little further.
  22. I apologize if this exact use has been mentioned, but I could find no history of it when searching this forum for this idea (I'm surprised there are as few ideas for the Monoliths as it stands). Anyways, I love the easter eggs scattered throughout the Kerbal universe, but I think a use to the Monoliths in particular could be one worth investigating, and the idea I have follows the origin (i.e. 2001) of the Monoliths a bit closer than the ideas I've read. Mainly, I feel the discovery, or taking it a step further, the physically touching (or jumping into I suppose) of a Monolith should benefit science only. Although various interpretations of the metaphor of the Monolith may be vast, there's no denying that it gives the being that comes in contact with it knowledge (or as Kubrick described it as an "advanced intelligence teaching machine"). Among the ideas I have for it, they are fairly limited and I'd love some input, but I've narrowed it down to two ideas. Either: 1) Touching a monolith gives a certain value of science to the kerbal (if something like this couldn't be implemented, I suppose an EVA report in close proximity to one could suffice), a fairly large boost in fact considering the source material. Or... 2) Touch a monolith grants a free science tech point, that can be used to unlock a node in the tech tree without reducing science (rather randomly or manually). This is tricky as it could mean that the monolith could essentially be worth a ton of science, but I like the idea of a tech node unlock again because it can fit the source material. I prefer the second idea more, however I'm not sure how it could be implemented without cause unbalance within the game. Ideas that could fix this include visiting all of the monoliths on Kerbin in order to unlock a single free tech node (five free tech nodes seems like a lot, especially if the user waits until later on in the game to accomplish this, not to mention there is one within walking distance of the KSC itself). Thoughts? Opinions? Suggestions? Thanks in advance!
  23. I fully support this idea as well. I had an idea, would it be possible to take a previous version of SP+, and replace the parts in Squad with the parts from the original mod?
  24. I always create a Vanilla install, then make copies of the folder and name them according to their modding purpose. If it's for realism (and the mods related to it), I'll name it Kerbal Space Program - Realism. If it's for interstellar, I'll name it for that. If it's for looks, I'll create one for that. I've never had issues adding a multitude of mods to any one install, and usually when I do, I take the time, read the in-game debug or error files associated with the issues, and get it situated. As it stands, my largest Game Data folder contains almost 4.63 Gb of mods (for a 23.5 installation). All it took was custom ATM config additions and careful trial and error (as well as repeated backups of the ENTIRE KSP folder associated until a mod giving me an issue got resolved). My point is, until 64bit is stable, and if/when they update to the next version of Unity, you'll have bugs (especially when adding multiple mods). Don't get me wrong, I'd love if the 1.0 version of KSP had NovaPunch, KW, B9, Texture Replacer, EVE, KSPi, etc. fully integrated, but Squad will stick with their vision of the future of KSP, which I doubt includes integrating something of that scale. I'm just glad they work with the modding community and every time I hear a modder has been added to the team it makes me smile.
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