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ioresult

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Everything posted by ioresult

  1. Hello, Contrary to the Xenon, I don't have a slider for the amount of exotic matter in the VAB. I'd like to start out with no exotic matter, but it's always full when I launch. I've had to go change the cfg files and put zero amount to exotic matter. Is that a bug? How do you make the slider for exotic matter appear in the VAB?
  2. Yaay! Porkjet parts overhaul support! I'm still using his parts with the config manager "hide old parts" config file! Why aren't they in stock yet? I love them so much!
  3. "Rhino-daemons"? That's super funny, imagining big nosed daemons, but I still don't get it... On a pole, the sun goes around never setting, but nose-daemons?
  4. When you're watching Musks BFR plans and you're mentally designing it using stock parts.
  5. Bonus: the boulders on Tekto now have a rocky texture! I always thought of them as blocks of ice, they were so white.
  6. All good thanks! Right version, right textures, right size!
  7. From Github. CTTP folder is outside OPM yes, but it also contains a subfolder named "Textures". This filder used to contain a bunch of DDS files, such as beach.dds, cliff.dds, gravel.dds, etc. These terrain textures aren't in any other folder anymore. Is that what you wanted, completely removing all terrain textures? If I look at the latest OPM from @CaptRobau (v2.1), CTTP is outside OPM and the Textures folder contains all these .dds files. Are you saying that they're not needed?
  8. Well, it turned out it was really simple. Here's a patch that you only need to drop into the KSP directory and let it oferwrite. It corrects bad syntax in atmosphere and ocean scatterer definitions in PoodsOPMVO directory. No need to navigate, the zip file is made to drop the files at the right place. IMPORTANT: Refresh scatterer. And I tested it with SVE, EVE, OPM (Galileo's version). Both Stock and OPM planets have beautiful atmospheres and oceans. PoodsOPMVOScattererPatch.zip @Poodmund you'll see it's very simple. Also, I may have played with Tekto's ocean settings a bit, but you'll see the important stuff that was changed.
  9. Thanks. In the meanwhile, I may try to fix the module manager issues and replace the configs in their proper directory so I'll have a real solution to propose that you'll be able to include in your next update. It would be my peasure to help. Edit: I was just so happy that I finally had proper Tekto oceans that I drove my rovers with my working configs without trying to rewrite them properly! I have a driveable rover and a submersible one with the bathymetry science module, so I really wanted proper scatterer rendering so I could experience underwater effects (or undermethane...).
  10. Well, until @Poodmund or @Galileo fix this, I think it's okay. Unzip this in your GameData\scatterer\config directory. *** LINK REMOVED BECAUSE I FOUND A BETTER SOLUTION, KEEP SCROLLING, NOTHING TO SEE HERE *** Also, delete the scatterer subdir from the GameData\PoodsOPMVO dir. Of course, I'll remove it at the first request.
  11. Hello, I'm having trouble with Tekto's oceans, they don't render at all. And looking at the configs, I see: OceanFX { Watermain { waterTex-0 = OPM_Textures/Ocean/sea-water1 waterTex-1 = OPM_Textures/Ocean/sea-water2 waterTex-2 = OPM_Textures/Ocean/sea-water3 waterTex-3 = OPM_Textures/Ocean/sea-water4 waterTex-4 = OPM_Textures/Ocean/sea-water5 waterTex-5 = OPM_Textures/Ocean/sea-water6 waterTex-6 = OPM_Textures/Ocean/sea-water7 waterTex-7 = OPM_Textures/Ocean/sea-water8 } But in the OPM_Textures directory, the sea-water* files are in the root and the Ocean subdir doesn't exist. Should I be concerned? I have scatterer, opm, poods opmvo and sve. All latest, freshly reinstalled. Are there any logs I could provide to help? Edit: also kopernicus of course and module manager 2.8.1 Edit2: I managed to render the oceans by moving all scatterer configs from the opmvo directory to the scatterer directory and changing atmosphere and ocean settings to the new syntax. Also I merged the planetlists.cfg files together and removed all module manager syntax.
  12. @Tyko thanks for the work, I also wanted to get 2.5x solar system from SSRSS in my next game.
  13. About Radio Signals Intelligence Dish, the fairing on the large dish. I popped it on the ground for testing purposes, then had a Kerbal walk into one of the halves. He couldn't climb into it. Then I tried jumping into if from higher and noticed that the reason I couldn't walk into it was because the collider isn't hollow. Would it be doable making the fairings collider hollow? Not useful in any way, but just for sake of realism when you walk a Kerbal on the debris. Or drive over it. Thanks
  14. I like manually adjusting throttle on ascent, especially since we have prograde SAS lock now, I can focus on maintaining inclination and time to apoapse. My throttling can vary wildly during a launch.
  15. Can you add a PID loop? So that TWR can be set using turbojet engines? (thinking of hovering using a VTOL with draining fuel). EDIT: yeah not the point of this mod. But of this one:
  16. Thanks for the explanation. I also looked at quarter size RSS and it seems they took a very different approach, No sigma dimensions at all, all kopernicus config and much more also. If I were to multiply your stock size RSS by 2.5x, would it compare to quarter size RSS? I'd really like to play a harder RSS than stock but not full size. I'm trying to decide.
  17. Hey @Galileo why wouldn't I just install Sigma dimensions over RSS with a 0.1x size factor script? Convince me your mod is better!
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