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Everything posted by Errol
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That fixed it for me too; thanks.
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- totm july 2019
- spacedock
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Errol replied to Gameslinx's topic in KSP1 Mod Releases
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[1.12.5] Restock - Revamping KSP's art (August 28)
Errol replied to Nertea's topic in KSP1 Mod Releases
I do have deffered installed, I was aware of the dissolving effect it introduces as well. I've had the launch clamp issue since before deffered was ever installed, from what I can remember. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Errol replied to Nertea's topic in KSP1 Mod Releases
I'm having this problem with restock launch clamps where the tower is invisible. I only see the bases and the heads. I've tried clean and fresh installs and all that. This has actually been a problem for a while; it's just gotten annoying that every time restock updates I keep having to re-edit the blacklist file to get the stock clamps back. -
I would also really like to see the question of discussing paid versions of mods for reasons other than advertising or ethics of paid mods (troubleshooting, bug reporting, feature requests etc) here on the forums answered. While it is all fine and dandy that there are comment threads on patreon, discord servers and reddits to do these discussions, having discussions centralized and accessible from one location makes the most sense, I think. The KSP forums have always been the go to place for modding information, having to go to other platforms is likely to lead to a lot of user frustration when relevant information cannot be easily found in the expected location, here on the official forums.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Errol replied to Gameslinx's topic in KSP1 Mod Releases
In the new Parallax Continued is it possible to disable just the trees around the KSC? I've moved my KSC to a different location, and now there are trees on my runway. I seem to remember having a similar problem with Parallax 2.0, but cannot remember how I fixed it and can't seem to find any settings I can adjust for this. EDIT: nvm, I seem to have fixed it by just adding ' name = KSC ' to the blacklist of each scatter entry with ' tree ' in it's name in the Kerbin.cfg file of Parallax_StockScatterTextures. Here is my patched version for anyone else interested:- 3,126 replies
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[1.12.x] AFBW Revived (Joystick & controller mod)
Errol replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer Using this mod to get keybindings for the SAS modes is hugely useful to me. Would it be possible to add support for this other mod, to be able to get keybindings for the two new SAS modes it adds? -
Minor update, just noticed that most of the included .PNGs were not actually being used because they were not named correctly. I also decided to add the license to the Human Colored Heads folder. New version up now. https://www.dropbox.com/scl/fi/h94cfqnzlsybetaelxnu9/HumanColoredHeadsRecoloredv0.5.zip?rlkey=x7esp71pwrc374i6td0p8zyvf&dl=0
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I just noticed a possible bug with scatterer/EVE/deffered lighting. Clouds do not receive lighting from engines.
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Another possible compatibility bug with deferred lighting? I've just noticed doing night launches that Engine Lighting does not illuminate the clouds at all. I can't remember if it was like this before the deferred lighting mod came out, but either way, it would be a massive improvement to how dramatic night launches are.
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[1.12.x] ProbeControlRoom Recontrolled (adopted)
Errol replied to JonnyOThan's topic in KSP1 Mod Releases
I do have reviva, and I'm able to switch IVAs just fine. What I'm looking for is a way to create and execute maneuver nodes from inside the probe control room, preferably from flight directors desk and not from one of the large MFDs at the front. This particular prop, the MAS ALCOR MFD2 includes an excellent maneuver node sub screen, and I think it would be more useful than the old, original rpm MFDs that are currently there in your KSA_MissionControl. (The old rpm MFDs are broken for me right now too, but that is beside the point and I believe has to do with the new deffered lighting mod from blackrack and it's require patched version of RPM) -
[1.12.x] ProbeControlRoom Recontrolled (adopted)
Errol replied to JonnyOThan's topic in KSP1 Mod Releases
@JonnyOThan Just discovered this for the enhanced probe controlled room and I'm loving it! One small request though, could you add the MAS ALCOR MFD2 to the flight director's station? I really like it for it's maneuver node editing options. Screenshot from SABS iva for mk2 inline cockpit for reference. -
An update of sorts from your forum moderation team.
Errol replied to Vanamonde's topic in Announcements
I would pay for access to these forums to be maintained. Can we set up a patreon or something for the moderation team and server space? I support several ksp modders on patreon, and spacedock, it would only make sense to also support the forums in the same way. -
@blackrackbug report: Installing the new deffered rendering mod I'm getting this weird visual bug where everything looks washed out and overexposed, there is also a ton of glare/haze around the sun. I suspect it's caused by deffered rendering because removing deffered rendering fixes the issue, although it does look very similar to a bug I had when I first tried the new true volumetrics. Back then I was able to fix it by turning off all Anti-aliasing except for TUFX. Now though, no combination of settings for stock AA and TUFX seem to affect what is going on at all. Here is my log: https://www.dropbox.com/scl/fi/eltbohvtkepekmsqarc7c/Player.log?rlkey=jnzulnesyltsystwqe2jfjagr&dl=0 I am using RaymarchedVolumetricsEarlyAccess01_07_24, the fixed dll for volumetrics v4 from the deffered compatibility page and blackrack's TUFX profile. Here is what it looks like: EDIT: I believe I've tracked down the conflict to the Night Shift mod which changes how lighting in editors works. Might be worth adding to the compatibility chart on git. EDIT2: I found out that the scatterer sunflare mod on ckan conflicts with the new deffered rendering in editor as well.
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This sounds like it would generate large clouds of debris, and isn't all that different from already conducted missile tests against satellites. The problem you run into is trying to impart enough energy into your payload to get it suborbital without completely destroying it, which I don't think would be possible. If it were able to survive traveling down the barrel of the canon, it would surely get destroyed on contact with the atmosphere trying to travel at near orbital speeds at sea level. This is why rockets carry fuel with them, so they can accelerate gradually through the atmosphere. My favorite solution is giant ground based lasers that slowly melt the satellites, causing the the orbit to decay faster than normal.
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So are you saying that the normal sequenced firing was primarily used to mitigate g-force?
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Just doing some research on Gemini for my career save with engine ignitor, and I've discovered that the retro rockets were fired in sequence, one after the other, rather than all four at once, but I can't seem to find any reasoning behind this engineering decision. Does anyone know anything about this? I can't imagine they were trying to mitigate g-forces, I keep trying to figure out if this added some sort of redundancy or safety margin. I could conceive of the idea that they could vary the number of retros used in a return sequence, to compensate for different mission profiles and altitudes....but I would like some sort of confirmation on the purpose of this.
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A suggestion I have for you is to try this mod which gives you throttle setting action groups, then using the MJ scripting module's action group triggers; ------------------------------------------------------------------------------------------------------------- @sarbian A question I have about the MJ is scripting module is how the target body function is supposed to work? I can't seem to get it to do anything. I am playing with OPM, and see all the extra bodies in the list. I'm also using an MM script to further alter orbital parameters of all the bodies. Perhaps I need to test the target body scripting function in a more stripped down, clean install with just MJ and go from there.
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Errol replied to tomek.piotrowski's topic in KSP1 Mod Releases
I am having the same issue...does anyone know anything about this? -
This pretty much seems to be my experience too. When I installed this mod I was expecting a part failure maybe every few flights, not several part failures every single flight within minutes of takeoff. I found a " DefaultSettings.cfg " in OhScrap > Plugins > PluginData and tried changing the value " minimumFailureChance = 0.01 " to " minimumFailureChance = 0.001 " with no noticeable effect. I'm not sure if this settings.cfg is supposed to only affect new save games, or if it is supposed to apply to all previously existing save games as well, but after dozens of flights trying to improve part reliability (and seeing the part generation number in PAW going up with each newly built identical craft) and no noticeable improvement.....I'm also kinda at the point where I'm wondering if I would be better off with DangIt, Kerbalism, kerbal launch failure or Baris instead of this. Does anyone know if it is possible to just globally turn down the rate of all part failures in this mod? The difficulty settings screen tab for this mod is just a list of failure types that can be enabled or disabled, and seems to have none of the values from the defaultsettings.cfg file. I've even tried scouring through the persistent.sfs for any possible mentions of them......does anyone know where/how the values from the defaultsettings.cfg are supposed to be stored or changed for saves....or what they are supposed to do?
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̶̶̶I̶̶̶s̶̶̶ ̶̶̶i̶̶̶t̶̶̶ ̶̶̶p̶̶̶o̶̶̶s̶̶̶s̶̶̶i̶̶̶b̶̶̶l̶̶̶e̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶t̶̶̶u̶̶̶r̶̶̶n̶̶̶ ̶̶̶o̶̶̶f̶̶̶f̶̶̶ ̶̶̶p̶̶̶a̶̶̶r̶̶̶t̶̶̶ ̶̶̶h̶̶̶i̶̶̶g̶̶̶h̶̶̶l̶̶̶i̶̶̶g̶̶̶h̶̶̶t̶̶̶i̶̶̶n̶̶̶g̶̶̶ ̶̶̶f̶̶̶o̶̶̶r̶̶̶ ̶̶̶p̶̶̶a̶̶̶r̶̶̶t̶̶̶s̶̶̶ ̶̶̶t̶̶̶h̶̶̶a̶̶̶t̶̶̶ ̶̶̶h̶̶̶a̶̶̶v̶̶̶e̶̶̶ ̶̶̶f̶̶̶a̶̶̶i̶̶̶l̶̶̶e̶̶̶d̶̶̶ ̶̶̶i̶̶̶n̶̶̶ ̶̶̶f̶̶̶l̶̶̶i̶̶̶g̶̶̶h̶̶̶t̶̶̶ ̶̶̶t̶̶̶h̶̶̶a̶̶̶t̶̶̶ ̶̶̶y̶̶̶o̶̶̶u̶̶̶ ̶̶̶j̶̶̶u̶̶̶s̶̶̶t̶̶̶ ̶̶̶d̶̶̶o̶̶̶n̶̶̶'̶̶̶t̶̶̶ ̶̶̶w̶̶̶a̶̶̶n̶̶̶t̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶g̶̶̶l̶̶̶o̶̶̶w̶̶̶ ̶̶̶r̶̶̶e̶̶̶d̶̶̶ ̶̶̶a̶̶̶n̶̶̶y̶̶̶m̶̶̶o̶̶̶r̶̶̶e̶̶̶?̶̶̶ ̶̶̶I̶̶̶ ̶̶̶d̶̶̶o̶̶̶n̶̶̶'̶̶̶t̶̶̶ ̶̶̶w̶̶̶a̶̶̶n̶̶̶t̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶p̶̶̶e̶̶̶r̶̶̶m̶̶̶a̶̶̶n̶̶̶e̶̶̶n̶̶̶t̶̶̶l̶̶̶y̶̶̶ ̶̶̶d̶̶̶i̶̶̶s̶̶̶a̶̶̶b̶̶̶l̶̶̶e̶̶̶ ̶̶̶t̶̶̶h̶̶̶e̶̶̶m̶̶̶,̶̶̶ ̶̶̶j̶̶̶u̶̶̶s̶̶̶t̶̶̶ ̶̶̶b̶̶̶e̶̶̶ ̶̶̶a̶̶̶b̶̶̶l̶̶̶e̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶a̶̶̶c̶̶̶k̶̶̶n̶̶̶o̶̶̶w̶̶̶l̶̶̶e̶̶̶d̶̶̶g̶̶̶e̶̶̶ ̶̶̶t̶̶̶h̶̶̶e̶̶̶ ̶̶̶p̶̶̶a̶̶̶r̶̶̶t̶̶̶ ̶̶̶h̶̶̶a̶̶̶s̶̶̶ ̶̶̶f̶̶̶a̶̶̶i̶̶̶l̶̶̶e̶̶̶d̶̶̶ ̶̶̶a̶̶̶n̶̶̶d̶̶̶ ̶̶̶d̶̶̶i̶̶̶s̶̶̶m̶̶̶i̶̶̶s̶̶̶s̶̶̶ ̶̶̶t̶̶̶h̶̶̶e̶̶̶ ̶̶̶h̶̶̶i̶̶̶g̶̶̶h̶̶̶l̶̶̶i̶̶̶g̶̶̶h̶̶̶t̶̶̶i̶̶̶n̶̶̶g̶̶̶ ̶̶̶a̶̶̶s̶̶̶ ̶̶̶a̶̶̶ ̶̶̶n̶̶̶o̶̶̶t̶̶̶i̶̶̶f̶̶̶i̶̶̶c̶̶̶a̶̶̶t̶̶̶i̶̶̶o̶̶̶n̶̶̶.̶̶̶ ̶̶̶E̶̶̶v̶̶̶e̶̶̶n̶̶̶ ̶̶̶j̶̶̶u̶̶̶s̶̶̶t̶̶̶ ̶̶̶t̶̶̶h̶̶̶e̶̶̶ ̶̶̶a̶̶̶b̶̶̶i̶̶̶l̶̶̶i̶̶̶t̶̶̶y̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶t̶̶̶o̶̶̶g̶̶̶g̶̶̶l̶̶̶e̶̶̶ ̶̶̶h̶̶̶i̶̶̶g̶̶̶h̶̶̶l̶̶̶i̶̶̶g̶̶̶h̶̶̶t̶̶̶i̶̶̶n̶̶̶g̶̶̶ ̶̶̶o̶̶̶n̶̶̶ ̶̶̶a̶̶̶n̶̶̶d̶̶̶ ̶̶̶o̶̶̶f̶̶̶f̶̶̶ ̶̶̶g̶̶̶l̶̶̶o̶̶̶b̶̶̶a̶̶̶l̶̶̶l̶̶̶y̶̶̶,̶̶̶ ̶̶̶i̶̶̶n̶̶̶-̶̶̶f̶̶̶l̶̶̶i̶̶̶g̶̶̶h̶̶̶t̶̶̶,̶̶̶ ̶̶̶s̶̶̶o̶̶̶ ̶̶̶y̶̶̶o̶̶̶u̶̶̶ ̶̶̶c̶̶̶a̶̶̶n̶̶̶ ̶̶̶h̶̶̶a̶̶̶v̶̶̶e̶̶̶ ̶̶̶a̶̶̶ ̶̶̶c̶̶̶l̶̶̶e̶̶̶a̶̶̶n̶̶̶e̶̶̶r̶̶̶ ̶̶̶v̶̶̶i̶̶̶e̶̶̶w̶̶̶ ̶̶̶f̶̶̶o̶̶̶r̶̶̶ ̶̶̶s̶̶̶c̶̶̶r̶̶̶e̶̶̶e̶̶̶n̶̶̶s̶̶̶h̶̶̶o̶̶̶t̶̶̶s̶̶̶ ̶̶̶a̶̶̶n̶̶̶d̶̶̶ ̶̶̶s̶̶̶t̶̶̶i̶̶̶l̶̶̶l̶̶̶ ̶̶̶b̶̶̶e̶̶̶ ̶̶̶a̶̶̶b̶̶̶l̶̶̶e̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶c̶̶̶h̶̶̶e̶̶̶c̶̶̶k̶̶̶ ̶̶̶o̶̶̶n̶̶̶ ̶̶̶w̶̶̶h̶̶̶a̶̶̶t̶̶̶ ̶̶̶h̶̶̶a̶̶̶s̶̶̶ ̶̶̶f̶̶̶a̶̶̶i̶̶̶l̶̶̶e̶̶̶d̶̶̶?̶̶̶ EDIT: found the answer in the PAW
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The default settings are generally pretty good. I recommend using all of the following mods together if your system can handle it: -Scatterer (patreon version with included EVE true-volumetrics integration) -EVE redux (if using the publicly available version of scatterer from this thread) -TUFX (post processing effects) -Parallax (better surfaces and scatters (rocks and trees) with tessellation) -Planetshine (celestial body albedo cast onto vessels) -Distant Object Enhancement (distant object rendering and dynamic skybox dimming) -TextureReplacer (window reflections and better skybox) -Engine Lighting Relit (engines emit light) -Restock(+) (stock part art overhaul with a priority on consistency of style across older and newer parts) -Waterfall (best engine plume effects, make sure to grab the .cfg for stock or restock if using that) -smokescreen (additional engine plume effects) -RealPlume (improved plumes for any engines not covered by waterfall) -Reentry particle effect renewed (plasma tails) -Destruction Effects (fiery unplanned rapid disassembly; specifically for when joints break) -Blast Awesomeness Modifier (unplanned rapid disassembly fieryness relative to contents; specifically on part destruction) ---------------------------------------------------- I know you were asking specifically about visuals, but there some other overall improvements that are also highly recommended: -Rocket Sound Enhancement (dynamic audio muffling relative to air pressure) -Ship Effects Continued (sound effects for acceleration) -Docking Sounds (docking ports go Ka-chunk) -KSP Secondary Motion (antennas and other physicsless parts can wiggle) -Kerbal Krash System (parts deform and get progressively damaged before exploding) -Navball Texture Changer Updated (choose your navball) -ZTheme (ksp darkmode UI) ---------------------------------------------------- Lastly, some might argue that this suggestion is not actually an improvement, but rather a step towards the uncanny valley. However, I would be remiss to not make use of an opportunity for some shameless self promotion. -Human Colored Heads Recolored (give your Kerbals some dramamine/gravol so they look a lil less sea-sick all the time...) All of these except Human Colored Heads are available on ckan.