Jump to content

Icarus II

Members
  • Posts

    9
  • Joined

  • Last visited

Everything posted by Icarus II

  1. Thanks mate, this fixed it for me. No idea what caused it because before posting here I did have it on "true" before changing it to "false" on enabled part to see if it changed anything. I pasted your config into the file, saved and it worked. The only difference from my testing is "texture = MechJeb2/Parts/MechJeb2_Pod/model001" is remove from the config file... odd, but no more pixelated icons at half res settings. Thanks mate, I'll upload all my whole config folder to fix ATM issues with pixelated icons and misc other stuff, just let me know. None of it is my work apart from a few config tweaks, the rest is just a merging of everyone elses contributions. EDIT: I'll post it anyway, all the configs I use for my current mods as of today. https://www.dropbox.com/s/w01vja1cbrcd8gq/ActiveTextureManagerConfigs.rar?dl=0 Gets rid of pixelated icons. No credit to me, most are all the merged ones in this thread plus few random ones. Cheers
  2. ACTIVE_TEXTURE_MANAGER_CONFIG { folder = MechJeb2 enabled = false NORMAL_LIST { texture = MechJeb2/Parts/MechJeb2_Pod/model001 OVERRIDES { MechJeb2/Icons/.* { compress = false mipmaps = false scale = 1 max_size = 0 make_not_readable = false } } } Yet ATM still pixelates mechjeb icons. It keeps making a texturecache for mechjeb2... what am i doing wrong. This is really frustrating, messed with configs for past hour or so, nothing will fix it. Every other icon is no pixelated, only mechjeb icons. There must be something overriding the config for it to keep making texturecache for mechjeb2... any ideas? It boggles my mind why the dev of ATM thinks compressing very small icons is needed, it aint! God, so annoying.
  3. This would be great too. Due to the issues with this release, I've been refreshing couple of times a day to see if laztek has posted an update or anything, I'm just gonna remove this from my KSP and strictly stick to mods that CKAN supports as I cannot be bothered to refresh forum threads anymore. Great mod laztek, can't wait to see a fixed version on CKAN. If I never see it, then thanks for your efforts with the spacex mods up until now.
  4. That is odd, mediafire has never asked me to enter a captcha. Try deleting your cookies for the site or better yet, try loading the download link in a fresh browser that has never visited mediafire.
  5. SpaceX Colonial Transporter is very unstable, it breaks up on the pad with kerbal joint reinforcement, if i remove KJR mod then it wobbles like crazy on the launch pad, then breaks up about 40km into the atmosphere from stock aero. The latter can be fixed by limiting thrust of the main stage but the top wobbles and breaks off.
  6. Yeah you will be fine. This is how many mods I have installed (Along with 2600+ module manager patches) and my PC specs in the same image. I run the game with AA and vsync off and everything else is full res / default, looks wonderful and plays wonderful. Go get your B9 pack! All mods are the high res versions too!
  7. Tried this today, had good fun. Works with FAR if you limit atmospheric acceleration to 18m/s and gravity turn at 15km. Only issue i have is the return home engine doesnt work, the one with a decoupler on it... any ideas? It fires up, it uses its fuel but doesnt move anywhere. Otherwise great work, enjoyed it! Going to get more familiar with the craft to better optimise my experience, will let you know.
  8. I installed everything today apart from the sun texture, I then used medium res Better Atmosphere and LR (low res?) for "EVE for the clouds and atmosphere effects:" and it works fine, and my PC specs is intel i5-3570k at 3.2ghz and no dedicated GPU, i use Intel HD 4000, ivy bridge. 8GB Ram and samsung 840 evo ssd, thats my rig, nothing more to it apart from a PSU and Motherboard. However I get the "RealSolarSystem" mod is out of date... only installed this today, works fine but i'd like to get this working as intended also!
×
×
  • Create New...