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gkorgood

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Everything posted by gkorgood

  1. everything looks right to me. gonna do some testing by downloading your folder and using it without modification. If I get the same issues, it's a problem with your installation of the gamedata folder. If not, it's something else, but at least we know it's not the installation of mods that's causing it!
  2. that's why uploading your gamedata folder might help. From all that you've told us, we're all stumped as to what the problem could be. Personally, I'm curious to make sure you've installed everything correctly. I'm sure you probably have, but it can never hurt to have a second set of eyes on it, no?
  3. a link to an uploaded version of your gamedata folder on google drive or dropbox might even be more telling, unless you're a billion percent positive that it's set up correctly
  4. I don't have a solution for photoshop, but I think NHawks might. However, neither of us currently have photoshop. I'm having trouble finding a Gimp based solution, in part because I'm not quite sure exactly what it is I'm looking for. Also, I'm busy between schoolwork and working on my hyperloop team. shameless plug here, but you should check out http://www.rloop.org if you haven't already.
  5. I haven't forgotten this @Nhawks17. Still doing research on Gimp-based solutions.
  6. Haven't used OpenGL in a while (pre-1.0) but from what I remember, anytime you have odd magenta things happening, it's a safe bet to assume it has something to do with OpenGL. I think, when I was using OpenGL, the rotate gizmo was the normal 3 circles, but instead of them wrapping around an invisible sphere, they were wrapped around a magenta sphere.
  7. @CobaltWolf you hit the nail on the head. @KAL 9000, to add to what CobaltWolf said, if you are stuck for ideas, you can always browse around the Add-On Discussions forum. People post request threads and interest checks there, should provide some options for you if you can't think of what you want to make into a mod.
  8. lol just realized and edited post accordingly. will do, probably on my lunch break though. at work at the moment.
  9. I had been noticing weird things with the exhaust, not when viewed against the sky, but when viewed against literally anything else. Good to hear there's an updoot on the way available, thanks for all your hard work @blackrack!
  10. 3. Not sure. I only see them when EVE is installed. They appear to be between your craft and the sun, but I haven't really looked into them too much. I'll do some more research and get you some screenshots. EDIT: Here are the promised screenshots. This is using EVE's files, not SVE's, but I believe the same thing happens no matter what configs are used. I'll double check using SVE configs and also with no configs (just the EnvironmentalVisualEnhancements folder, no BoulderCo or StockVisualEnhancements or anything).
  11. Four things. 1. Does this include rbray's recompiled EVE for 1.1? 2. Are you aware that all three of the most recent pre-releases on Github say they were released on Jan. 13? 3. Is there currently a known fix for the weird boxes EVE creates in 1.1? (more a question for the EVE thread, but I figured I'd ask here as well) 4. Thank you for all the work you do @Nhawks17, you're truly a wonderful addition to the KSP community.
  12. I'm getting a strange issue. Unless the camera is very near the ground, there are some interesting lines displayed on terrain. Seem to be some form of artifacting. Haven't tested over water, but here is an album detailing what I'm talking about: Here is another album, taken in 64-bit. The same issue occurs, I tested the two builds right after one another (64, then 32) using the same craft and a similar flight profile, and I tried to take pics at similar angles:I'm running on Windows 10 (Insider Preview Build 14295) installed on a MacBook Pro with Retina 15" from Late-2013. It's got an Intel i7-4850 (2.3 GHz), 16GB DDR3 RAM, and an nVidia GT750M with 2GB of dedicated VRAM.
  13. This is not yet compatible with 1.1, the window is not showing up. Granted that functionality is kind of obsolete since KER can do the same thing. Considering I took all the mod-making software off my computer, I may or may not update the mod. The part still works as a part, so if you want it for aesthetics you're fine, and your saves shouldn't break.
  14. this has nothing to do with in-game time, the time displayed is your system time (the real-world time) I believe 1.1.1 and 1.2 should be identical
  15. Thanks so much! I'm heading to bed for now but I'll test it out tomorrow and let you know if it works.
  16. @blowfish I'm trying to build a replica of a harrier in KSP. There's no way you could help me use the firespitter VTOL module that the VS and VA engines use on the jump jet engines from KAX to make them work like the real thing, is there? I tried adding the module (and did change the target object to what I think was the proper mesh), but I don't know enough about the model or the module to figure it out.
  17. Anyone else think the "Vulture" cockpit looks more like a platypus than a vulture?
  18. Here you go! I take no responsibility for the consequences of using this craft, and full responsibility for designing it.
  19. it's unfortunately bugged to hell, and I was only able to get it out to the ocean using hack grav AND hyperedit, and even then it crashed on physics load the next time I went back to it. I'll put it up on kerbalx if you really want, but I don't advise using this file.
  20. hey @blackrack, this is a project I started a few weeks ago, and when you asked for carriers the other day I decided to finish it! It's based on an internet legend of a russian ekranoplan/aircraft carrier, which was really a bunch of images of an f14 that someone split in half, scaled up, and stuck a flight deck in the middle before stitching the tomcat back together. Mine doesn't have a runway to land F-14's on, but I was able to land an F-35B on it!
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