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HereComesTheBoom

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    Hasn't Made It Past Minmus

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  1. @Nertea Quick question, is the time in darkness read out in the VAB telling you how long at max EC consumption your craft will last before running out of EC while in the shadow of a celestial body?
  2. @Gameslinx I have this issue where at around 8500 meters during a launch, the parallax trees from around the KSC seem to glitch and teleport to my rocket's elevation and stay with it as it ascends. Then in groups they disappear until they're all gone by about 11,000 meters.
  3. @Booots Curious if this mod works with FAR. I'm currently testing it, but the heat map on the flight envelope doesn't populate, haven't tried without FAR yet
  4. When starting a new sandbox save (with research bodies settings set to easy). Moho, Gilly, Dres, Bop, Pol, and Eeloo are still hidden. Any ideas before I go and start posting logs?
  5. @eggrobin I am trying to use Principia with Parallax. I read your installation instructions on github about how Principia (though Parallax does nothing more than edit terrain height) still recognizes Parallax as a planet pack, and as such requires a custom Kopernicus config to stabilize the Joolian system I have tried to figure out how to install your custom config in to my GameData folder in order to correct Bop, Vall, and Tylo, but I can't ever seem to get it working So far I've tried merely copy pasting your config in to a new .cfg file, and placing it inside the Kopernicus Config folder. I've tried moving that same file outside of the Kopernicus Config folder in to the main GameData folder. I've tried taking the specific Semi-Major Axis of the three moons (Including Bop's retrograde inclination) and pasting them in to the Kopernicus system.cfg file under the relevant celestial bodies' configurations, that didn't work either The conclusion I've come to is that I was on the right track with having my own standalone .cfg file with your parameters in them for the Joolian satellites. Though, after doing some research, it's obvious to me that creating my own ModuleManager patch file like that, and inputting all the correct strings of code to effectively install your required edits is far above my own capabilities Help? lol Edit: Disregard, I figured it out
  6. Oh I'm a seasoned vet. Just forgot the username and password of my old account. But I'll take it as a "welcome back" haha
  7. It works! Thanks so much dude I really appreciate it @Awesomesauce1337
  8. @Awesomesauce1337 My sunflare doesn't even work at all. Granted I haven't tried your fix you posted on March 12th, but for some odd reason, the scatterer stock sunflare completely overwrites my install of the Ursa Minor flare Like the game isn't even recognizing that I have it installed
  9. See title for summary of the issue I have absolutely no idea what is going on. At first the bug was that, as soon as I entered space, my craft would disappear completely. My altitude bar at the top of the screen would read all zeros in red, and my kerbal would show up as KIA in the astronaut complex... Since then I deleted Remote Tech and Kerbalism since my game would show me a warning upon loading a save that Kerbalism and Remote Tech have limited compatibility. After doing so, the bug evolved to what it is currently. Instead of a full deletion of my vessel and killing of my pilot, it now merely removes my ability to control the vessel's attitude after reaching space, and continues to bar my inputs until again passing 70,000 meters on the way back down Other quirks of this issue I've noticed is that the nav ball's indicators, if shown, ant-radial for instance will flicker like the nav ball is glitching out. The SAS button on the top right of the nav ball will turn the yellowish-orange with the rotating arrows symbol to signify it recognizes I'm inputting controls, but the craft won't turn. I also can't throttle up or down All of that being said, I'm still able to right click on parts and control their functions such as service bays and science experiments. And to quash any of the obvious issues that may be running through your heads... I'm using Jeb, so the kerbal not being a pilot isn't the issue. I have electric charge. Connection to the KSC doesn't matter since it's a manned capsule, manned by a pilot. I'm using the standard Mk 1 command pod. Here below is a screenshot of the debug window as my vessel crosses the threshold into space low over Kerbin. I don't know how to read this so here's to hoping any of you all could see what the issue is by looking at the image below. I will also be uploading a full list of my installed mods and their versions. https://imgur.com/a/0HKZSfC Mod List: https://drive.google.com/file/d/1NmscqXXmTfZsxTFS5LIiGMLHTIMnf7Sa/view?usp=sharing If anyone willing to help needs the FULL debug .txt file to help me please let me know and I'll edit this post with a link to it's location on my Google Drive RESOLVED Edit: I noticed on the debug window seen above on the Imgur image, Orbital Decay seemed to be listed a lot. I closed KSP, deleted Orbital Decay, and re-tested the bug for reproduction and it was fixed. So it was probably Orbital Decay being outdated or incompatible with one of the other 50+ mods that are installed
  10. Nice. To be honest, I'm just happy that someone was actually able to look into this idea and came up with some promising results. Half the reason I didn't try looking for the solution myself is because I'm running on a stock Dell laptop meant for college, Lol. Good to know we've found a way to help other people with more powerful PCs make their game look that much better!
  11. Well, I've never seen anyone do it. That's not to say no one has had that idea before... But the best way to never improve is to talk yourself out of trying. I'd at least like to see the performance hit, rather than talk my self out of trying based on fear of failure.
  12. (CREDIT GIVEN TO WHOMEVER MADE THIS SCREEN SHOT. IT IS NOT MINE AND I CLAIM NO RIGHTS TO IT) We've all seen this amazing CG screen shot of a rocket traveling upwards through its gravity turn on the RealPlume thread on this website. But, why is it that no one has found a way to make that a reality yet? Sure... More densely packed smoke particles coming out of the back of your rockets looks great! But what is the purpose if the smoke doesn't hang around for as long as smoke normally would in a real-world rocket launch? I say we work towards that goal. RealPlume is a great mod, but it can be made better. My first idea (and only idea, really) is to task someone, who knows KSP well enough, to find the settings, or the code, that controls how long smoke sticks around for before it fades out. All it would take is simply modifying this number from, say, 10 seconds, to 3 or 4 minutes. If anyone else has any other ideas please feel free to post them here! Go forth and create!!!
  13. @Avera9eJoe So TextureReplacer was updated for KSP 1.5, does this mean WindowShine will be able to update now too?
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