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Everything posted by HereComesTheBoom
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@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.
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@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
- 201 replies
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- wind tunnel
- spaceplane
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
HereComesTheBoom replied to JPLRepo's topic in KSP1 Mod Releases
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? -
@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
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Odd sunflare issue
HereComesTheBoom replied to Awesomesauce1337's topic in KSP1 Technical Support (PC, modded installs)
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 -
Odd sunflare issue
HereComesTheBoom replied to Awesomesauce1337's topic in KSP1 Technical Support (PC, modded installs)
It works! Thanks so much dude I really appreciate it @Awesomesauce1337 -
Odd sunflare issue
HereComesTheBoom replied to Awesomesauce1337's topic in KSP1 Technical Support (PC, modded installs)
@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 -
Upon crossing the threshold in to space low above Kerbin (70,000 Meters), I lose attitude control of my vessel. This problem persists until I re-enter Kerbin's atmosphere, upon which I have complete control of my vessel's attitude again
HereComesTheBoom posted a topic in KSP1 Technical Support (PC, modded installs)
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 -
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!
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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.
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(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!!!
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Hellllllll Yes. I'll be checking in often then!
- 888 replies
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- texturereplacerreplaced
- visual
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@Avera9eJoe So TextureReplacer was updated for KSP 1.5, does this mean WindowShine will be able to update now too?
- 888 replies
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- texturereplacerreplaced
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KSP Interstellar Extended Support Thread
HereComesTheBoom replied to FreeThinker's topic in KSP1 Mods Discussions
@FreeThinker I usually only play KSP when all the mods I have installed are current relative to the KSP version. With KSP now at 1.5, what is the ETA on having KSPIE updated for KSP 1.5? I don't mean to be pushy, and I'm certainly not trying to say "Hurry up". I'm just curious so I can update my mod list as soon as I'm able. -
Sooooooo... Does Window Shine ABSOLUTELY NEED Texture Replacer Replaced? Or will it work perfectly fine with Texture Replacer 3.2? @Avera9eJoe Same question to you. Really who ever answers first.
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- texturereplacerreplaced
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I need to get back into KSP but holy hell from the pictures people are posting in this thread, THIS MOD LOOKS ABSOLUTELY FANTASTIC
- 1,022 replies
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- beautify
- visualoverhaul
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Well, It's complicated. I went into the SVE Textures file and replaced the LaytheClouds texture with one from another pack and just named it the same. And for Jool I deleted the two textures used for Jool in the SVE Textures file and copy pasted a bunch of other textures from a different pack and used the EVE GUI in game to create all of those textures' config points. Specifically I used the old config settings from the other pack and just replicated them in the EVE GUI. And scatterer, I just tinkered with the config tool myself until I got what I liked. Trust me, there's a lot more to what I did. I just don't want to write a novel explaining every detail.
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Hey @Galileo I'm messing around with your code to insert my own textures and I'm only getting issues with Jool. I'm using your settings and textures for every planet except for Jool and Laythe. I've successfully replaced your LaytheClouds texture with your duna1 texture and scaled it to fit the Joolian moon. The textures I'm trying to add in are from an older visual pack, and so are their .cfg files. So I tried converting the old information in the older .cfg files for these textures to the format in your current .cfg files and it's not working. OBJECT { name = Jool-Layers1 body = Jool speed = 0,-200,0 altitude = 70000 offset = 0,0,0 settings { _DetailScale = 4 _Color = 255,255,255,455 _UVNoiseAnimation = 0,0 _UVNoiseScale = 0 _UVNoiseStrength = 0 _MainTex { value = StockVisualEnhancements/Textures/joolLayers1 type = AlphaMap alphaMask = ALPHAMAP_R } _DetailTex { value = StockVisualEnhancements/Textures/detail1 } _UVNoiseTex { value = StockVisualEnhancements/Textures/uvnoise1 } } Layer2D { macroCloudMaterial { } } } Thats the only current section of code I have inserted into your SVE_Clouds File. Do you see anything corrupting in that section of code that would cause the textures not to show up? I must say that the nature of the textures I'm working with may be the culprit. Being that they were implemented in an older, different pack than yours. Their settings in the code may have to be specific for them to work.
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Hey @Galileo! Long time no see. I've got a bit of an issue... Well, maybe. It may be that it's supposed to be like this or there isn't a fix for it yet. The demarcation line between night and day on every planet with an atmosphere seems to have a hard termination point. Exhibit A: https://gyazo.com/88e90237e78a51260d4d5cc989ded10c Exhibit B: https://gyazo.com/444b4507f1d1279ec8a7b0f2d971658c Exhibit C: https://gyazo.com/c001f021a74c1868507d5f8e6137f164 Is this normal? Or no?
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[1.12.x] Near Future Technologies (September 6)
HereComesTheBoom replied to Nertea's topic in KSP1 Mod Releases
@Streetwind One more question, where does the .cfg file for the LFO conversion go? in the GameData Folder, Near Future SpaceCraft folder, The Parts Folder? Update: I went in and changed the deprecated engines' .cfg files to be usable again. They show up in the VAB and in the R&D Center again.