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Poodmund

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Everything posted by Poodmund

  1. This is only relevant if the user does not have the Making History expansion, at which point the parts are not the same as the KV pods from MH, they are their own unique parts with their own identifiers.
  2. It still works fine. EVE's functionality has not changed in years... however the method in that tutorial is pretty advanced in comparison to just using a 2x1 sized texture for your clouds.
  3. A little preview video/animation of the new Magnetometer Boom: https://giant.gfycat.com/AdmiredWhoppingGentoopenguin.mp4 Also, Nertea cried so much during this update he flooded his laptop and killed his GPU... so this update was literally built on, not so much blood, but definitely sweat and tears.
  4. No worries, it was actually a volcano plume that was generated using particles accelerated mostly upon the y axis... was a little odd.
  5. At some point over the next few days I'll see for myself with a custom config with a super dense particle field. Truth be told, I've been playing without volumetric EVE clouds for years now because of this exact issue.
  6. It looks like that contract pack targets 'KopernicusSolarPanel' whereas now you'll want 'KopernicusSolarPanels'... am I correct in thinking that?
  7. It was included in ReStock v1.1.2, the last update... I think.
  8. Do you have this patch present in your install? https://github.com/PorktoberRevolution/ReStocked/blob/master/Distribution/Restock/GameData/ReStock/Compatibility/FAR.cfg
  9. Because that fairing is not a modified stock part, it's a new part that is added by RS+ Cool, nice insight.
  10. This is not true in 99% of the cases where fairings were broken. SQUAD didn't resolve the issue that was caused but they added in the means that it could be resolved following additional work by the mod Devs on their fairings which were causing issue. There was no magic fix. Everything still requires fixing. Just wanted to make that absolutely clear so that people don't assume that 1.10.1 just magically resolved all the issues.
  11. Use the latest version of Sigma Dimensions: https://github.com/Sigma88/Sigma-Dimensions/releases/latest and then use a supplementary config mod for it like Rescale!: https://github.com/Galileo88/Rescale/releases/latest
  12. Please do not use the method listed by OhioBob above if your intent is related to scatter colliders when using OPM. Outer Planets Mod recently changed all the scatter collider notation to fall in line with Kopernicus default notation (for example, the same used in Gamelinx's mods also) and has all the ground scatter colliders enabled for the OPM bodies by default. Using the above patch will have no positive impact when used with OPM as it will essentially do nothing. You're better off just using this, @TaintedLion:
  13. The group of contributors for the ReStock content are not paid professionals, ergo, can say whatever the heck they want to.
  14. Assuming you're using Windows 10, enter into the Windows Search bar, "Calibrate display colour", open up that tool and run through the whole process so that you have correctly set up and calibrated your laptop monitor. Once you've done that, its probably worth then plugging it into your 2nd monitor and adjusting the hardware settings actually on your 2nd monitor to mimic the appearance of your laptop (usually on monitors you have buttons/menus on the screen to adjust colour, contrast, brightness etc.). Once you've done that, maybe then connect your laptop to your TV and see if your TV has separate colour profiles you can switch between i.e. film, sport, game, custom etc. See if you can set it onto a custom profile and then, again, change your TV display settings with the remote to mimic your laptop display. Hopefully, then you'll have all 3 displays looking similar and displaying correctly according to your laptop's calibration. Doing it this way, hopefully you'll quickly be able to switch your TV colour profile back to default for general watching.
  15. You might... but please do not do so in this thread. Just to be clear, to anyone who uses this mod on an unsupported version of Kopernicus and reports issues unless requested to do so, please be aware that I am not going to respond to your issue. I'm not being rude by doing so, its just there's nothing that I can do, or will do about these issues.
  16. Yeah, mobile formatting with the WYSIWYG editor sucks. Even when composing a post using the multi-quote feature, you cannot move the quote blocks around and you cannot delete a quote block on mobile by pressing backspace or something sane.
  17. Nearly all of it was already enabled prior to this change. I just changed all of the notation of the config nodes to match what Kopernicus outputs by default and also enabled a small few of scatters that didn't have collision enabled (was only a very small amount).
  18. Packaged some changes which may help resolve some of the issues with body surfaces depending on how Kopernicus Continued pushes updates. Outer Planets Mod v2.2.8 - Updated ground scatter notation to align with Kopernicus directly and enable scatter collision mesh interactions. - Resolved unnecessary double spaces in localization strings and replaced tab indentation with spaces in localization file. - Explicitly state PQS materialType for bodies with PQS meshes. - Remove bad characters from Localization strings. https://github.com/Poodmund/Outer-Planets-Mod/releases/latest
  19. I would suggest unpacking the 1.10 game assets, at least all the Texture2D assets, to see exactly what the game supplies with regards to the gas giants/Jool. There are a good handful of assets... off the top of my head, a tileable normal map that displays when close, Jool's scaled space texture, two band maps and a swirl map.
  20. Why bundle a normal map texture for gas giant use if one isn't specified when you could just leverage the vanilla one?
  21. My suggestion is don't use a version of KSP that is unsupported by the mod.
  22. They have no PQS mesh so they definitely have no surface akin to Jool. Are you going to bundle them in your SIMPLEX Resources mod distribution? That would be the preferred method for me.
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