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Poodmund

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Everything posted by Poodmund

  1. Galileo just posted that for the forum rep. /s Will there be Kittopia dumps of the stock bodies to coincide with the 1.8.1 release so that they can guide users how to use any new parameters that are available from the stock game? Its always great to be able to look at those as references.
  2. No, as per Nertea's post above... this happens with the Vanilla parts also. It is limitation of how KSP is rendering it's cube map environments.
  3. Unfortunately you brought this up just after the 1.0.3 release but thanks for the heads up. Its been rectified for the next release: https://github.com/PorktoberRevolution/ReStocked/commit/c470537152dcc6574ba411138f14d0e3ff1951a8 The lights now rotate towards the default position when placed in the Editor. Is this what you were referring to?
  4. I think KSP gives the altitude from the position of the top parent game object of the root part so the best, most consistent way to get altitude readings of places is to EVA a Kerbal and read off the altitude where they are standing on the surface.
  5. Pedantically, I'd like to point out that Big Ben is actually the nickname for the striking bell located within the Elizabeth Tower... so if you could include a nice "BONG!" noise when the timer reaches zero it would be very thematic.
  6. Its due to CKAN pulling from Spacedock and at this time, the 0.9.7 version has not been uploaded to Spacedock.
  7. You bring up a good point; having a homogenous aesthetic and consistent design style would come across as only having one artist working on the dev team and would be a disservice to the days, weeks and months of hard work that the multiple artists put in that work on the game.
  8. The game would load too fast, run too well and there'd be too much unused RAM that the game wouldn't be fun anymore.
  9. Intentional; they are both distributed under the same release: Just requires a bit of reading is all.
  10. I already took care of the commit. I guess it'll be the next patch/update whenever that may be.
  11. I think it raises more questions... mainly what do you guys drink and where can I buy some?
  12. To be fair to forum members, responses that like help no one and are unhelpful, especially when you're just repeating an unsubstantial phrase that you've posted just above. If moderators or staff are not at liberty to say, then just say that. It comes off that you're purposely trying to aggregate the forum member that has asked the question.
  13. Not sure that I ever updated the Scatterer configs to the new syntax when the big refactor happened 'recently'. Therefore, @The Minmus Derp you might want to try deleting the Scatterer configs in this mod and then copying in some from a different mod that supplies them like SVE...?
  14. To be honest I haven't booted up KSP for the last few months for anything not ReStock dev. related. @Ratwerke_Actual, I'm sure that the JNSQ group have included their own great skybox by default but if you want to use one of mine with SR:Skybox 0.5 and it doesn't work, please post in my thread with a report and I'll get round to it soon: Link
  15. What happens with the MH parts is that the RS+ parts get disabled if MH is present and the models get reused for the corresponding MH parts. If MH is installed, no stats for the MH engines are changed but if MH is not installed then all of the stats have to be made for the engine just as though it's a brand new engine. In this case, some of the engine stats are slightly different from the corresponding MH engine stats as some of the balancing feedback that has been given for the MH engines has been amalgamated into the RS+ engines. I hope that makes sense. TL;DR: If MH is installed, no stats changed. If no MH is installed, engines in RS+ that are similar to MH engines have slightly different stats.
  16. Annotated, marked-up screenshots of your issue would help.
  17. And with this release, I am pretty sure that zero errors are now generated in the KSP.log when running ReStock(+) on a Vanilla installation so we can officially call ReStock, "issue free" in that respect. Woohoo!
  18. Yes, they all work in 1.8.1, you just have to use a supplementary mod that works in KSP 1.8+ like Sigma Replacements: Skybox or Drop-In Replacement Textures. You should be able to install them via CKAN as DiRT is available on there for 1.8+
  19. Check out the link in my signature for axially rotating EVE clouds @G'th
  20. Editor Extensions allows you to enable Rigid Joint and Autostrut in all configurations to all parts via one click.
  21. I actually think the default Restock RS25 plume is probably the most life-like option out there at the moment. The Stock plume is way to bright, large and opaque and the RealPlume one at sea-level is almost too faint and uniform... but I think the packaged Restock one has a nice translucency too it and is 'wispy' enough to simulate the real thing... here's a comparison so ya'll can make your own mind up: Click to zoom in (warning, its a very large image)
  22. Sorry I missed this issue. I think I have fixed the problem so that now when you edit the System Rescale Factor value, the Min. Max. distances between the bodies on the main sheet page are dynamically updated to reflect the rescale modifier. Update! Edited the system stats page to correctly adjust the min/max distances between Kerbin and other bodies depending on the 'System Rescale Factor' value input by the user, which in turn correctly adjusts the 'Can I reach these systems from Kerbin?' chart on the main sheet frontpage.
  23. @Dante80 @Covert @infinite_monkey the recent commit 'https://github.com/PorktoberRevolution/ReStocked/commit/63fb192045892cc64d42d629e5fef1fd61c31cf0' should contain the bug fixes when using FAR and RealChute. If you would kindly download the latest build of ReStock and test it with FAR and RealChute to confirm that this resolves your issues it would be greatly appreciated.
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