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Poodmund

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Everything posted by Poodmund

  1. Editor Extensions allows you to enable Rigid Joint and Autostrut in all configurations to all parts via one click.
  2. 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)
  3. 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.
  4. @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.
  5. Just thought that I'd say its a pretty neat addition to be able to install the 'Ven's New Parts' package through CKAN. That's a very helpful way of releasing the distribution as the core, stock and new parts packages. Thanks
  6. Works perfectly for me, your installation method must just be the extremely buggy thing right now.
  7. @aluc24 it seems you are using Custom Bark Kit v1.1.20, which is designed to be run on KSP 1.8+, on a KSP 1.7.3 install. Please be careful when updating mods to the latest versions when you are using an outdated version of KSP... especially between KSP 1.7.3 and KSP 1.8+ because there is a critical game engine change which renders most mods unusable between the two versions. Downgrade back to Custom Barn Kit v1.1.19 and it should be fine.
  8. https://github.com/Poodmund/Outer-Planets-Mod/blob/master/GameData/OPM/OPM_CommNet.cfg Seems to be fine, the 4th level is there. You'll need to post all the necessary logs for me to be able to see what may be going wrong.
  9. For anyone interested, I also have a large Imgur album trying to showcase as many of the new parts as I possibly could: Imgur Album Link Enjoy!
  10. Thanks to everyone involved, this release is an amazing milestone in the projects lifetime. I definitely owe Nertea and Cineboxandrew a drink for putting up with my nonsense and putting in a crazy amount of work and effort on getting this release done. With this release of ReStock v1.0.0, the project now replaces 65.15% of the Vanilla game assets and introduces many more part variants, it replaces 33.33% of the MH assets and ReStock Plus adds in a further 65 parts to the game.
  11. Don't go taking credit for Dan's work now!
  12. I get why they have asked them not to be posted... but ya know, it'd just be nice to be able to disable data tracking/uploading from within the game itself... ya know... like we used to be able to do.
  13. Renaming mods that work as platform for other sub-config mods to work on top of them is a terrible idea as it pretty much negates all Module Manager compatibility. All visual mods are set up to look for Planetshine, Scatterer and DistantObjectEnhancer not MyPlanetShiny, Skedaddle and FarAwayStuff. This proprietary act just leads to more work and aggregation to not only the modders that build on top of these mods but also for the end users who try to install the mods without realising the changes being made.
  14. In some situations there are projects with multiple contributors that are no longer active or contactable and therefore the licenses of said projects cannot become more restrictive or more open because they need unanimous agreement on change, or some of the ex-developers that are no longer contributing are against a license change. This should also be considered but obviously it cannot be if not known as it is impossible to gauge without being informed.
  15. Why not DXT1 and DXT5 also? Seems like you should be able to handle those pretty easily. On another note, is there any capability to handle BC4 - BC7 compression at all with Unity 2019?
  16. Its because when KSP updates, it doesn't remove the files from the game's directory that no longer exist within the game. The easiest way to resolve this issue is to either delete the folders/files the bug report specified or, even easier, just delete the whole 'Kerbal Space Program\GameData\SQUAD' folder and either verify the integrity of the game files in Steam or copy over the SQUAD folder from a brand new install/download of KSP. This should remove the erroneous files that are causing the issue,
  17. For reference, the delay was still ocurring when biome maps were in .dds format also hence the recent commit: https://github.com/Kopernicus/Kopernicus/commit/449bad8920c0ff5f523354ddb34ca5bc949e5bd9
  18. Am I more excited for the next US2 update or KSP2... I am not too sure.
  19. @LtChambers, it sounds as though you want this mod:
  20. Thanks for the info guys. I tested this myself too and confirmed even with OPM's .dds biome maps the delay was still occurring. For the time being, if you want to remove that few seconds of delay when entering map mode please use the band-aid config patch as discussed previously on this page but in time, if/when a new version of Kopernicus is released this issue will resolve itself as Thomas P has reverted the default behaviour of the OnDemand biome loading: https://github.com/Kopernicus/Kopernicus/commit/449bad8920c0ff5f523354ddb34ca5bc949e5bd9 Thanks for your interest and help in this.
  21. @scottadges, @StickyScissors and @Velve666, were any of you using any other mods that interact with Kopernicus at all? i.e. Planet Packs, Terrain mods etc. The issue is known but trying to isolate causation cases to identify the best solution.
  22. Kopernicus changed the way it deals with (some) textures in the more recent releases which I would guess it causing the difference in behaviour. I would go to the Kopernicus thread and see if there is discussion about this issue there, and if not, raise an issue about it.
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