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Poodmund

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Everything posted by Poodmund

  1. Case sensitive message, mod directory should be named ReStock not Restock.
  2. From the OP: https://github.com/PorktoberRevolution/ReStocked/wiki/Asset-Blacklist-and-Whitelist Also: https://github.com/PorktoberRevolution/ReStocked/wiki/Restoring-Stock-Parts
  3. Not asking if mods are used but what mods are used. LGG asking the right questions here! Haha
  4. Red Shell was removed in KSP 1.4.4 following the gaming communities' backlash over the subject. Its in the Readme. You can follow the conversation about it here: You have nothing to worry about. If you're concerned you can disable the Unity Analytics tracking also.
  5. For part testing in ReStock we set up a QA sheet listing all the parts and would go through and systematically test the parts, once assigned to be tested by the creators, in various environments for a whole range of specific areas that would be common problem areas. We would then mark track the issues on the sheet, open a Git Issue for it and then link to the issue in the tracker so that we could easily track all the QA. It worked really well in that it created a lot of undesired work for the part creators ( ) but in the end it resulted in a great experience for the users of the mod. This was almost exclusive to part QA but there was almost zero 'playing' of the game and just isolated case testing. Just a preview of sheet... with all the hard work and input from the part creators, its now very green.
  6. Feel free to discuss with civility. Last year, Valve banned blockchain games, including those using cryptocurrency and NFTs, from being hosted on Steam due to their gambling/selling policies involving items with real world money. I wonder if that could influence developer's feelings with regards to this subject.
  7. If very coarse, could some noise (domain warping) be integrated to lessen any hard edges?
  8. I remember when your old PC went up in smoke and I offered you my old 560Ti, makes you realize how long these projects have been going on for. Blackrack developing on a great rig would be super 'pog', as they say.
  9. Professional response of probably never.
  10. It's because 'visual packs' that mainly just provide their own Scatterer and EVE setups haven't been updated to work with Scatterer's new functionality. At the time of writing this affects AVP, Spectra, SVE etc. etc. It has nothing, per se, to do with Scatterer. Scatterer is working just fine.
  11. It was a joke I used to pull Daishi's leg on for like 2 years.
  12. The 1.875m shroud doesn't show up in my parts list. /s Absolutely loving these modules!
  13. Its literally just a folder with textures in. What is this? I don't even...
  14. When cheating/Hyperediting yourself to another body, always save and then reload otherwise you will experience terrain/camera issues. Ensure you have Terrain Detail set to High and Texture Quality set to Full Res As far as I know, there is no visual pack that is currently configured to work with the recent versions of Scatterer.
  15. Try this: https://github.com/Poodmund/LoadingVSyncDisabler See if it helps. If it doesn't, then nothing lost.
  16. Outer Planets Mod v2.2.10 - Bumped versioning to support up to KSP v1.12.99 - Added Russian localization thanks to Grimmas - Added preliminary support for Space Dust mod CKAN will updated in due course and download link is listed in the OP.
  17. Update! Fixed the antenna power in the NF:Ex sheet for antenna parts that do not have the ModuleDataTransmitterFeedeable assigned i.e. a Feed Scale value of 0. @DaBakonAder, this issue has now been resolved. There was an inconsistency with how some of the Stock Antenna parts, via NF:Ex's patches, have a Feed Scale value of 0; being the Direct Antenna parts of the Communotron 16-S, Communotron DTS-M1 and Communotron HG-55 and the Relay Antenna part of the HG-5 High Gain Antenna. Due to these parts having a 0 value Feed Scale, it was throwing the power value calculation for these parts to 0. I have resolved it by detecting if any antenna parts are selected with a Feed Scale value of 0 and then falling back to show just their flat antenna power value. You can see this working by selecting one of these antenna parts, assigning a reflector part to it and seeing that the antenna power is not increasing. You can confirm this in game by right clicking on one of these antenna parts and seeing that it does not have the 'Render Antenna Path' option available as it does not have the ModuleDataTransmitterFeedeable module assigned to it.
  18. I see. Whats the best way to reduce the opacity of the Scatterer atmosphere whilst retaining the brightness of the body below? I think I ran into this issue last time wherein as you tried to reduce the effect, for a very thin atmosphere, it would artificially darken the body a lot.
  19. I've noticed that when in the in-game GUI in the Atmosphere tab, when I change the 'Thicken' values and click 'Go', it adjusts the Rayleigh and Mie scattering RGB values respectively. Is this button just a multiplier box to make adjusting those values easier if you want to increase or decrease all the RGB values together?
  20. I thought as much. That's handy for distribution. I guess that the easiest way to create new Scatterer atmospheres for bodies is to copy a default, rename the body identifier and then edit in game(?)
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