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fallout2077

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Everything posted by fallout2077

  1. I have been having an issue with both @Crzyrndm's fork and @01010101lzy's fork where the KSPedia will not work when Realism Overhaul and its mods are installed (the KSPedia appears using a clean install where the B9 Pwings fork is the only mod installed). I have narrowed down the source of the issue to the shader file used by the B9 Pwings mod (wingshader.ksp); removing this file allows the KSPedia to pop up and function correctly, but it obviously also breaks B9 Pwings. I also tried to move the shader file into its own folder "Shaders" within the mod's folder, but that also breaks the mod. Seeing as how there are two forks of this mod, I will post this issue in both threads. I will post the output_log files with and without the B9 Pwings mod installed, just in case it is helpful to see what KSP is and isn't working when and where. Until next time, thank you for the fantastic mod, and I wish you good fortune in the future! No Pwings Installed: https://www.dropbox.com/s/z96756wa94gqo9j/output_log (No-PWings).zip?dl=0 PWings Installed: https://www.dropbox.com/s/adn0rjvoigemug7/output_log (With-PWings).zip?dl=0
  2. It certainly doesn't sound like you've been very patient. I assume that you have little to no idea regarding the degree of work and time necessary to develop these amazing mods, which is a pity. Let's face it, if you have time to comment in a forum, then you definitely have the time to read a few pages of a thread. Show some respect to the folks who provide us with these mods free of charge... its people like you who prove to be detrimental to a modder's work. Plus, I was reviewing your post history, and I noticed you tell another user to do exactly the thing that you're protesting (you told him to read back several pages to find the answers that he was desiring). Quite a change in attitude, wouldn't you say?
  3. You're being far too modest! The thing to remember is that you filled a niche that the community wanted, and yes, you have used the assets created by others, but you have combined them in a way that no one else has done, and in a way that quite a few of us desired. I can't say it enough, but thank you for your effort and your contribution!
  4. @pap1723 You have single-handedly became one of my biggest heroes in the KSP community! Thank you very much for releasing this fine mod... my work weekend is coming up, and I plan on installing this and testing it out during my weekend. Once again, thank you very much for your contribution!
  5. Module Manager's most recent version is 2.6.25. Try removing the outdated MM version that you currently have installed and install MM 2.6.25.
  6. Thanks for the response, @Raptor831! It's always nice to hear some positive progress reports!
  7. Hey Raptor, a fairly long while ago (back in KSP 1.0.5 days), you and I were talking about ullage and your configs, and how you weren't totally satisfied with how your configs handled it. Several updates later, can you say that you're happier with ullage now, or have you not really bothered with it?
  8. I believe the "one part that is progressively better" route is the best - and most realistic - to make. That's just my opinion, though.
  9. Nhawks, would it be possible for the OP to have the instructions regarding the integration of Proot's textures into SVE? Of course, I (or you) would ask Proot first. And I'll be sure to post a decent "tutorial" once I definitely get the textures working in SVE, Shadriss.
  10. Hey, Nhawks... just want to let you know that our talented friend and associate sDaZe helped me with the installation of the KSPRC textures and integrating them with SVE (even despite my endless questions). If I may suggest, anybody who reads this whom has the ability to grant reputation (or another fine reward) should provide him with some. Folks like sDaZe are a refreshing reminder of the excellent community that we have here in these forums! Once again, thank you sDaZe, and thank you Nhawk!
  11. Ahh, okay... do the HX parts still require seperate dependencies to download, or have those since been packaged with the mod? Thank you for the quick and informative reply, Blowfish, and thank you for the stunning mod! And by the way, Blowfish, not sure if you're just not finished updating the OP with the B9 1.1 details, but the Github link in the OP still links to B9 6.0.0.
  12. I performed a search in the topic without any results,so I hope it's okay if I ask it here (I also downloaded the HX pack and read the readme, and did not see any description that answered my question). My question is what exactly are the HX and Legacy parts? In the OP Blowfish mentions that the HX modules are seperate from the core download as a result of a seperate set of dependencies, and I was wondering what these dependencies are. And I'm assuming that the "Legacy" pack is exactly what it sounds like: a set of the original parts that constituted outdated versions of the mod... am I right to assume this?
  13. Oh... that's great news. I'll have to tinker with it later on. Thank you, Sigma.
  14. I wouldn't use the term "released" when describing RVE; at the moment, it is in a persistent WIP state, and installing produces finicky results, at best. Still, if you can actually get it functioning correctly within your game, it's beautiful.
  15. Okie-dokey. My first question is a request for suggestions regarding a basic jumping-off point when also rescaling cloud packs.
  16. Look for RVE... it is a visual pack designed for RSS, which uses EVE and scatterer to achieve its beautiful effects.
  17. Alrighty, thank you for the info, my friend! I have several more questions, if I may. Should we continue this discussion over in the Sigma Rescale mod thread or over IM? Edit: Oops, I didn't realize the conversation had been moved. Dur.
  18. Thanks, Sigma. I've actually been wanting to give your rescale mod a shot, but I've been intimidated by all of the parameters requiring editing.
  19. Upon using 64K with SVE and scatterer, it would appear that 64K is incompatible with these visual mods, as there are black artifacts on the oceans and the surface pokes through the clouds in map view. If there is an additional step that I could take to make SVE and 64K work correctly with one another, I would appreciate the advice!
  20. If I may make a suggestion, I'd recommend SVE for the time-being; SVE works pretty much as-is with 1.0.5, and would be a lot easier to install and play. Just my suggestion, though... no offense to the creator of AVP!
  21. I recommend using RealPlume now. It is regularly updated, and works like a charm for me. Here are the links: RealPlume Core Mod: https://github.com/KSP-RO/RealPlume/releases RealPlume Stock Configs (including many, many mods): Note that the RealPlume Stock Configs download includes the core RealPlume, so you don't need to download that from the top link in my post.
  22. Why does it need to be updated? Is there anything specifically not working for you? Aside from the engines displaying in the fuel tanks tab (an issue I am seeing with multiple mods), I'm not seeing any issues with the mod in 1.0.5. Plus, we have LinuxGuruGamer releasing a community fixes pack for KW, so that should be tying us over until the inevitable update of KW for KSP 1.1, whenever that releases.
  23. Okily-dokily, thanks for the assistance, my good man!
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