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Kerbos

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Everything posted by Kerbos

  1. He doesn't have a GForce 960/970, that's the hardware he refers to, nothing to do with the OS you could use, I have win7 on my throw away pc, linux mint on my netbook and Mac Snow Leopard on my work... thing, I can see the radiation donut on all of them, and no, I don't have a GForce 960/970, never wanted to buy any of those last models because there was a lot of complains about performance, so I was saving for a Titan, but RL happen so I'm still using my GT 240 and DX or opengl makes no difference in my particular case
  2. Also this, the slightest rotation on space with 2 ships connected turns violent really fast, this could solve it.
  3. @IgorZ finally manage to reproduce the inventory loss on kerbals (it was kinda long time ago), so first you gotta put some crap inside a kerbal, send it to the launch pad (flight mode), it won't matter if the kerbal is eva or not, press F5, go to the main menu and delete the persistent file and rename (or copy-rename) the quicksave as persistent.sfs, now resume the saved game and it should load on the launchpad, but for some reason KIS won't be available, heading to the space center and reentering on flight mode fix it again but the inventory will be empty. I guess I was the only one with this issue coz I'm the only arsehat that doesn't like to go back in time even a few seconds ago, so every time my pc crashed I would replace the persistent and lose stuffs on my kerbals. Cheers!
  4. Already tried that like a dozen times, and didn't seems to change anything... that was until finally found out why, my gamedata folder would set on read only every time Steam initiated, that also explains the multiple errors on module load, thx.
  5. Hi, I've installed SVE like a week or so, and saddly since my pc is quite crappy my fps sucks due it, still no regrets there because it looks simply amazing, but I'm trying to reach a point where I can get the eye candy and playable performance, that point is almost when there's no water on the planet, since I suck at coding, how can I completely disable the water effects on Scatterer? Playing with alt+F11 options is kind of hard since I don't really know what am I doing, so thx in advance to anyone who can shed some light.
  6. Finally came back home and gave 1.0.9 a try, works awesome on my pc, with or without other mods, tried on windows 7 (64), low quality ON/OFF, openGL and Dx10/11, GPU Nvidia GeForce GT 240
  7. @ShotgunNinja The only way it could interfere is if the autopilot was trying to execute a maneuver, you'll see it on the EC consumption, but since there's not background simulation for it SmartASS now goes offline when the ship is not 100% loaded (I haven't used MJ for like a year now), so there goes my theory Also I've just finished a mocking model, it has a washing machine, so you can wash the radiation HAHahAhAaha... I'm an idiot They already exist, the only catch is that you're gonna need some really big containers for the larger items, USI has the Freight Enterprise mod which comes with some Kontainers especially made for KIS, the larger one can hold up to 160000L.
  8. I don't really know if kerbalism has background ec support for MJ, but the module consumes some ec, and if SmartASS is activated on MJ every time you check the vessel by any mean it turns active. Now this is totally unrelated, but something that maybe most ppl is unaware when using KAC + MJ, but both mods control timewarp on their own way, sometimes causing screwed up rendezvous maneuvers or missing nodes, so to prevent this you gotta deactivate one timewarp controller on any of those mods. PS: Shotgun, I've spended the last week learning and practicing texture, whoever did the greenhouse is one hell of an artist (the texturing I'm used to do was simply playing with colors, effects and values inside blender before rendering, simply useless for KSP) and I've come to realize something, how the heck is supposed to be a MedBay anyway? It should be a small radial attached module or 1.25 / 2.5 thing, and the height? After a lot of thinking I thought the best would be a big 2.5 thing, tall as a stock mobile lab and be unlocked in the same R&D module too, but that's just me and I'm not really good thinking about balance.
  9. The stock career hard mode -10% rewards + plus the mods you got with MJ optional, I don't use it because personally I feel it makes things easier, but when you've already launched 500 probes you just press space bar and go get a coffe or something, 100% understandable.
  10. @deb Nº 1 was a very well known bug, it use to be twins with the goddamntimewarpwithparachutes bug over 2 or 3 years back (last one has been fixed) and as far as I can remember the deadlock had something to do with the old physic wobbling in the old KSP (the reason why ships are put into rails when time warp is over x4), I don't think that matters now, but it is still a stock bug. And Nº 2 sounds like you are setting the MJ autopilot ON in the ships that you see this happening. @autumnalequinox Try hard mode! you won't believe the amount of time you'll spend calculating trajectories, (I sucks at it but it's fun) failing a lot and sending probes into solar orbit, everything to ensure your manned ships will actually reach where you wanna go with enough fuel to come back (I still haven't landed on Duna because of how hard it's to get science).
  11. Well if not it's about to be, just landed a ship on Minmus using an old design and after saving realize that only the landing module had resources in it.
  12. I've uninstalled this mod before to get some extra fps outta my crappy 4gb ram pc... I must resist... must... *Downloading*
  13. @ShotgunNinja Had to google half the words there, so if I understand correctly you're running a custom rendering inside Unity's rendering without the rendering itself but within the hard coded limitations of Unity's rendering? That means the "bubble" only loads 1 time when you load your saved game and go to the Tracking Station and turns dynamic on zooming? Wait until SCANSat see this when you release it Thx, my real intention all along was creating the MedBay module to cure radiation from kerbals that @Jasseji mentioned some time ago (or something like that), modeling is not really troublesome, I do it on basis for campaigns, publicity, etc and this model is incredibly light low polygon, mapping and texturing is, but I honestly think that my ignorance over the mechanics on rendering in KSP and Unity is what really making this hard for me, this is how it looks now, still fighting with the lights (and top side still looks like crap)
  14. That's really awesome but also begs the question on how you did it, I've found KSP rendering very limited, specially with particles, but again I have no idea on coding. 2016 - Using a Gforce GT 240
  15. Finally manage to properly export a model, had to use your large food container to take measures for da model (100% totally not because I was completely lost on how to create a config file for it and just changing the name of the model was easier) Still gotta figure out the correct values for the bumpmap plus I was lazy and just stacked top and bottom at random on the UV map
  16. This small paragraph actually solved all my problems (not near 64k so that was discarded:P ), the rotation on my UVs was me trying way too hard to fit everything on the right axis Y Z in blender, hence the plugin was just responding to my manual rotations when exporting resulting on that mess. And also you were right about no materials on the faces, well 99% right, it was more no texture on the material, when doing complex shapes with scratches, cracks and stuffs on it, like a rock inside a towel, I also use bumpmaps, but since I'm not a blender pro missed how to properly link a material to the texture and the bumpmap, so ended up using the same material for both (and now that I read it I feel even more autistic than doing it). Still need to figure out how to mark seams properly, but that's on me, thx for everything, love the plugin, also you're telling me that I can export animated things the same way? That would be awesome. Cya later.
  17. Hello there, I'm really out of ideas, so this is my halpme cry, I've tried exporting models to KSP using Unity 5.4 + Part Tools (because I wanted animated parts), but it just doesn't seems to work (in a nutshell the export .mu option it's just not there), so after getting no response on that addon post gave up on animated stuffs and give a try to this addon. It's incredible useful and easily merge on blender like a charm, but I'm having issues when it comes to texturing, I get the thing about the switched axis, but why my textures always look weird, like glowing mad or basically without filters and sometimes rotating anything on the UV mode also translate to a rotation of the texture on the final exported model? Also certain models on KSP become incomplete, missing sides, this happen to me when joining a cage to a big bag I've made to put inside, it was missing a lot of faces there, and that's highly probably me being ignorant about some mechanic on how KSP "read" those models, but I'll would be thankful if someone could explain to me how many polygons should have a model that's not just a cylinder. Cheers!
  18. Looking good so far, now we can finally see Van Kerman's belt
  19. @Arivald Ha'gel dude take a chill pill, dunno about the NaN problem, but I think I can clarify the Remote Tech thing for you. I also loved that mod, never played without it, and sacrifice it for 2 good reasons, first u can't really ask a mod that also provides some sort of antenna thingy to override itself or even work with another mod that gives the same thing, the auto-disable as it is right now is a very rare bonus, hell it was a surprise to me when I found out that kerbalism disabled itself to allow RT, other big mods plainly eat the smaller mods alive forcing them to bend to their will and not the other way around, and that takes to reason 2, asking him to simulate background process for a completely different mod is a mixture between rude and nonsensical. Put it this way, what about I ask you to take care of my family? You gotta buy everything mate, kids grow and those clothes won't fit, they need new ones! It's not a one time paycheck, you gotta keep updating for my family, not yours, mine! PS: Almost forgot, EC is overpowered, I've made myself the same question about the decreased rate, that's how it hit me, in real life solar panels are not as efficient as kerbal's solar panels, my guess the reduction came because of that, and tbh I like it, my ships have been forced to become more real-like, no more 10 solar panels for 1 humongous station
  20. Then it's something with my probes, thx for taking the time, I'm out! Cheers!
  21. @ShotgunNinja Thx, that explains a lot of weird behaviors on my game (deleting nodes, not good). Also while I'm here, my log output a lot of these lines after the 1.0.8 update, I'm I correct to think that the Alarm Clock is not working properly with the background simulation or it has something to do with my clusterf*** designs for probes? btw no fps was harmed
  22. The second one that adds the extra items was really useful, manage to finally understand how to call resources (name = ). Thank you so much. Still need to understand what's the difference between @ and !.
  23. Thx for the new update, working good so far. But also came here seeking help (again), tried posting on the dev&adds forum but no one seems to answer, so... anyone here knows how get a model as .mu? I'm using Unity 5.4 and dowloaded that addon Part Tools 1.0, but still can't make it work, triple checked if it was properly installed and all that, running out of ideas now :(. Also tried using the plugin for import/export in blender, but it's missing a bunch of features that I could actually use on Blender+Unity
  24. I'm trying to use Unity 5.4, already made a basic cylinder on blender, saved it, etc, and apparently already installed the part tools correctly, already selected where to save the stuffs after loading blender model, adding mesh and textures and now I'm lost, am I missing something? a button or anything that says "save as .mu" or "export" or anything? can't make it work EDIT// Solved like a lot of time ago, forgot to say it, zip was corrupted.
  25. Hey @ShotgunNinja, I've been poking around again all that thing about the NEED and stuffs and managed to actually make it work for Universal Storage (turns out @ ; , ! { weren't just fancy ways of making something easy to read), but now as you can imagine got a few issues with it. Universal Storage has a piece of thing that holds CO2, since poisoning and intoxication is (I think) something you'll make possible in the future (also US has an oxygen purifier, works just like your scrubber, so I've poked the values to make it twice as faster as an MK1 pod but also doubled EC, works like a charm when you got 8 kerbals and 1 scrubber only) I've been trying to make it work, but the tank doesn't seems to register the emissions or something like that. Here's my realism.cfg and the CO2 tanks config. Also, where I'm supposed to save a fix config file like the one that @DarkonZ did? Because I've been doing the NEED thing inside each of those config files from the other mods, and I'm pretty sure that's not the way to do it
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