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Gampersnaz

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Everything posted by Gampersnaz

  1. Awesome capsule. It's my go-to crew transfer vehicle for my stations. I was just wondering if there is a way to get the windows to light up?
  2. Is the squadcast recorded for viewing later? If so, does someone have a link?
  3. I use -force-d3d11-no-singlethreaded. It seems to fix it for me. I have heard that this is not recommended as it may lead to save file issues, but I have had no problems. Use it at your own risk I guess.
  4. Thanks! I had fun making it. I downloaded the Camera Tools mod and thought I'd put it to work.
  5. Here is a little short I have been working on. Hope you guys like it
  6. Not sure if it's a new bug. I installed it just the other day for the first time. Pixel light count makes no difference. I managed to get it working more often by running with -force-d3d11-no-singlethreaded, but it still only gives me three or four scene changes before crashing the game. EDIT: Ummm, it seems to work fine now...? I had a driver update so maybe that was it. I have my pixel light count at 12, dx11 enabled, fxaa enabled, all that stuff. looks really nice Sorry I couldn't be of more help diagnosing the problem, but I just played for a while with no issues. The odd blip when coming out of the pause menu, but that's it.
  7. Hey there, I'm installing some graphical enhancements and the only other thing that I want is a replacement for the sun texture. I can't seem to find anything on the subject. I just want Kerbol to look nice when I'm in orbit with some god rays or similar instead of the flat looking stock sun. Any help would be appreciated EDIT: I found that KSPRC adds new sun flares, but you have to install an outdated assets file. Has anyone updated it? Also, Better Atmospheres has a sun flare dds file, but it doesn't work no matter where I put it. If it's not possible for now, I'll just wait until those mods are updated for 1.0.4. Just thought I'd try. EDIT#2: I took the sun_flare.tex file and updated the shared assets 9 file manually with Unity Assets Explorer and got it to work. Looks really nice
  8. When I use this mod, my first launch goes fine. When I go back to the VAB and launch a new rocket, the sky is either bright red, bright green, or black. The game then crashes next time I change scenes. This is my only mod other than the stock part revamp. I have an i7 3770k, GTX 780, and 16 GB RAM. I have tried forcing dx11 and open gl, played with anti-aliasing settings, re installed, and rolled back video drivers. I can't imagine many people are experiencing this problem as it seems to be fairly successful. Any suggestions? I love this mod, and just want it working for more than one launch.
  9. That's a good idea I'll look into it
  10. Nice job! I love it. I'd love to get into this hobby, but there are few places where I live that launching little rockets is accepted haha
  11. Just finished this little video. I had fun making it. Let me know what you think
  12. Does anyone know of any other mods that add various lights into the game? I have SurfaceLights installed and I like it. I also have tried aviation lights and Glowstrips. Just looking to beautify my larger creations. Pulsing lights and indicator lights would be awesome.
  13. Generally speaking, Mass Effect deals with some hard sci-fi aspects like hyper drive and mass relays and such. I have found kerbal to be a more traditional way if thinking about space flight, but I did make a version of the Mako for myself that can hop around with thrusters. I do think that stuff could be awesome, maybe end game in career.
  14. Is this scene change memory leak being worked on? I'm just thinking of the PS4 port, and how it will affect console users as well. I'd like to think that in a stock game, a person should be able to switch scenes as much as they want with worrying if the game will crash.
  15. Just wondering everyone's thoughts about how Unity 5 will improve ksp. Will it maybe be ported for the 1.1 update? Do you think the visuals will be a little better in terms of shaders and lighting, or will it be the same? Will the physics be more efficient since it will use a newer version of PhysX? Any other thoughts or comments?
  16. There is this one for pre built habs. http://forum.kerbalspaceprogram.com/threads/64442-Habitat-Pack
  17. I always try to make my rockets look realistic if I can. No pyramid shapes or big flat sections of boosters. I usually try to go for an antares/delta IV/falcon 9 look. anything that I can't fit in a design like that, I assemble in orbit.
  18. Cool idea, but it seems to me like you can just put in how much you want when you want, which kind of kills the challenge a bit too much. Thanks for your suggestion. As I stated before, I may do a little work and make something that I think would be appropriate.
  19. I don't like using the cheat menu for serious save files... but I also realize that if there was a mod that added this feature, it would basically do the same thing. I like the idea of it being based on reputation. If they hate you, you get no money. Maybe I'll look into making something like this myself. I have a little code experience.
  20. Hey there, I was wondering if there is a mod or a feature that allows the KSC to receive an annual budget based on reputation? I sometimes find myself wanting to do a specific project, but have to grind through a bunch of contracts to even be able to partly afford it. I do like the fact that there are contracts, but I notice they mostly don't have a point beyond completing them.
  21. I agree with this I had something happen to me in orbit around Minmus using a manned pod to set up a 4 probe network. I forgot to extend my solar panels on one of the probes and it will now be useless until I set up my relay to connect my Minmus network to my Kerbin network. My command pod was connected to the probe and I was hoping I would at least have basic functionality. I would understand if "flying" the probe would be impossible, but it would be cool to do simple things like extend panels and such with a connection to a manned pod only.
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