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Galileo

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Everything posted by Galileo

  1. No, the latest kopernicus fixed the issue. Just install kopernicus 1.3.0-2 and you will be good to go
  2. SVT will work fine. I just haven't updated the version file yet. @Drew Kerman did a good job of providing an MM cfg and explanation of how to use it. It's the easiest way
  3. The horizon issue is caused by scatterer. Just go into a building and exit. Should help it. also be sure to disable the scatterer ocean shaders in the main menu. They cause floating terrain tiles. When scatterer updates to 1.3 this will be fixed
  4. It's scatterer. It's not updated to 1.3 and causes floating tiles. Disable the ocean shaders and the problem goes away
  5. Both of those things are easily explained: the double city lights is a long time bug in EVE. No fix for it. Just deal with it. the difference in color on the mountains is because the cloud layers are too low, and moving through the mountains.
  6. In the OP. There are install instructions there. Don't use the experimental scatterer.
  7. SVE Works fine with 1.3. Even the title of the thread suggests that there are some things i messed up on but will put out an update when i get time
  8. have you looked in the rescale folder included in GPP?
  9. Ha I knew it! I used to drive through New Mexico often when I lived in Colorado Springs, and I was 70% percent sure thats where it was. Beautiful place.
  10. I find a feeling of entitlement to be the general attitude of society these days. This whole "change the rules and stipulations for me because I matter and I'm special" is practically commonplace now. This is apparent in the OP's Poll, having an option to only extend to August 2013 to squeeze them in. "To hell with anybody else as long as I'm taken care of." It's childish and selfish.
  11. If you don't mind me asking, where are you from? That place look beautiful.
  12. Kopernicus itself can add asteroids. You will have to look for an example. I'm sure you can google it I have never tried to put a ring on a star.
  13. So, if you used any of my textures, please remove them from this pack when a download link goes up, as my license does not allow for you to distribute them and you were not given permission.
  14. Finally got around the the continuation of this mod. Here is the thread:
  15. Works perfectly with 1.2.2 I havent finished the OP yet. Internet wigged out and posted the thread anyway
  16. ShipEffects Continued is a continuation of @ensou04's ShipEffects mod. So, what does this mod do? Let me quote the original developer: DOWNLOAD Source licensed under a CC BY-NC-SA 4.0 license Version 1.0.8.4 Simple compile for KSP 1.4.2 Creating your Own SoundPack: Simply replace the sound files in the sounds folder with your own, using the same file names. Format used for the sound files is .wav .OGG might work. Does not support other formats though. Loops are the best used for this. Make sure your peak db is around -6db, this ensures we dont clip the speakers. These are the default settings. Volume controls for this are of the same name. SHIPEFFECTS_SETTINGS { OnlyInIVA = true masterVolume = 1.0 rattleVolume = 1.0 vibrationVolume = 1.0 rumbleVolume = 1.0 thumpVolume = 1.0 stressVolume = 0.6 atmosphereVolume = 0.6 // Default is 1.0, exagerates or eases the value that controls the sound. a higher number means Sounds will play sooner, lower means later. ResistMultiplier = 1.75 // Default is 8.0, how much g-force to simulate during re-entry ReEntryMultiplier = 8.0 }
  17. yep we sure are, BUT it will be released as a stand alone to promote others to make addons for GPP as well. So Grannus is fair game technically @JadeOfMaar has actually made a pretty awesome setup that KSS can take advantage of. I would get with him in a PM so you can discuss it with him. KSS wont really have to do anything in order to have GPP compatibility. He has the details.
  18. Maybe, I don't know. I haven't had a chance to get into a career in a long time so I haven't seen much performance hindering issues.
  19. All that is doing is creating an FF profile for your new kerbal. That's intended behavior
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