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Galileo

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Everything posted by Galileo

  1. Tonight I will work on a patch and probably rewrite the cfg to add GPP to KSS
  2. Maybe. It's hard to know without seeing the cfgs. What is the name Of the star Gael/kerbin orbits around? I think KSS changes the name of Gael and the Ciro for whatever reason so those names would probably need to be changed in the cfgs to match what KSS uses. So If Gael is called Kerbin in KSS, it needs to be changed in the planet list and in the atmosphere and ocean cfgs.
  3. Ooooooh. a little trickery in the wording of that official comment then That's good news though!
  4. They are two different set of cfgs and textures. You can only use one
  5. @Badie while you are there, ask them to bring back espn football 2K* in all seriousness, this caught me off guard. It's cool and all, but I just read last week, in the official comment from Squad about the former devs working for Valve, that Squad intended to stay an independent game company? For it to change that quick, must have been an offer you couldn't refuse! I'm happy either way! Go Squad! *this does probably mean more updates, which means more catch up for modders in the future
  6. Its scatterer. It's not updated for 1.3 and is causing issues. The dev already knows and is getting tires of the bug reports pertaining to 1.3 and floating tiles, so I suggest you don't go bother him. The issue will be resolved when scatterer updates in sure.
  7. GPP disables all scatterer for other planet packs that don't have an author tag. Ex: author = Galileo you can see how I do this in the scatterer cfgs it is also done in the Cloud cfgs as well. For it to work with other packs just add an author tag to each scatterer cfg like GPP does. This was done to allow for scatterer to use module manager. Without the author tag, Scatterer and mm cause problems.
  8. Well, since everything is upgraded in those modes, I'd say max 'em out at 1600
  9. Great news! Yeah go ahead and upgrade both by intervals of 400.
  10. I was expecting a stand alone, just to keep it simple. It would also allow you to keep the same licensing as TAC. That's only if you are cool with that
  11. If you do it, and add some //commented out explanation of what is doing what, I can maintain it. I have some knowledge of c# just not enough to be confident to do it myself. I hope my explanation was simple enough.
  12. So your question was about the floating tiles? I just answered that last page too. I didn't see any image links in your comment when I read it the first time (I'm on mobile) Do not go and report this to the scatterer dev as he already knows about the issue and will likely rip your head off if you do ;). Hope that helps!
  13. @sarbian have you had a chance to see if this is possible?
  14. Then I don't know. Reinstall and make sure you folders look like the images I posted. Obviously make sure you have the 1.3 versions of each mod. You could also post your output log. The instructions posted in the images you quoted were for 1.2.2
  15. If you read back that far, you would see I posted easy to follow instructions that worked for that issue. It's not a problem with SVE, it's a problem with users bad installation.
  16. @Sigma88 what is the code to replace the body in the main menu again? I cant find it anywhere. I know its around here somewhere though
  17. ok so my bodies are a lot more flat than they were in 1.2.2. Its not a big deal and i can edit each body again. I guess im confused about what this clamp thing does, because something seems to be limiting the effects of the PQSMods i implemented in 1.2.2.
  18. @Thomas P. Thank you so much for reverting the PQS stuff back! I was pulling my hair out trying to regain the level of detail i had in 1.2.2. When you say clamp on the octaves, you mean that even if i have it set to say 3000, it automatically clamps it to 30? If that's the case I still have a ton of tweaking to do to regain that detail. Its all good though
  19. yes. Its not possible in planet packs for whatever reason.
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