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Galileo

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Everything posted by Galileo

  1. Well, you can't do it from the initial launch. At the moment, the only thing you can do is get into a circular orbit and perform a maneuver to reach an equatorial orbit. This is because KSC is not on the equator. In the next update of GPP, the KSC will be facing the cardinal directions but will still be off of the equator. So a maneuver will still be needed but it should make it a little easier. We are also including a KSCSwitcher cfg that has a launch site directly on the equator to make it easier to get into an equatorial orbit.
  2. Who is this comment directed at? This thread is dead and the new thread is linked directly above your comment. But to answer some of your questions, EVE is just a bare minimum visual pack and will not implement any of the features included in Astronomer's Visual Pack or any pack for that matter. I would recommend looking at SVE or part-time I've linked both below.
  3. Ok cool so I haven't missed anything. I saw that you posted your kopernicus version on the kopernicus thread. I haven't tested it yet. Is that part a finished product?
  4. quick question blackrack, Has any progress been made with the hard terminators and SVE? i have been away for a couple weeks so im a little behind.
  5. Ya know, I haven't tried it yet, but I assume it would... You could try it and report your findings here so we have more info for future reference
  6. logs and a screenshot of your gamedata folder will help me help you
  7. you actually dont even need to install scatterer; GPP has a full version of scatterer included. you just need to install it from the optional mods folder
  8. Why add mun when Gael has its own "Mun" with Iota and another moon that is quite like Minmus?
  9. I'll have time to help you with it tonight if you want me to. Let me know!
  10. This is due to scatterer. Looks like you have the post processing up WAY too high when reaching lower altitudes or you just forgot to set the values for the lower altitudes so you would get a smooth transition from high to low.
  11. Yeah we caught the polar pinching and have fixed it for the next update. I guess I got lazy on some bodies. I am not back working on this mod as much as I'd like but I am doing some work here and there, so the update will be soonish
  12. It's because I changed the sun cfg. I will fix it in the next few days.
  13. Not without logs or a pic of your gamedata folder
  14. Did you download RangeMachine's version? It's the only version that works with 1.2.2
  15. You could just use scansat to scan the planet and get the topography and determine where to land based on that. Much more realistic that way in my opinion. Or you can open up alt + 0 and use the cloud manager to set all of your Cloud layers transparency to zero (x, x, x, 0) that will not remove the clouds but make them transparent and then once you're done landing you can change the transparency back to its original value
  16. Like I have said before, until either I or sDaZe fix the remotetech cfgs this is how it will be. I don't have time at the moment to do any work in ksp. The latest version of RSS for 1.2.2 should have a working remotetech cfg. Check that and make sure you have installed everything that it requires.
  17. This change will likely have to be on GPPs part. It will cause a headache for everyone playing a career with GPP but I don't expect every planet pack to build their flight global index around GPP. Unfortunately GPP is the odd man out in this case
  18. I looked at your log and saw this SM: 50 (Direct3D 11.0 [level 11.0]) Check that you aren't forcing dx11 in your command line. I know you said you aren't using dx11 but I would double check everything.
  19. Yes, known issue that is fixed in our next update. If you had read back a few pages, this would have been answered for you
  20. That probably something you should bring up in that thread as well. @JadeOfMaar might be better to answer this I I have never used most of the recommended or suggested mods so I can't answer for those
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