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Everything posted by Galileo
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I take photos everyday of little things that make me happy. I took these this morning. Maybe I'll start sharing one per day and spread some smiles around
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No unfortunately not. Especially on macs. Everything is dedicated as far as I know. The only way to get better performance is to get a computer with better specs in your case.. Sorry
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You will lose the atmospheric glow, yes, but all of the clouds will be there, minus the volumetric ones. You may be pleasantly surprised. It's still looks good
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This looks like more of an issue with you GPU than ram. The Iris 6100 just isn't all that capable of pushing the textures in SVE. Not much you can do besides using the low res, disabling the volumetric clouds in the EVE Gui and probably uninstall scatterer too
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
How many other mods do you have installed? Have you tried a fresh install of SVE without any other mods? You can try disabling the volumetric clouds. If that doesn't work, try a fresh install of ksp. Also post your logs and I can take a look to see if something isnt being run correctly -
I have a suggestion for a mod. I started messing around with the traits.cfg and began thinking about what traits and careers could have been like in KSP. While I do like the simplicity of what Squad put together in terms of professions and careers, I couldn't help but wish it could have been a little more in depth and fleshed out. For example, why do kerbals have one set of traits? Why not let them over lap a little? Why just give them skill stars, why not a promotion system? HERE is my proposal that I will definitely need help with because plugins are something I've never done.
- 9 replies
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- career
- promotions
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Well look at this! Thanks so much I just got back from class and was about to start working on this. I turn my pc on and boom it's done.. Thanks to you! You made my night! good to know about the title character cap
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
Hahaha -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
hehehe I am Berlin... just changed my name -
The Linux Thread!
Galileo replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Also if you are looking to get rid of that you can use this cloud cfg. https://www.dropbox.com/s/3fe4ydyoew220xx/clouds.cfg?dl=0 *Do note this gets rid of cloud shadows competely. You will no longer be able to see the shadows from orbit or on the surface -
Is it possible to set up an mm cfg to rename the professions of the kerbals? I want to be able to use the mods like roster manager, station science, portrait stats but as of right now, just changing the the job title in the traits.cfg results in not being able to collect science or change careers with those mods. Portrait stats doesn't even recognize the new titles. I read through the examples on the multiple pages with examples but I can't find anything. I don't even know of if you can. Any help is appreciated.
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- module manager
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
It might just be an issue with Linux I'm not exactly sure and I can't test it- 1,019 replies
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- kopernicus
- svt
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I'll be working on these things this weekend. I've never written a MM cfg but ya you are right, an mm cfg would be a better route. I should be able to figure it out. I know it's not hard, I just have never had to. Woo-hoo more learning!
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
Absolutely love it!!! The guitar perfects it! I knew I have been missing something in my game. -
I know but having the other devs change their mods to work with this rinky dink mod is just not realistic
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I mean, I could just not rename the titles but keep the effects the same probably easier that way. More compatiblity too. I honestly didn't think any mods went off the titles. I figured it was all off the name. Hmmmm gonna have to see what I can do
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I'm still having issue finding what you are talking about. This mod is just the traits.cfg that I edited. What I'm trying to do is this
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Yeah it's called stock sized real solar system. You can find the link in my signature
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Ohhh I'm dumb OK I just misread earlier!
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Oh I'm not talking about the traits, I am talking about expanding the crewmember type. So instead of just having pilot, engineer and scientist I can add, say, test pilot or lackey and give them their own set traits
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https://www.dropbox.com/s/xbvg5w3z37oyx8w/Kerbonov_Kn2-1.1.zip?dl=0 Lol it was literally in the post above yours! Enjoy
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Because pizzaoverhead has a life lol I dunno man. It just isn't updated
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That mod isn't updated for 1.1.3. doesn't work yet
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I wish I could but this mod is just a stock cfg. that I changed. As far as I know ksp only allows 3 classes atm. I tried exactly what you proposed but the game only recognizes Pilots scientists and engineers. I couldn't get it to recognize, for example, test pilot. I do agree a rank structure would be pretty cool or at least a promotion system. @Papa_Joe seeing as you dev roster manager and might know this answer, would it be possible to add more class types or is that hard-coded?
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@metl it will play with any mod. To answer your questions, well, I don't really have any answers lol I made this just to make the game a little more "playable" Seeing as these kerbals we hire are supposedly astronauts cosmonauts kerbinauts(?) they should have more than their ONE skill as I'm sure real astronauts do. there are no values for me to change to make the stability assist, or repair skill better for a commander than a engineer so all I could do was to differentiate the classes was make the contrast in science multipliers greater. I'm certainly open for suggestions