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Everything posted by Galileo
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Game texture issue
Galileo replied to Kryostatic's topic in KSP1 Technical Support (PC, unmodded installs)
Stop forcing OpenGL -
[WIP] Nert's Dev Thread - Current: various updates
Galileo replied to Nertea's topic in KSP1 Mod Development
Too shiny. Still looks plastic in that last screenshot @Electrocutor. Particularly on the right side of the screenshot where its reflecting light. That material covering those modules (heat-insulating material) aren't made of metal at all as far as I know and wouldn't reflect light like that. There are multiple layer of metal that are a part of the padding but as far as I know, you don't see those in these particular parts. I have tried a few of the TU cfgs out there for stock parts and other part packs and it appears that the metallic effects are overused a lot of the time. Too much of a cool thing can be bad. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
The optional mods wouldn’t cause the main menu hang. But if you aren’t interested in posting logs for troubleshooting, I can’t help you further. Glad you have the base game running.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
This is an ocean on Icarus, it’s called a hazardous ocean, which is how Kopernicus allows for crafts to heat up and explode. But you are right, there is not an actual ocean you can land in. It’s not a bug, it’s just the only way to simulate “heat”. Just ignore the contract.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
If @Alvaro was missing the textures, GPP would inform him, as we have a plug-in that tells you. What I think is happening, is that he is running a completely fresh install of KSP, and hasn’t run the game once before adding mods. KSP must be run once without mods in order for it to create its settings and such. but since he hasn’t posted logs or any other files that aid in troubleshooting, I can only guess.- 7,371 replies
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EVE (probably SVE based on the terminator color) Scatterer, KS3P, TexturesUnlimited, and @JadeOfMaar sun flares. Probably Distant Objects Enhancements, And Planetshine for good measure.
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GPP comes with its own version of a fusion sun flare. These are for the stock system. All you have to do is install scatterer and you will have the sun flare in GPP
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
I’m convinced the monolith coordinates are hard coded in KSP. The monolith that is located near the KSC is actually part of the KSC model and I assume the coordinates are not tied to the actual monolith, thus making the waypoint be way off.- 7,371 replies
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You need to replicate this with a minimal install. Basic GPP and it’s included visual pack. I would do a fresh install before you go testing. This means removing all mods and starting from scratch. Also, you are using contracts packs that do not work with GPP, like Giving Airplanes a Purpose. This is causing ALOT of null ref spam in your logs. I noticed you have some SETI mods installed as well. I didn’t read enough to see if you gave SETI contracts, but it does not work with GPP either. Read the GPP Info linked in the OP to find out which contract packs are compatible. it also looks like you are using multiple life support mods. That’s a no no, as they are using the same resources in some cases and have different rates of use.
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Basically, what he is saying is if the parts are named the same, they will work, and they are, so you can enjoy real plume with kw rocketry rebalance.
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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
^ What? -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Galileo replied to Ger_space's topic in KSP1 Mod Releases
That is not a link to your logs. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
We stopped supporting kerbalism as kerbalism is no longer being developed, and currently cannot support more than one star, which can cause some issues. That said, you can find the old cfg somewhere in the kerbalism thread, but you will need to search for it.- 7,371 replies
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