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Galileo

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Everything posted by Galileo

  1. Ok, so tonight I was also not able to get to my PC. My wife is shipping off to basic training in a week, so my daughter and I have been spending as much time together with her as possible, and tonight ran a little late. I will get to it as soon as I can.
  2. Will need more info. See my signature for a link on how to get support. Also, post in the GPP thread when you have issues. Mod devs don't always surf the unread threads section. I happened to have seen this in passing. Otherwise your issues will most likely go unseen and unanswered.
  3. Yep that's a common annoyance with the SETI mods, I find. Personally I think it touches far too much, basically forcing you to only use SETI.
  4. I wouldn't say it isn't recommended, but it's just easier to use RangeMachines version for the time being.
  5. It's works with stock as well. It's called Kerbal Renamer. You can find it in the RO repo.
  6. I haven't had a chance to boot up ksp, but I will this evening.
  7. Be careful there! Because SSRSS uses Sigma Dimensions, you will have to make a lot of adjustments to make it work. Otherwise, the stock bodies will be 1/11th their sizes message me and I can help with the process.
  8. This mod is in heavy development and isn't exactly ready to be used as an everyday mod. It's more of a modders tool at the moment, letting developers of old textures get updated for the eventual complete version of TRR. If you aren't making your own textures and you are just trying to use the older ones, use RangeMachines 1.3 version here: https://github.com/RangeMachine/TextureReplacer/releases It still uses the old structure and directory.
  9. Did you install GPP_Secondary? Because that is exactly what GPP_Secondary does. From the install instructions: GPP Secondary This new addon mod makes GPP into a distant non-primary system
  10. Hmm, that's either an issue with the sun in Kopernicus or it's a scatterer issue. I'll install the visual mods you have and see if I can replicate.
  11. Seems like ksp itself is not agreeing with your hardware. Best of luck to you!
  12. DXT1 does not have an alpha layer and cannot do transparency, which is fine for maps with out it. I made a mistake in my last comment. DXT5 is needed for maps with transparency. Maps without transparency should use DXT1 to keep file size down. Either will work technically, but if you are conscious about DL size, it's good practise
  13. Whoever told you that, doesn't know what they are talking about. SVEs cfgs are done through ModuleManager. They disable scatterers default cfgs and implements its own. OPMVO was developed to work within SVE. So "stacking" is fine. You just need to wait for an update. SVT is irrelevant in this instance, as it doesn't use Scatterer or EVE and it's part of the "Stock Visual" mod set and was developed simultaneously with SVE. Basically, the mods themselves determine which ones take priority thanks to MM. You don't have to change anything. The only thing that won't work in this mod set is the default EVE cfgs, but SVE instructs you not to download them, so that shouldn't be an issue.
  14. I would only use DXT5 for color maps if you don't have transparency in the texture. DXT1 works great for textures without transparency and cuts the file size in half.
  15. Nope, doesn't matter what video card, it's just a plugin tool for PS made by Nvidia.
  16. The SVE one?? If you are using SVE, why wouldn't it be that one? I have seen you post about this the last couple of days, and the only thing I can think of is that you aren't actually on 1.3. The latest scatterer version absolutely fixed the floating terrain. I haven't seen a single report of it since 0.0320b came out and if I have, it was was always the user was on the wrong version. Also, I don't think you have posted any logs yet, so I haven't been able to look at what version you are using.
  17. Probably the same, unless there are multiple volumetric cloud layers, which would cause heavier losses. SVE uses only 1 volume layer on all planets that use them to keep performance high. Scatterer is the same anywhere you go. SVE disables the water refractions, since they are not optimized for performance in scatterer yet and cause a huge loss in fps. Basically, unless you use something like Para-Sci visual pack, or another pack like it, most visual packs will pack the same punch roughly since they are all implemented by the same base dependencies.
  18. Well, since the KSPedia pages are images, you won't be able to translate them without recreating them as far as I know. I have not looked into whether they can be translated otherwise
  19. I'm fairly very "Droops" is a biome, but the first example is missing a word @Three_Pounds pull requests are fine
  20. Yeah mine only work with scatterer. The one in your screenshot looks like the default scatterer flare
  21. Hey @Angel-125 I was playing around with the latest BARIS today and noticed when I disable the requirement for materials for repairs, I still get a window that pops up when something breaks say it will cost X amount of material to fix the part. It may just be a false positive as I haven't actually checked to see if I really need the material. This was in a stock, modless game (besides Baris). It hasn't been a bother to me, I just happened to notice and found it odd.
  22. Any word on the relaxation of the license? Even if you don't feel like updating it anymore, a relaxed license would allow someone else to continue this. That is, if you don't still plan on updating.
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