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Galileo

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Everything posted by Galileo

  1. Yeah do that then remover the layer2d cloud node from new layer, otherwise you will get double cloud textures on kerbin.
  2. There is a parameter in the sunflare configs (I can't think of the name at the moment) and I think the default value is 250000 or something like that. That value is how close you get to the sun before the sunflare disappears. You could technically set that to 0 and keep the sunflare even when zoomed in I think. I'm not a my pc otherwise I would be more precise. I think the parameter I'm talking about is named pretty straight forward
  3. If the clouds are made too big they start looking pretty bad. What you could do is just add another volumetric cloud layer and raise the altitude a little. Just know that volumetric clouds are pretty heavy on the FPS, and that's why I only use a single volume layer in SVE.
  4. It's not what mods interfere with this one that makes CKAN impossible, it's the dependencies and licenses. But if you are asking just in general and not related to CKAN, than most other planet packs will conflict, most other visual packs will conflict and currently kerbalism won't work correctly with planet packs that have multiple suns. There are others but those are the big no no's
  5. What I'll need you to do is remove all of the mods except SVE and its dependencies. Then add your mods back a handful at a time (5-10) until you see the issue appear. That way you can narrow down the the issue to a smaller amount of mods. My guess would be fairings, but go through the steps to be sure.
  6. Cool. It may be an SVE issue. I don't recall any issues, but I'll look into it today at some point. in the mean time, remove all mods and reinstall. Make sure you have the latest SVE as well.
  7. I have seen that before, but it has nothing to do with SVE. Post logs and a screenshot of your gamedata folder.
  8. The eclipses are exactly as they are supposed to be. MM prunes the list when scatterer is installed so eclipse effects are not doubled up. This us why it appears shorter. I m glad you like the pack, but I can't provide support if you decide to change anything. when scatterer is installed MM trims the list so vacuum bodies use EVE and Atmo bodies use scatterer
  9. It's an issue with scatterer. I already brought it up on the thread. It doesn't break anything so what does it matter?
  10. Are you sure Titan wasn't in an eclipse? Just to make sure, so you aren't settling for a lower resolution.
  11. Regardless, I still recommend removing it and using MM cfgs for your scatterer settings for each planet. That way you won't need to play keep up with newer version unless scatterer cfg structure changes.
  12. No. There is too many complexities with this mod to be on CKAN. wooo! 5k posts!
  13. @Matchlight are you providing custom scatterer configs, or are you just bundling scatterer because you want people to play with it? If it's the latter, I highly recommend you remove it from the download and let people go download it themselves from the scatterer thread. There is really no reason for people to still be reporting the floating terrain issue, but they are because this mod bundles a version of scatterer that is incompatible with 1.3. There is now a version out that works with 1.3 and fixes the floating terrain. This is another example of why mod packs, and bundling mods is not a great idea, like I explained in the past.
  14. Does daydream bundle scatterer? I believe it does and if that's the case, it's an old version that doesn't work in 1.3 resulting in floating tiles and missing terrain. Please ensure you have the lastest version of scatterer
  15. A gamedata folder won't happen, but you can use CKAN. That will ensure you have the most up to date version. That should help since I'm sure the reason your game isn't working is because you are trying to use the same bundle of mods from before KSP updated. Quite a few mods needed to be updated and fixes to work with 1.3 so if you are trying to use a mod from 1.2.2, it is probably causing you an unnecessary headache.
  16. That can be adjusted in the Earth cfg in RSS_Kopernicus folder at the bottom in the spacecenter {} node The repositionRadiusOffset = x is the altitude of the KSC model (PQSCity) and absoluteOffset = x is the altitude of the flat land underneath the KSC (MapDecal) This is a little tricky to adjust, and will just take some playing with. Looks like you don't need to adjust it too much, maybe 20-30m or so. be sure to add the same amount to both values.
  17. you are more than welcome to use the terrain textures in SSRSS. The cfg should work for your mod right out of the box. You would just have to scale them up to full size RSS. I would know the exact numbers but a would assume 10x for something like that. In fact, yeah, that what sigma does for GPP when its scaled up to full size, so I would just multiply the tiling values by 10 or 11 and you would be good.
  18. Here is OPM for 1.3 This is a version of OPM maintained by Galileo This version of Outer Planets Mod is for KSP version 1.3 I will host this version until CaptRobau takes it over, or if he wants it taken down. This version works for Macs, Linux, and PC. No yellow moire effect. Change log Updated for KSP 1.3 Completed necessary localization (en-us) Covers displayName, Descriptions and ScienceDefs Does NOT cover ResearchBodies (maybe in the future) Fixed Urlum's and Sarnus' rings for Kopernicus' ring shader Enabled Kopernicus' ring shader ^ hey whatta ya know? Added support for KopernicusExpansions footprints on all rocky bodies If you want to contribute to the localization effort, it would be greatly appreciated by CaptRobau, no doubt. I could only do English, because well, I'm a lazy American that only speaks one language! DOWNLOAD
  19. This is a completely different visual pack from RVE. Similar name, not the same features though.
  20. This mod does not implement terrain textures. Just clouds and Scatterer cfgs. The only RSS mod that does that is SSRSS at the moment. I may be wrong but I'm fairly certain. That city texture is not part of the terrain textures. It's part of EVE and it's city lights feature
  21. In the sigma cfg you will have to adjust the altitude multiplier for eve clouds.
  22. Yes, Thomas P. and Sigma88 have worked out a way to support multiple stars, allowing solar panels to work properly as well.
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