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Galileo

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Everything posted by Galileo

  1. Post logs and a screenshot of your gamedata folder. You are likely missing a dependency or have an outdated one
  2. Literally all you have to do is copy and paste my textures where andromeda has its sunflare textures. If his flare worked mine should work if you just overwrite his textures. If it doesn't work after following these instructions, I can't help you. if andromedas cfgs are messed up, that's also something I can't help with. If you are trying to use the cfg that comes in GPP in andromeda that also won't work.
  3. I totally get that, I was just relaying what waz has said in the past. ThomasP might be willing to. He likes suggestions
  4. The terrain textures have not worked in EVE since 1.0.5 and Waz has said in the past he doesn't plan to add it again because he feels EVE would be doing too much and not focusing on the main feature of this mod: clouds. He also said since kopernicus allows for terrain texture replacements (not as detailed, but does the job), there really wasn't a reason to do add it again.
  5. Here is a quick explanation as too what is happening: And just to clarify after you read this, the longer load time is like 10 seconds longer. I definitely was over exaggerating in my explanation. Hope that helps.
  6. Yes, it's an OpenGL limitation. The planet pack has to be structured in a certain way to allow for Macs and Linux to use dds textures. I made a version a while ago that makes the necessary changes and it is linked on the last couple of pages of OPMs thread. Here is the link https://github.com/Galileo88/OPM_2.1/releases/tag/2.1
  7. Yeah I meant to say that as well! I think that would make it look awesome
  8. Ah! I hadn't seen that until now. Looks great. Love the new homeworld and I particularly love the planet entirely covered by an ocean. I always wanted to do that with GPP but I couldn't find a place for it and I was afraid people would find it boring. I had some cool ideas I wanted to try for it. Maybe one day. The only bit of criticism I have is for the gas giant. I know you are going for realism but I feel it needs more contrast on its texture to make the bands pop a little more and make it a little more interesting. It's a really good start so far though!
  9. Yeah GPP does the same thing. I made an mm cfg that give bodies the FGI they had before so people can continue their career. We called it career saver The FGI is basically a road map of sorts for contracts and a way to keep ship orbits persistent between updates. I don't fully understand the logic behind it, but merely putting your bodies in order is not the correct way to do it apparently (that would make too much sense). The fix though is to remove them and let kopernicus/ksp set the FGI for you. This definitely fixes contracts and their order.
  10. Remove flightGlobalsIndex from the cfgs. It will break saves but any future career will work fine.
  11. Please do not message me asking me for an update. There is nothing I dislike on this forum more than that. I have always made releases quickly when KSP updates. The reason I have not done so with SVT is because it's main dependency, kopernicus, is not working properly in 1.3 yet. My hands are tied. An update will happen when it happens. Sorry for the inconvenience. Technically, SVT works in 1.3 sans terrain scatter objects.
  12. No. In the SVE folder, you will find an SVE_scatterer folder. Inside there is a sunflare folder. Replace the textures there. Replacing anything in the default scatterer folder won't change anything with SVE.
  13. Both of those look as they are supposed to. Although, the yellow corona should be gone on the sun. Do you have kopernicus installed? It may as well be required for SVE as it allows me to fix a lot of the aesthetic issues that stock ksp has. To delete the city lights, you need to remove the city lights dll from the EVE folder.
  14. Well, that makes sense. I did notice the fps let up again after I launched and got a little worse upon splashdown. Ok well, that's handles that. But dem white caps doe
  15. This is because the map of kerbin is a dds texture and is flipped when it is loaded into the game. flip your city lights texture vertically and save it, then see in game.
  16. @blackrack I love the new update, but the water refraction hurts performance a little more than I expected. I took some screenshots of the performance gap when they are turned on and when they are turned off: Its about a 15 fps difference, give or take a few fps. I have a pretty beefy setup, and this is completely playable for me, however, weaker systems will be whining But on the bright side, disabling the refractions doesn't take away from from anything and being underwater looking up is still awesome! I don't think there is much you can do to alleviate this, but perhaps put a warning in like you did for the pixel lights. I just don't want you to get bombarded with "scatterer kills my fps" comments. Oh, and the white caps are still not working in this release. Overall, great release!
  17. I saw @Sigma88 post this the other day and it really helped me wrap my head around it better.
  18. Wait for SVE to be updated. This isn't the post to ask anyway. there is a version of SVE in the OPthat uses the experimental version of Scatterer. It works so use it for now.
  19. Retrace your steps? remove your mods and start over. Add svt first, then run the game. Then add a few mods a a time until it breaks it again. Then you can narrow down the issue from there.
  20. I dunno if it's working in TRR, but I believe this still works in 1.3 if you are interested.
  21. What version of ksp are you using? Are you using the latest release of scatterer 0.0320? Or are you still using version 0.0300 for version 1.2.2 in ksp 1.3?
  22. The issue I created was at the top. Your issue was closed as it was a duplicate.
  23. Oh I hadn't seen anything on the issue tracker besides the guy that hijacked my issue lol glad to hear it's fixed. I hope it's released soon
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