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VaPaL

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Everything posted by VaPaL

  1. So, is a KSP bug then? Or it just goes beyond the limit that KSP was made?
  2. @linuxgurugamer It still happens on with the newest version. With all 3 radial decouplers. I put the new log on the same folder (https://drive.google.com/open?id=0B5DeuZPvuq9hNkwyTkh1SVpQTjA) and renamed the old as _old. Concerning the weight, when it first heppened, I was using the smaller Soyuz-like tank.
  3. @linuxgurugamer I thought that too, but it happens with all stock decouplers, and only with rigid attachment on. Installed the same way of all my mods, took KWRocketry and put it in my GameData folder, took KWRocketry from InstantPowerResponseConfigs and put it into my GamaData (merging with the existing one) and the Squad from ReducedClampSaounds and put into my GameData (also merging and replacing existing files). So... about the version... I saw it wrong yesterday when I checked, my zip is 3.0.24.1, I saw the Editor Extensions Redux (v 3.3.11.1) and this title (v 3.1.1.1) [see the similarity] I'm downloading v 3.1.2 and will retest. Just in case this fixes it, sorry EDIT: BTW also updating EEX on my main install EDIT2: why AVC didn't had notified me? I have the full AVC installed on my main install!
  4. Sorry for the low quality. Put the output_log of this video on the same folder: https://drive.google.com/open?id=0B5DeuZPvuq9hNkwyTkh1SVpQTjA BTW, why the red glow on the engines? This doesn't happen in my main install Note: I had forgot to install the response option yesterday, this video is with it and the reduced sound for the clamps installed
  5. @sarbian I have to say that I liked very much the scripting function. Haven't used it yet until couple of days ago, very useful!
  6. With A and W not, but most of the times I have problems in KSP with A/D and Q/E. Most flying games use A/D for roll and Q/E for rudder.
  7. Yes, of course, I just wanted to let you know
  8. @Galileo Just FYI the link for download that AVC gives leads to nowhere.
  9. @linuxgurugamer I found a bug that, when you attach a KW tank to a a radial decoupler using rigid attachements the tank fall off. It's not with all the tanks. I know both Soyuz alike and at least one 3,5m does. Log and craft: https://drive.google.com/open?id=0B5DeuZPvuq9hNkwyTkh1SVpQTjA This was done in a game with only KW installed.
  10. Ah ok! Thanks!! Just thought I had lost Val Bill and Bob
  11. I having a hard time with EC consumption, I have a small station around Mun with enough battery for dark side transit and more than enough solar panels. but if the vessel is not loaded, EC only goes down. I can keep them in there as long as Supplies/Hab/Home timers run out. Seems a little odd
  12. Yeah, but it was really Texture Replacer/Windows Shine. I removed it and nothing happens ever since. It's a shame cause it really gave a nice touch
  13. Yep, I just notice that this was the reason why I didn't had it. I didn't report any bugs, but was about to on SVE or scatterer threat, them search in the mods cfg's I found EVE clouds integration was off. It does not only change the clouds colours but also the terminator colour as well. Came here to say this I found out that it s intentional
  14. My test were, new install with SVE HR 1.2.1, newest scatterer, PlanetShine, EVE, MM 2.7.5, DistantObject and SVT (forgot to mensions the last two, sorry). Flew KerbalX to the Mun, aprox. 10km orbit. No problem. Than I added Audio Muffler Redux, Chatterer, Engine Lightining, Min Ambient light, Real Plume Stock, Reentry Particle Effects, Smoke Screen, Texture Replacer and Window Shine. Same flight as before, problem appeared. Removed Texture Replacer and Windows Shine, repeated the flight, nothing appeared. Here is the log without the problem:
  15. @Galileo Just FYI, I found out it is Texture Replacer and/or Windows Shine. Now it comes to a thing that I never understand, how do I know where to report? SVE, scatterer, Texture Replaces or Windows Shine? Thanks again!
  16. @blackrack I'm having some bad interactions with scatterer and some other visual mod. This started with SVE 1.1.6 foward, Galileo told me that since this version, SVE uses the new version of scatterer and oriented me to seek help here. Log and mod list: I will try to track down what mod is causing this EDIT: Was Texture Raplacer and/or WindowShine
  17. I took a different aproach, started with a clean install and SVE + mods for it to work, than installed all my others visual mods and the problem appeared, so it wwas other visual mod that I overlooked. Will do as you told and ask in the scatterer thread. Will leave the log here ifyou're interested! Thanks for the help and for your work EDIT: the mods installed are (other than SVE 'bundle'): I'm trying to track down what mod is the root of this
  18. I quite like the new flare, it's a little overwhelming, but makes some beautiful scenes! @Galileo I'm still having that glitch where Kerbins atmosphere flickers on the screen I removed all other visual mods trying to track down what interction is causing this, but it persisted. Gonna try the other mods now. May I ask for some guindance in what maybe causing this? Version 1.1.4 of SVE works fine, still use it in my main install. My mod list is that same from here: Just added Poodmun OPM VO. Thanks for your help, if I find some new info I'll let you know!
  19. @TheEpicSquared Great idea!! I would like to become a Payload Provider in the near future Since it's WIP, may I suggest adding BoxSat and Orbital Science mods? They both make really great payloads! Note: BoxSat official is for KSP 1.0.4, but there are unoffical patches for KSP 1.2.2
  20. It actually happens even with the vessel uloaded, I have commsat that give 100% equatorail Mun coverage also. But I'm not complaining, I thought that it was actuallly a feature, and was actually calculating power even unloaded. I kind like it this way
  21. I prefer my TRW a little lower, normaly I keep it between 1.15 and 1.3, I prefer a slow ascent. Mainly because I don't like to see any aero effects during ascent, not to mention reentry effects! Streetwind answer is really good, but if you want to complement it, theres also this thread:
  22. I'm just missing the clouds, everything else looks fine. But I'll revert back to SVE 1.1.4 anywaym since 1.1.6 I having weird visual glitches, probably an interaction with another mod, it persisted after I desintaled all other visual mods, so I kinda gave up figuring out the problem, to many mods to try I talked about this on SVE thread but was received no answer, heres the post: I didn't provide much info, but I didn't had much to provide. Anyway this is an issue for SVE thread. I will probably be stuck with OPM VO 0.3.3 ans SVE 1.1.4, and that's sad
  23. @Drew Kerman Thanks for the heads up. I did what you told but still no clouds, my clouds.cfg file looks like this: EVE_CLOUDS { OBJECT { name = gasLayer body = Urlum offset = 0,0,0 speed = 0,1300,0 altitude = 500 settings { _Color = 100,100,150,255 _UVNoiseScale = 0.01 _UVNoiseStrength = 0.002 _UVNoiseAnimation = 0.4,0.2 _MainTex { value = PoodsOPMVO/Textures/cloud type = AlphaCubeMap alphaMask = ALPHAMAP_B } _UVNoiseTex { value = PoodsOPMVO/Textures/uvnoise1 } } layer2D { macroCloudMaterial { } } } OBJECT { name = gasRing1 body = Neidon offset = 0,0,180 speed = 0,200,0 settings { _Color = 255,230,240,30 _UVNoiseScale = 0.01 _UVNoiseStrength = 0.002 _UVNoiseAnimation = 0.4,0.2 _MainTex { value = PoodsOPMVO/Textures/gas type = AlphaCubeMap alphaMask = ALPHAMAP_G } _UVNoiseTex { value = PoodsOPMVO/Textures/uvnoise1 } } layer2D { macroCloudMaterial { } } } OBJECT { name = gasRing2 body = Neidon speed = 0,200,0 offset = 0,0,-180 settings { _Color = 10,5,10,60 _UVNoiseScale = 0.01 _UVNoiseStrength = 0.002 _UVNoiseAnimation = 0.4,0.2 _MainTex { value = PoodsOPMVO/Textures/gas type = AlphaCubeMap alphaMask = ALPHAMAP_R } _UVNoiseTex { value = PoodsOPMVO/Textures/uvnoise1 } } layer2D { macroCloudMaterial { } } } OBJECT { name = fogCloud body = Tekto settings { _Color = 200,300,200,40 _MainTex { value = PoodsOPMVO/Textures/cloud type = AlphaCubeMap alphaMask = ALPHAMAP_G } _DetailTex { value = PoodsOPMVO/Textures/detailCloud } } layerVolume { size = 4000,2.2 maxTranslation = 100,200,100 rotationSpeed = 0.002 particleMaterial { _InvFade = 0.008 _Opacity = 1.5 _MinScatter = 1.2 _Tex { value = PoodsOPMVO/Textures/particle/rgb } _BumpMap { value = PoodsOPMVO/Textures/particle/particle_NRM } } } } OBJECT { name = mainCloud body = Tekto altitude = 4850 speed = 0,10,0 settings { _Color = 140,255,230,255 _UVNoiseScale = 0.01 _UVNoiseStrength = 0.001 _UVNoiseAnimation = 0.4,0.2 _MainTex { value = PoodsOPMVO/Textures/cloud type = AlphaCubeMap alphaMask = ALPHAMAP_B } _DetailTex { value = PoodsOPMVO/Textures/detailCloud } _UVNoiseTex { value = PoodsOPMVO/Textures/uvnoise1 } } layer2D { macroCloudMaterial { } } layerVolume { maxTranslation = 100,200,100 size = 4000,2.2 area = 48000,4 rotationSpeed = 0.002 particleMaterial { _InvFade = 0.008 _Tex { value = PoodsOPMVO/Textures/particle/rgb } _BumpMap { value = PoodsOPMVO/Textures/particle/particle_NRM } } } } OBJECT { name = cloudUpper body = Tekto altitude = 5000 settings { _Color = 160,255,230,140 _UVNoiseStrength = 0.001 _UVNoiseScale = 0.01 _UVNoiseAnimation = 0.2,0.1 _MainTex { value = PoodsOPMVO/Textures/cloud type = AlphaCubeMap alphaMask = ALPHAMAP_R } _DetailTex { value = PoodsOPMVO/Textures/detailCloud } _UVNoiseTex { value = PoodsOPMVO/Textures/uvnoise1 } } layer2D { macroCloudMaterial { } } layerVolume { rotationSpeed = 0.002 area = 48000,4 maxTranslation = 100,200,100 size = 4000,2.2 particleMaterial { _InvFade = 0.008 _Tex { value = PoodsOPMVO/Textures/particle/rgb } _BumpMap { value = PoodsOPMVO/Textures/particle/particle_NRM } } } } OBJECT { name = gasLayer body = Tekto altitude = 6000 speed = 0,50,0 settings { _Color = 160,255,230,120 _UVNoiseStrength = 0.001 _UVNoiseScale = 0.01 _UVNoiseAnimation = 0.4,0.2 _MainTex { value = PoodsOPMVO/Textures/cloud type = AlphaCubeMap alphaMask = ALPHAMAP_G } _DetailTex { value = PoodsOPMVO/Textures/detailCloud } _UVNoiseTex { value = PoodsOPMVO/Textures/uvnoise1 } } layer2D { macroCloudMaterial { } } layerVolume { size = 4000,2.2 maxTranslation = 100,200,100 area = 48000,4 rotationSpeed = 0.002 particleMaterial { _InvFade = 0.008 _Tex { value = PoodsOPMVO/Textures/particle/rgb } _BumpMap { value = PoodsOPMVO/Textures/particle/particle_NRM } } } } OBJECT { name = aurora body = Tekto altitude = 6100 detailSpeed = -200,300,0 speed = 0,40,0 settings { _DetailScale = 15 _DistFadeVert = 40E-05 _Color = 0,200,100,40 _UVNoiseStrength = 0.0025 _UVNoiseScale = 0.01 _UVNoiseAnimation = 1.4,1.2 _MainTex { value = PoodsOPMVO/Textures/aurora type = AlphaCubeMap } _DetailTex { value = PoodsOPMVO/Textures/auroraDetail } _UVNoiseTex { value = PoodsOPMVO/Textures/uvnoise1 } } layer2D { macroCloudMaterial { _MinLight = 0.3 } } } OBJECT { name = gasRing1 body = Sarnus speed = 0,-300,0 settings { _Color = 35,20,20,60 _UVNoiseScale = 0.01 _UVNoiseStrength = 0.002 _UVNoiseAnimation = 0.4,0.2 _MainTex { value = PoodsOPMVO/Textures/gas type = AlphaCubeMap alphaMask = ALPHAMAP_B } _UVNoiseTex { value = PoodsOPMVO/Textures/uvnoise1 } } layer2D { macroCloudMaterial { } } } OBJECT { name = gasRing2 body = Sarnus speed = 0,-400,0 settings { _Color = 36,18,18,110 _UVNoiseScale = 0.01 _UVNoiseStrength = 0.002 _UVNoiseAnimation = 0.4,0.2 _MainTex { value = PoodsOPMVO/Textures/gas type = AlphaCubeMap alphaMask = ALPHAMAP_G } _UVNoiseTex { value = PoodsOPMVO/Textures/uvnoise1 } } layer2D { macroCloudMaterial { } } } OBJECT { name = gasRing3 body = Sarnus speed = 0,250,0 settings { _Color = 35,20,20,110 _UVNoiseScale = 0.01 _UVNoiseStrength = 0.002 _UVNoiseAnimation = 0.4,0.2 _MainTex { value = PoodsOPMVO/Textures/gas type = AlphaCubeMap alphaMask = ALPHAMAP_R } _UVNoiseTex { value = PoodsOPMVO/Textures/uvnoise1 } } layer2D { macroCloudMaterial { } } } OBJECT { name = polarStorm1 body = Sarnus speed = 0,0,0 settings { _Color = 30,10,10,180 _UVNoiseScale = 0.01 _UVNoiseStrength = 0.001 _UVNoiseAnimation = 0.4,0.2 _MainTex { value = PoodsOPMVO/Textures/sarnusStorm type = AlphaCubeMap alphaMask = ALPHAMAP_R } _UVNoiseTex { value = PoodsOPMVO/Textures/uvnoise1 } } layer2D { macroCloudMaterial { _MinLight = 0.1 } } } OBJECT { name = polarStorm2 body = Sarnus speed = 0,-300,0 settings { _Color = 80,65,65,130 _UVNoiseScale = 0.01 _UVNoiseStrength = 0.001 _UVNoiseAnimation = 0.4,0.2 _MainTex { value = PoodsOPMVO/Textures/sarnusStorm type = AlphaCubeMap alphaMask = ALPHAMAP_G } _UVNoiseTex { value = PoodsOPMVO/Textures/uvnoise1 } } layer2D { macroCloudMaterial { _MinLight = 0.1 } } } OBJECT { name = polarStorm3 body = Sarnus speed = 0,600,0 settings { _Color = 90,75,75,110 _UVNoiseScale = 0.01 _UVNoiseStrength = 0.001 _UVNoiseAnimation = 0.4,0.2 _MainTex { value = PoodsOPMVO/Textures/sarnusStorm type = AlphaCubeMap alphaMask = ALPHAMAP_B } _UVNoiseTex { value = PoodsOPMVO/Textures/uvnoise1 } } layer2D { macroCloudMaterial { _MinLight = 0.1 } } } OBJECT { name = polarStorm4 body = Sarnus speed = 0,1200,0 settings { _Color = 60,45,45,120 _UVNoiseScale = 0.01 _UVNoiseStrength = 0.001 _UVNoiseAnimation = 0.4,0.2 _MainTex { value = PoodsOPMVO/Textures/sarnusStorm type = AlphaCubeMap } _UVNoiseTex { value = PoodsOPMVO/Textures/uvnoise1 } } layer2D { macroCloudMaterial { _MinLight = 0.1 } } } } @EVE_CLOUDS:NEEDS[StockVisualEnhancements]:AFTER[StockVisualEnhancements] { @OBJECT:HAS[#body[Tekto],#name[mainCloud]] { @settings { %_DetailScale = 6 %_DistFadeVert = 3.99999E-05 %_DetailDist = 1.5E-07 @_DetailTex { @value = StockVisualEnhancements/Textures/detailCumulus } } } @OBJECT:HAS[#body[Tekto],#name[cloudUpper]] { @settings { %_DetailScale = 10 %_DistFadeVert = 3.99999E-05 @_DetailTex { @value = StockVisualEnhancements/Textures/DetailLow } } } @OBJECT:HAS[#body[Tekto],#name[gasLayer]] { @settings { %_DetailScale = 5 %_DetailDist = 1E-07 @_DetailTex { @value = StockVisualEnhancements/Textures/detailCirrus } } } @OBJECT:HAS[#body[Tekto],@layerVolume:HAS[@particleMaterial:HAS[@_Tex:HAS[#value[PoodsOPMVO/Textures/particle/rgb]]]]] { @layerVolume { @particleMaterial { @_Tex { @value = StockVisualEnhancements/Textures/particle/rgb } %_Opacity = 1.75 @_BumpMap { @StockVisualEnhancements/Textures/particle/particle_NRM } } } } @OBJECT:HAS[#body[Tekto],#name[fogCloud]] { @settings { @_Color = 160,255,200,80 } @layerVolume { @size = 4000,3 @particleMaterial { %_LightScatter = 0.55 %_MinLight = 0.0 %_Opacity = 1.5 %_MinScatter = 1.5 } } } } @EVE_CLOUDS:NEEDS[SigmaOPMTilt]:AFTER[SigmaOPMTilt] { OBJECT { name = baseTexture body = Urlum offset = 90,-90,0 speed = 0,-300,0 altitude = 450 settings { _Color = 150,150,150,100 _MainTex { value = PoodsOPMVO/Textures/poodUrlum } } layer2D { macroCloudMaterial { } } } } Any idea why there are still no clouds? Thanks!
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