Jump to content

Porter_John

Members
  • Posts

    36
  • Joined

  • Last visited

Everything posted by Porter_John

  1. I am currently playing with RSS/SMURFF and am using Space Y parts for my Falcon like lifter. Ever since SMURFF updated to 1.5, Space Y parts are not working with SMURFF. Its only Space Y parts that are not scaling with SMURFF. Any fix for this?
  2. So I JUST learned how to make my own textures for procedural parts, and I'm just messing around with different designs right now ( I am not even close to being done with this one) My question is, how are you guys making tanks mesh together really well, while mine here has a very thin white line between the tanks? I have tried re sizing the image and making sure I didn't have a single white pixel at the end of the image on photoshop. Any ideas on how to get rid of it? Nevermind! Used a solid black end for the tank and its seemless now!
  3. I think that would be just the texture itself, I mean you could manually add a duplicate layer of the pre existing layer, but that's beyond me.
  4. It does if you edit the body names like you did with EVE. Only thing that differs is that there is no BoulderCo folder with SVE. Instead its in the SVE folder. Only issue I'm running into now is that since the planets are scaled bigger, the clouds actually are not moving fast enough, so they seem to stay over the exact same location. You may have to mess around with their speed in order for it to look more natural. I'm sure by the time we get our clouds the way we want them, RVE will be updated XD
  5. Very nice. Was thinking about using an old EVE config, but saw some people were getting RVE to work. I'll just play with EVE for the time being! Thanks! Totally didn't even think to do this until you said something about editing files, but I just downloaded the Ultra Res SVE (Stock visual enhancements) and did the exact same method you did with EVE. The textures look a bit better in my opinion with SVE.
  6. How exactly did you get RVE to work? I've been trying for the last couple of hours and no dice so far.
  7. I can +1 SMURFF as well. Realism Overhaul is too much for me at times, SMURFF + FAR are a great combo if you want to play around in the Real Solar System without getting super serious with RO. I highly recommend using Space Y for larger parts, but that's just me being a huge Space Y fanboy.
  8. Yeah, wasn't 100% sure when I first posted, thought maybe it was a joint issue with the two at first. Later found that the only thing that changed the debug console was the auto strut.
  9. After doing some testing, I think this is a problem between KJR (possibly) and the auto strut feature. If I turned off auto strut on the fairings, the craft would fly normally and not be a stuck pendulum on the launch pad. In the Debug Console it will say "[Error]: It is illegal for a joint to connect to a rigid body to itself" Glad I'm not the only one having this issue, but like I said there is NOTHING wrong after I disable auto strut on the Procedural Fairing Base. -Forgot to mention, when auto strut was on, and the craft was stuck on the launch pad like a pendulum as mentioned in a different post, I could eject the fairings and the craft would launch normally.
  10. Not sure who to report this too, but with KJR installed, whenever I have procedural fairings on my craft and they are set to "auto strut" my log will throw an error "It is illegal for a joint to connect a rigid body to itself." I have eliminated any other mod with this error. When launching the craft, it will remain at the pad with booster ignited and will not move. The second I eject the fairing, the craft will launch normally. If I turn auto struts off, the error does not show up in the Debug Console. I will report this to the author of procedural fairings as well! Nevermind! Its a procedural fairing issue!
×
×
  • Create New...