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Starfire70

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Everything posted by Starfire70

  1. @linuxgurugamerI don't know how you keep all these mods up to date, but thanks! Especially this one, as I'm a big fan of that cute little 'ugly' external camera for making the game more immersive. I love looking down along the rocket during ascent and following Kerbals during EVAs, adds a lot of immersion.
  2. @GameslinxAn astounding achievement. Is there anything we RSSers could do to convince you to make Parallax 2.0 for RSS? Or could we possibly just rename the scatter folders to their RSS equivalents (i.e. Mun to Moon, Kerbin to Earth, etc) or would more be needed?
  3. Turns out that the Stock Textures downloaded but was not complete for some reason. I redownloaded all three files just to be safe, and sure enough the original StockTextures was missing about 300MB. I wonder if the same issue plagued those other users on the bug report. I let them know in the bug report on github. I am now utterly gobsmacked, this is so beautiful:
  4. I have an issue where the new scatter is not showing up at all. It's basically this issue: https://github.com/Gameslinx/Tessellation/issues/84 It's fresh 1.12.3.3273 KSP install with a few mods like the latest EVE, Scatterer, and Kopernicus. I installed the 3 Parallax files as directed. As per the instructions, ensured that terrain detail was set to High, terrain quality set to Ultra. On startup, Parallax reports these settings and there are no error messages or other indications of an issue. I started KSP and used the C+A+F11 cheats to move my ship to the mountains or to the Mun, and there was no scatter like I've seen in the screenshots here, just the default rocks and low polygon trees. I must be missing something obvious. One strange thing I noticed was the scatter zip contained the folder Parallax_StockTexures, and subfolder in called _Scatters, but I read that this is expected, the two texture file downloads are intended to be merged into Parallax_StockTexures. Any help appreciated.
  5. @linuxgurugamerJust a big thank you for keeping this mod going along with all the others you maintain. It removes a major time-wasting headache in the early game.
  6. YES!!! Time to book a staycation. Thanks to y'all for your hard work in making KSP awesome!
  7. Bravo! Mind blowing! Incredible! You have outdone yourself. I would just sit there in orbit and watch that forever.
  8. Absolutely LOVE this mod. QQ though, Public Spectating strategy...appears to be slot-free, that is you can always add it regardless of how many active strategies are running. i.e. I have a 2 strategy admin building, I already have 2 strategies in place, but I still able to add Public Spectating as a third. Is that intended? Thanks!
  9. Be surer to install the EVE mod. That has the clouds. Besides that I also have scatterer, planetshine, and distant object enhancement installed.
  10. The first Mun flyby tourist ship returns home. Didn't get good images of the Mun, as closest approach was on the dark side. Looks like the re-entry periapsis sweet spot is about 35km. The 1.25m heat shield ablator was down to single digits by the end.
  11. One last question: Eve Optimized Engines. In JNSQ, for play balance purposes, should they be used in general due to the scale up, or just for Eve?
  12. The clouds weren't showing up. Should they without EVE? I installed EVE and the clouds are showing up, but I'm not sure if I'm using EVE's clouds or JNSQ's clouds.
  13. FACEPALM I should've noticed the two DLLs and the duplicate GameData, sorry. I must have made an error in the JNSQ install path, and it got placed one folder deeper. BINGO. It loaded up correctly now after those corrections, thanks.
  14. It's a LOT (image in the spoiler below so I don't hog the feed). I was just going to restore my initial install, install JNSQ first, and then install the other mods a few at a time to ID the culprits...but if you know what ones specifically might cause trouble and have the time, would be most appreciated if you pointed them out.
  15. I have 1.7.3 with JNSQ and 1.7.3-1 Kopernicus, and it doesn't work. I get what you were getting on 1.6. The LOADING... with the ever spinning planets but just a black screen.
  16. Lava...and volcanoes...and planets breaking up?!!! Is it CHRISTMAS?!!! My biggest request is more worlds and more detail at small scales, particularly when landed. I know that means more resources, more memory, more CPU, but I would really love the surface to look as realistic as possible within an engine's limitations and the limitations of resources in KSP 2.
  17. Just ensure that the ocean shader line is set to true in the scatterer config: useOceanShaders = True On the terminator? Disable the sunlight extinction setting in scatterer's config (GameData/scatterer/config/config.cfg): sunlightExtinction = False
  18. Thanks! Since it focuses mostly on fixes/enhancements to the DLC, it's likely this won't interfere with mods that were 1.7.1 compatible I assume?
  19. Just an FYI I use Scatterer's ocean shader (the one that actually looks like water), not the default (the one that looks like a bunch of swirling). Looks more realistic and is a deeper blue. That might explain the contrast and you might want to try it if you don't already have that set.
  20. Doesn't appear to be too bad from about 75km up. I will say that the horizon looks very good, very clean...had issues with what appeared to be too high flying clouds in previous versions. I don't remember the clouds being this spectacular in previous versions. Going to have a wet capsule even before splashdown. I think this was about 15 km high...
  21. Tourist flights over specific sites MUST be suborbital when you enter range of the site. It's been that way forever. Also the orbital tourism contracts are not very cost effective since you have to be in orbit for at least 1 hour. You can fly about 2 to 4 suborbital tourist flights in that same time period (assuming K2, Southern Mountains, or polar overflights). Anyways, the most cost effective tourism flights are munar flyby and munar landing. Get 4 person contracts to fly by the Mun and a 4 person contract to land on the Mun, and you'll make a huge pile of spesos. Later on when you establish a base, you'll see contracts for tourists to visit the base and you can even make more money a combination tourism flyby, landing, and base visit mission (assuming you have the tech for a 13 person Mun lander/Kerbin return vehicle).
  22. This mod is awesome, makes the start less grindy, and I love the 'emails'. LOL
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