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Barcel

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Everything posted by Barcel

  1. Is there a way to remove the "dirty camera/lens flare" effect from AVP? (no, it's not my monitor) EDIT - Figured it out, KS3P had a filter effect, disabled ot by editing settings.cfg
  2. I am running newest version of AVP and all companion mods, and I have this strange bug: Looks like shadows are somehow inverted? If it was only in KSP view I wouldn't mind so much. Anything that can be done to fix this? KSP 1.4.3 EDIT: Also - the Loading Screen Manager doesn't work - just shows the Private Division screen on repeat.
  3. Having the same problem - TWP and KAC seems to incompatible with Kronometer. @Sigma88 says he'd be happy to help making those three work together.
  4. I actually did expect this answer - was hoping a for tool for that though.
  5. I'm having a problem - how do I find out geosynchronous orbits for rescaled systems? 10.625x specifically.
  6. Could rescaled Kerbin have something to do with it?
  7. Is FF working in 1.3.1? I'm playing science only career and I got no ribbons when I returned from Kerbin orbit first time.
  8. Is the normal map mandatory? Neither of head packs I have has normal maps.
  9. Any idea if this works on 1.3.1? If not, is an update planned?
  10. I hoped last version would work - thx for quick answer though.
  11. Hi - I installed Rescale 10.625 and Kronometer, but I still have 6h clock and I takes 2 days from morning to morning (using the warp button in KSC overview). What am I doing wrong?
  12. I can't wrap my head around this mod - can someone explain me how to add more kerbal heads? (I've managed to add a new skybox, but I can't do the heads)
  13. Is this compatible with texture mods (like SVT and SVE)?
  14. Quick question - does it conflict with Extraplanetary Launchpads?
  15. @taniwha I assume by survey sites you mean survey stakes (or groups of them)? If so, one in the picture has a site (3 stakes) about 20m away (cant check precisely, not near my PC. You can see the closest stake on the picture, red blip under UI window bottom-right corner) and the other broken one has a single stake also 20-30m away (it's a rover). The not-broken sits on top of a stake (it was built by that rover). I can post pictures if that would be helpful. As for the kerbals, in 1st base (picture) the part (MKS Logistics Module) has 1 Quatermaster (MKS custom class) and on the 2nd (rover) there is one pilot. But most importantly - can I fix this?
  16. I'm having a problem with EL - it is unusable at the moment because UI seems 'corrupted' (as shown in pic). I'm running quite a lot od mods on my playthrough, not sure which one might be causing this. All other bases with EL Survey Station have the same issue. EDIT: apparently one base does not have this issue. The not-corrupted one has been constructed via EL recently (less than 30 days), all other are more than 2 years old (and have been constructed via EL)
  17. I need help with stakes - I've read the staking tutorial, yet I can't figure out how to prevent vessels being built inside terrain. I've staked +X, -X +Y and -Y boundaries, forming a cross (near Mun equator), vessel is built excatly half way into terrain. I've added -Z boundary, next to on of the other stakes, but it didn't do anything. (still clips) Help?
  18. For the life of me, I can't make blackheart's612 textures and this mod working together. It says here that I need PFairings for those textures to work, but I don't know where to put them . I've tried placing the folder inside Pfarings mod and outside of it (in blackhearts folder), neither works. Also - MainSailors fairing textures also doesn't work (yet tanks textures work just fine.) I've only managed to get these working (https://spacedock.info/mod/762/Procedural Fairings Retexture), just by placing the folder in GameData. Help?
  19. I am getting obnoxius amount of lag when using newest scatterer (0.0300, with SVE) when in system map view, like a 1s stutter every 2s. Can someone tell me how to download previous version? Can't find it neither here, nor in github.
  20. So I've been designing a interplanetary vessel, and soon I realized that more than half of it will need to be built in orbit. So I designed an orbital shipyard. And then I realized I need MASSIVE rockets with HUGE payload to deliver all the parts needed to orbit. And thus the SCL program was born: From left to right: F9-2-300, M9-2-130, S3-2-60 (album contains exploded views) All rockets follow the naming convention: (main engine code) - (# of side boosters) - (payload to orbit) Boosters and 1st stages are reusable, cutting costs of putting weight into orbit - as of right now, it can get as low as 1160 kerbucks per tonne! Mods used: -TweakScale -Ven Stock Revamp -SpaceY and SpaceY Expanded -Cryogenic Engines This is the first time I share something here, so be gentle
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