Jump to content

1990eam

Members
  • Posts

    101
  • Joined

  • Last visited

Everything posted by 1990eam

  1. Hello. My settings are not saved between sessions. Things like Ocean reflection, terrain shadows, etc. always appear turned off. Why could this be happening?
  2. Hey there. Using the -force-d3d11 parameter makes my screen stutter if I'm at KSC, gives me an input lock and makes the sky look black (for some reason it only happens at KSC and not in space). Is there any workaround to this? Let me know if you need a mod list and logs if this is not a known issue. EDIT: Turns out KS3P can't handle dx11 which explains why the issue was momentarily fixed by unistalling that mod.
  3. Thanks! Removing the -force-d3d11 parameter worked. It's actually TexturesUnlimited the mod that requires to use dx11, my bad.
  4. Yes, I use -force-d3d11 because TexturesUnlimited says it's a must when I load up the game. I did a fresh install of AVP with the 8k textures (no 43k clouds). Problems persist. I use KS3P stock. I haven't tweaked anything in the config file. I don't know if that's what you mean? Also I found the logs you mentioned. Wondering if I should post them here or in the scatterer thread.
  5. Thank you both for the replies. I couldn't test it until now. I started by removing KSPRC which didn't fix any of the problems. I didn't install it again to prevent further problems though (the AVP mod installation guide suggests you can use KSPRC if you remove some folders but it could well be outdated). Anyway, I then removed scatterer which resulted in the same flickering effect and input lock. The only thing that changed is that the sky was now blue. Removing EVE didn't fix anything. So I've narrowed down that it's got to be some kind of conflict between scatterer and KS3P, or KS3P on its own? Which is weird because both of these mods (and the rest of them for the record) are either updated for 1.4.5 or reported to be working on that patch. Do you suggest I ask for help in the scatterer thread? Every problem I describe is fixed by unistalling KS3P. Also how do I provide a log if there's no crash that generates it? Again, thanks for the help.
  6. Hello. I'm on 1.4.5 and installing this mod makes my screen flicker when I'm at the space center. It will also not allow me to click anywhere on the screen or move the camera. Day/night looks the same (the sky is black). This doesn't happen when I'm in outer space (I tried loading an orbit scenario and it works just fine). Is it in conflict with another graphic mod that modifies with the atmosphere or clouds? Could it be the scatterer config? I'm certain it starts happening only when I drop the KS3P folder in Gamedata. Mod list: Screen flicker and weird angle + black sky: AND THANKS FOR THE MOD.
  7. I'm confused. Does this work with 1.4.5? Or should I use TR instead? I'm not sure which one is being developed (I thought TR wasn't being updated).
  8. Hello all. I've tried several times to complete this contract but I can't get the satellite into the right orbit. I set my Ap and Pe first but even though I'm off only by a few kms, the whole orbit is shifted to one side and I can't figure out the proper way to fix it through maneuver nodes. Also, why is inclination measured in meters in the contract objectives but in degrees in the node editor / kerbal engineer? I'm confused regarding that point as well. Orange is the expected orbit:
  9. I'm in career mode and I don't have Ascent Guidance enabled. Do I have to research a specific module? Because I'm not finding it in the tech tree if so.
  10. I had a career save already started and after installing this mod all the celestial bodies show as 100% researched at the Observatory. Is this intended? Do I have to start a new save to be able to research them?
  11. Since 1.4.x my game freezes from time to time for like a milisecond. I've noticed through X Science (not sure if it's specifically this mod causing it) that when I switch from one area to another and a new science opportunity is available (providing you have the science tech required onboard). Like I said I'm not sure it's X Science related but I do know each time it freezes like that then a new science experiment will pop up in the X Science window to perform.
  12. No 1.4.x support yet? Is this being mantained? EDIT: So far so good. Awesome mod. Thank you.
  13. I went into the designated orbit with the frecuency and module set correctly and I didn't complete the mission when I started the date linkup and I'm guessing it's because of the core type. Am I correct? If so, how do you change it to Research type? EDIT: Nevermind. I was trying to change the module type from right clicking and it's a whole different type of module.
  14. Yes I did make sure it opened at around 3k meters and it was still going at 100m/s when it landed haha. Maybe I have to get used to the slower brake time.
  15. Hey. Just a heads up. I did take the issue to the Kerbalism thread and the modder confirmed that it does not work with MKS and it will work with SSPX in the next iteration.
  16. Hello. I installed this mod and the first Mk26 chute seems to take a hell of a lot more to slow down the capsule (like +5k meters). Is this normal?
  17. Hello! I'm getting a couple errors from ModuleManager upon launching the game related to Kerbalism. I have over 60 mods installed and started with a clean install to determine which one was causing the problem. It's affecting both MKS and StationPartsExpansionRedux mod. Any idea why? Is there any way to provide you with a better log? Thanks for the help.
  18. Hello! I'm getting a couple errors from ModuleManager upon launching the game related to Kerbalism. I have over 60 mods installed and started with a clean install to determine which one was causing the problem. It's affecting both MKS and StationPartsExpansionRedux mod. Any idea why? Is there any way to provide you with a better log? Thanks for the help.
  19. Hello! I'm getting a couple errors from ModuleManager upon launching the game related to Kerbalism. I have over 60 mods installed and started with a clean install to determine which one was causing the problem. It's affecting both MKS and StationPartsExpansionRedux mod. Any idea why? Is there any way to provide you with a better log? Thanks for the help.
  20. Awesome mod. I came across this looking for a mod that resembled SpaceX auto landings but the option to recovery science from decoupled stages is sure more useful. Does any mod let you auto land stages on specific places like a barge in the ocean yet?
  21. Sorry! I just came into the updated thread. Thanks for the awesome mods.
×
×
  • Create New...