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msnbcorp

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Everything posted by msnbcorp

  1. Hum but basically this solution need to modified a lot of independant mods. Is there any clean solution to only modifie mod 2 ? I find the keyword "final" but it's not clean in a mod. Also i find that the only solution could be the alphabetical order of the plugin ... which is sad ....
  2. Little question : Texture replacer generate mipmap for png and co. But it could be not good for some case, for example : skybox doesn't need mipmap. If the texture are in default directory or other directory of texture replacer, i see no way to tell him to ignore mipmaping of specific texture/directory in his own directories. Some idea ? Also, devs really should include a .version for AWC ^^
  3. Hi, good mods, but you can change the version to 1.2 as it's a simple config file. Also you could include a .version to have a managment version through AVC, wich is more clean. Also, you have to pay attention to the multiple dependencies of other mods that patch Kopernicus and the sunlight. I don't know how to check the presence of these mods but i have post the question on the Kopernicus thread. My temporary solution is to change the AFTER keyword with the last loaded mod. In my case : @Kopernicus:AFTER[JOOL_RINGS] { @Body[Sun] { @ScaledVersion { Light { sunlightIntensity = 1.2 scaledSunlightIntensity = 1.2 IVASunIntensity = 1.2 ambientLightColor = 0,0,0,1.0 } } } }
  4. Hi, i need help for multiple inclusion mods. As a lot of mods patch Kopernicus files, How to define a multiple "AFTER" keyword for cfg file of a mods ? Exemple : First mods : Second mods I want the second mods loaded after the first one. But the first one is not a need of the second mod so AFTER[Second mods] alone is not an option. I tried :AFTER[Kopernicus]:AFTER[Second mods] but it just don't work. Any idea to fix it ?
  5. Plz, i'm here to bargain you to create a 1.2 version of your mod. Your mods is clearly one of those that complete several missment to the stock game. Without it and without any other mods that do the same thing it would be a severe missing of a core fonctionnality of majors mods ... :sad:
  6. Tested FAR on last version. There still a control surface bug on a lot of part. (control surface missing) . I think it's due to remoteTech2. Any compatibility chance to get the two mods working properly ?
  7. But still very ugly terrain texture around space center... :sad: I hope one day modders can change the texture apparition algorithm or draw it manually on certain planet etc... just to render the ksp center and around with beautiful grass terrain, high quality bushes, trees etc...
  8. Hi, I notified few bug with the last version of scatterer : First one, some interaction with other mods mess up the contract system. A clean reinstalation of mods solve the problem, but i report it for other users. Second one : Montain, even with EVE, seems to not being rendered when near the ground and when out of atmo. Thirst one : horizon line are not quite fixed, there is still ugly horizon line when near the ground (very aliaised) and some white line of the same nature in textures. The blue cercle show the "white line texture effect" the red one show the white montain under certain altitude (but i don't know if it's due to a stock ksp bug) and the white cercle show the red horizon line remaining.
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