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Baleurion

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Everything posted by Baleurion

  1. Sorry if this has been asked time and time again, i'm newly back to KSP heavy modding and its hard to keep track of which mods / addons are updated and which are 3 years old and shouldnt even be attempted I'm of course running Textures Unlimited, and this Recolor mod. Now, i'm looking for where i can find compatible recolors for the NearFutureTech mods (liquid hydrogen/methane engines, the other parts), as well as some fuel tanks that i *think* are stock but arent supported in this recolor (the fuel adapters and the mid-sized tanks). I'm running these versions; TexturesUnlimited-1.5.10.25 TU_Stock Recolour_v0_3_10 TU_pWingsB9_v0_1_0 I'm looking for recolor mods for these; NearFuture (all packs) FarFutureTechnologies_1_2_0 SCANsat-v20.4 Pathfinder-1.38.0 KerbalAtomics_1_3_3 DMagic_Orbital_Science-1.4.3 Do those exist or is it just a case of, nobody has put in the work on making those mods compatible yet (understandable given the amount)? Thanks, sorry for just splashing a big list, ive searched in google but found very sporadic extremely old / incomplete packs.
  2. Sorry if this has been asked time and time again, i'm newly back to KSP heavy modding and its hard to keep track of which mods / addons are updated and which are 3 years old and shouldnt even be attempted I'm of course running Textures Unlimited, and this Recolor mod. Now, i'm looking for where i can find compatible recolors for the NearFutureTech mods (liquid hydrogen/methane engines, the other parts), as well as some fuel tanks that i *think* are stock but arent supported in this recolor (the fuel adapters and the mid-sized tanks). I'm running these versions; TexturesUnlimited-1.5.10.25 TU_Stock Recolour_v0_3_10 TU_pWingsB9_v0_1_0 I'm looking for recolor mods for these; NearFuture (all packs) FarFutureTechnologies_1_2_0 SCANsat-v20.4 Pathfinder-1.38.0 KerbalAtomics_1_3_3 DMagic_Orbital_Science-1.4.3 Do those exist or is it just a case of, nobody has put in the work on making those mods compatible yet (understandable given the amount)? Thanks, sorry for just splashing a big list, ive searched in google but found very sporadic extremely old / incomplete packs.
  3. Quick question, love the mod, spectacular work Is it intended to not have smoke after the Waterfall-modified engines (such as stock Skipper, Reliant, and NearFuture compatible ones like Erebus liquid methane etc)? I get that it wont use the particle plumes, but im thinking there still ought to be smoke when launching and some distance behind the engine, no? Or am i suffering from some compatability issue? Running these versions; Waterfall_0_8_1 StockWaterfallEffects_0_6_3 SmokeScreen-2.8.14.0 SRB_Waterfall_Effects_SWE-1.4.1_HOTFIX RealPlume_v13.3.2 RealPlume-Stock_v4.0.8 Engine_Lighting_Relit-1.6.3.2
  4. They added them in stock?!! God ive been away for a while Yeah TR adds mirror finishes to the helmets.
  5. Thanks! Yeah didnt even notice that widget xD Does it cause those preformance issues even when not open / not being used? Edit: Nvm, read first reply later
  6. Sorry for asking something probably alreayd asked, but what exactly is this? I thought this referred to the gizmos in lower left, or the maneuver nodes, but they're still there when turning it off? Or does this mod have a remade more efficent code for it? DisableManeuverTool [KSP 1.12.0 - 1.12.3] Allow disabling the stock maneuver tool in the in-game settings menu (it can cause severe lag/stutter, especially with Kopernicus modified systems)
  7. Hmm, i dont have a gold visor in my game, i guess Texture Replacer overrides it? Edit: sorry i think i just remembered, it was some bits and bobs from the old Renaissance pack i used back in the day.
  8. I know this is like a super-necro strange question. But i just got back in the game (heavily modded of course) after like 5 years of not playing it xD I remember back in the day, i "think" i used this pack, and i think there was a sort of optional texture for use with TextureReplacer, that changed the 4 hero kerbals (Jeb, Valentina, Bob, Bill) into an orange style suit, with a gold visor. Was that in this pack once upon a time? Or anyone know where that was from?
  9. Is there any way to increase the displacement strength of the tesselation? I mean like, bump up the "vertical depth" a few percent? I will admit i didnt try touching the quality setting because its already at max, and i assume "Range" is just the draw distance. Is it edge length?
  10. Does this work with the same shader graphic goodies as in your first Planet Overhaul pack? Maybe all your packs include that bloom and stuff, idk =)
  11. Planetshine was definetly noticeable on my end (it had configs where you could simply bump up the visibility of the effect), absolutely gorgeous to see the blue shine of the planet below, or the green glow of Jool in orbit. But either way, checked out your other 2 planet pack mods and my god i LOVE those Delta-V maps. Any chance this mod gets one too? And any chance for a minimod that changes the KSC location to not be on a mountain (i like getting into orbit to be roughly as difficult as vanilla tbh)
  12. I may have it on my dropbox mod folder backup, i'll check.
  13. So then, how does one do it? No clear answers on any mod pages =P Some people say you can NOT use both Firespitter and IFS together, others say you can just use ISF, others say you should just use Firespitter (but surely that loses functionality that ISF has?) Is it safe to use both dlls then? Do most people use both?
  14. I wish this included the fantastic art from the Down Under Aerospace pack back in the 0.8 days of KSP
  15. I removed Firespitter and is now only using InterstellarFuelSwitch, that works fine right? Seems to work fine, but who knows =) This question applies to all other mods that say they need Firespitter (but also in fine print say they work with IFS too). is it 100% safe to not use Firespitter at all if one has InterstellarFuelSwitch?
  16. Damn i miss these parts, where is LinuxGuruGamer when you need him
  17. Thanks that really helped That fixed DLL and having uninstalled RasterPropMonitor and the ASET props, my 43000 module manager patch client is back in good preformance =)
  18. I cant for the life of me figure out where my missing "Center of aerodynamic lift / drag" markers are.. I havent played the game in about 8 months, but remember having a small blue marker (like the parachute marker, but for calculating lift / drag based on where you put your winglets and control surfaces), and using it to great effect with rockets to stabilize them by getting the blue marker near to the red center of mass. Where on earth is that blue market nowadays, i was sure it was part of this mod! Edit: LOL oh its vanilla =)
  19. Yeah i was just about to post the same, both Olu'um and Vulcans accretion disks rotate backwards I just fixed it by myself by simply adding a - to the 0.01 Y axis scale of them, flips em upside down, thus reverses rotation =) Except if viewed from below it mirrors it unfortunately lol Love this mod though, the best planet pack by far IMO. I tried the other multi-solar system packs, because i love the idea of truly late late endgame stuff, but most of their planets are so dead boring. This mod strikes an amazingly well thought out balance between the fantastical and the semi-realistic. Not too crazy, but every planet still remains interesting. The only criticism would be that the 3 terrestrial worlds are a bit too similar, maybe spice them up a bit more, maybe let one of them have a sickly greenish (not too saturated, but still) Fallout vibe (the one with the description about a dead civilization on it perhaps), and perhaps another one can be really really vibrant with turqoise blue skies and dark reddish oceans. Whatever works in terms of color composition, but just something more varied than 3 terrestrial green-blue planets that look fairly similar At least in the starmap, cant blame me for not having had 100 hours to visit all worlds yet =)
  20. For some reason i have huge fps stutters whenever this mod updates the available science in the Here and Now window.. I havent played KSP in a long time, but remember using this mod without issues way back (like 6 months ago). Now though, it basically freezes my entire game for 2 seconds everytime one of the following happens; 1. New biome or situation (even if no science items on my craft can do anything, it freezes even just when the Here & Now window updates which situation/biome im in) 2. Transmitting science (cuz this also triggers the window to refresh) 3. Keeping science 4. Clicking on button in Here & Now to open science dialogue, then closing it Resetting Experiment without saving it, still causes refresh thus 2sec freeze. 5. Going in our out of EVA since this also causes the window to re-check all available experiments, even if none available. I really dont know why this is happening, even on vessels without ANY science items, or just a single crew pod with 1 kerbonaut landed on the pad. The only thing i can think of is that im using the Gamelinx Planet pack. But surely that shouldnt cause 2 sec freezes? Because it only happens with this mod, every other mod works fine, runs well, silky smooth 60fps. As soon as i close the Here & Now window everything is smooth, can EVA without freezes, can change biome / situation without freezes as im flying around, can do experiments, transmit data, everything, no freezes.
  21. I think i did it, but seems to be some glitches with deploy / retracting certain antennas. I aint a proficent KSP modder.
  22. Any chance for adding compatability for Kerbalism? Its antenna changes arent being applied to your antennas
  23. I was indeed using the Stayputnik for the aesthetics of it Yes the solar panels have 10 times more generation than i require. Its just a matter of the game / mod not properly detecting when it is in fact recieving light. For example, the craft can be at 1% electric charge as seen from the Kerbalism craft panel, and will continue to drain to 0%. But the instant i switch to that craft, without moving anything, it starts charging as the game now understands it is in fact recieving light on the solar panels. So it's a matter of running at time compression until the satellites complain about being out of energy, then switching to them one by one to let them recharge while loaded in, then rinse and repeat. The issue seems to have been alleviated somewhat, but still happens occasionally. By the way, the mod Coatl Aerospace, the ProbesPlus part of it with several new antennas, do not seem to be getting the Kerbalism antenna tweaks / changes. Any word on how I can add compatability myself?
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