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Euer_Hochwuergen

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Everything posted by Euer_Hochwuergen

  1. oh ok thx, yeah i have already tried that and classified that state as not working (imo) , thought there might has been progression im not aware of. but the thx for the reply
  2. @EnzoMeertens thats awesome News, thank you very much, take your time and good luck with your company @Burning Kan really it works with 1.4!? are we talking about the normal 1.3 version or a recompiled version?
  3. Ok i made a quick heightmapfix to fit with the 3,2x rescale but i cant test it. Feel free if you want to try them and the normal ones just in case
  4. just to understand correct: you need cfg files for ksc switcher for kerbin rescaled x10 !? i made a ksc swichter cfg for normal-scaled kerbin with 2 additional bases (kind of spacex and baikonur counterparts)
  5. I would be totally satisfied if the Reentry Particle Effect (which afaik already was in the game at some state) would be added to the new effects. What i really like about the new reentry effect is that it has way less impact on the performance than the old one.
  6. ah i see, thx. yeah thats definitly explaining the problem. but it also doesnt set the inclination of laythe as written in the opm-patch-cfg from scotskerb (still dont know why) Edit: I added the Kopernicus cfg from Principia in another cfg and removed the laythe entry from scotskerbs cfg (since i didnt have any effect) all works now as it should, thx again
  7. Tried the OPM Patch too, Sarnus System seems to be stable, but Jool System is unstable again. Did i miss something?
  8. Thx, that was exactly the answer i was looking for in the Kopernicus Thread!
  9. Is there another way to Fix the NullReferenceException spam with terrain scatters, instead of updating to Kopernicus 1.4.3-1 which it wont let me do cause of KSP 1.4.2? Solved!
  10. Not working for me so far o0, which version do you use? I tried the one for 1.3 but seems not to work
  11. Can I disable the Depth of Field Effect by Setting the Focus_Distance Value to 0, in the cfg? Or is there more I have to do for that. Awesome Mod so far. Thx.
  12. About the visible Eyes and Teeth problem in context with TRR mod (sry if its already known, but i couldnt find something about it in both threads) You can simply disable and enable them ingame with the TRR menu, also inflight. Can provide Pictures tommorow if needed. Just in case someone needs this... @klgraham1013 maybe 1. Click on the TTR Menu Button. 2.Click on Heads Menu. 3.Set the Values for Eyes, Pupils and Teeth to 0. 4. Continue enjoying Through the Eyes of a Kerbal Mod.
  13. Does your game run smooth, or do you (have) had lag during the testing?
  14. agreed, also not interesting to me, since im playing KSP (with mods of course...) i cant make a step back, to be honest this game looks like two steps back ( also with consideration that it is another genre...)
  15. I also dont really know but i suppose yes. I read a couple of months ago, when the mod wasnt really maintained by anyone sepcific, but lots of people did their own stuff on it, that there was allegedly a cfg file for the screens going black thing, but maybe it was outdated already to that time. I try to backtrace on it and will post if i find.
  16. Yeah, thanks for the advice, i will keep them, but i decided to keep some others too, like the mole habitat for example, because they are filling up some other gaps and they are just too beatiuful. Thx again @gunt3rgam3r , since there is the prune function, i got lots of new possible combinations for the game that could be really helpful.
  17. Nope, but i definitly will do. Thanks a lot thats exactly what i needed!
  18. Have the "loss of connection" and "screens go blank if energy is empty"-features (cfgs) been included? Sry i cant test it because i cant Update Kerbal to 1.3.1 because of Kerbalism. Thx for keeping this Mod alive!
  19. I used the K2 for a long time but now its useless since it has no RPM/ASET Props Support, which I need because im playing a forced IVA Campaign. (sry should have been clearer about that) Yeah i already had supposed that it would be a lot of work, after i looked into the folders, but im not a Modder myself, so i wanted to ask if theres another possiblity. Its not compelling necessary but it would be a nice to have, anymways I will find a way to engineer around that two seat Command Pod Gap in my carreer .
  20. Hey, first of all, very nice Mod you did I really like it and its one of the more polished in my opinion, keep up the good work and thank you for that. Is there a standalone Version of the Brumby or a way to use only the Brumby? I only need that Part because its the only Working 2seat Command Pod with functional IVA and dont want to struggle my system with another 100mb+ of parts and stuff i dont really need, and my system runs right on the edge with the tons of mods ive installed. I tried to delete all the other stuff in the package manually which (i think) are not dependent for the brumby, but then the brumby doesnt appear ingame.
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