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Nightwindale

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Everything posted by Nightwindale

  1. Tried installing both mods downloaded from CKAN (SSPX 0.5.2 and SSPXr 1.0.2), with latest NearFutureProps (0.3.1) and ModuleManager (3.0.6). Still have the same thing, two those parts are missing, preventing few crafts to load: "crewtube-125-25-2" and "crewtube-docking-25".
  2. I think i've tried that, but i will check it again to be 100% sure, a bit later. That's what i was not sure about. Deprecated can both mean "the new patch made things work other way so this mod does not work properly anymore", or "we included our previous efforts in a new mod so it's just obsolete but works great". Got the clarification for this one, thanks. Unless it wouldn't work
  3. Well, i've actually tried all variations: my backup "old" mod from 1.3.1 version, the same "old mod" freshly downloaded via CKAN (dunno if there is any difference, but i've tried anyway), and the Redux version. All of them have those missing part warnings, in Redux i just have more parts missing, in the original - just about 2 or 3. I don't want to argue or anything, but "deprecated" is quite a wide therm, trere is no clarification wether old parts\vehicles would work in Redux. That's what i'd like to find out - it this situation OK and meant to be this way when moving to new mod, or is it something wrong with my particular setup. Btw this link to old thread leads in this very topic. Can't find the right one via search aswel.
  4. Hey guys! First of all, great thanks to those who work on this awesome mod! But after about a half-a-year break from KSP, i got back to try 1.4.1, updated all the modes, and when loaded into career which had couple of huge spacecrafts that included parts from Station Parts mod, couldn't load them with an error of "parts missing", including "crewtube-25-2" for example (and some others, i can provide names if needed). Are those parts has gone since, or is there something wrong with my mod setup? Just for note, everything was ok on 1.3.1 setup a while ago.
  5. Like in the video tutorial, manually, without staging, tried with action groups aswel.
  6. Petal adapter doesn't work properly for me (doesn't decopule top node) even after fully deleting old KW Redux and installing this Rebalanced version. Any suggestion why? Installation was done via CKAN.
  7. You are using a version of scatterer made for v1.3 of the game with v1.2.2, no wonder there is an issue. Either uptade the game or stay on scatterer 0.3.0
  8. As for clouds and stuff, made a quick overview of how this "haze" renders for cloud layers of 3 mods. The base for all is latest EVE and scatterer. Also all 3 cases made with AVP atmosphere (i guess that is what atmosphere.cfg is here for at least). The difference is in cloud settings and other following stuff, taken from other mods: clean AVP: AVP with KSPRC clouds only: AVP with SVE cloud layer (not the SVE atmo settings, just clouds): As you can see, the clean AVP clouds have "sharp" line to it, while other have some haze. I have no idea why is that since i have no clue of what are the configurables (and don't want to dig in it just yet), but the result can be seen - somehow it renders different picture.
  9. 1) What exactly means "bundles" for those mods? 2) I mean is there a general rule to "properly" remove any content mentioned in cfgs (textures, sounds, whatever) for any mod.
  10. Quick question guys. I just got started to be involved in modding my KSP, so what's the proper way to remove an elements of the mod? Say, i wanna get rid of sun texture AVP provides. I just deleted it from the folder. Is it the correct way, or should i also find and eliminate all the paths leading to it in config?
  11. All i can say for sure it that you can get those features with AVP + SVE "merged", because im using this setup. It's not as smooth as on provided screen, with those 2 mods i have this: On the last screen there is just about 150km altitude, and there is not much of a shine aswel. I'd also like to know how to make game look as good as people show.
  12. About horizon shine and terminator color, use "integrate with EVE clouds" option in scatterer, as for smooth transition from clouds to atmo - dunno, option mentioned above helps a bit, but you will still see "flat" cloud texture on ascent until some decent altitude. I'm guessing, the screenshot you want to replicate is not a pure AVP. I can see a cirrus cloud layer kinda like in AVP, but main cloud layer seem different. (Or im just blind enough).
  13. Im sorry for wrong info, had 1.2.5 installed but reverted to older version faster than i realised it doesn't do a lot of things it did previously. Need some help with this: I have no idea what causes that. Those artifacts appear only at pretty low altitude over the water.
  14. If you mean experimental scatterer version, then even if you will install latest one, SVE will still override it's config and you won't have ocean shaders. Even the newer version of SVE will still override some other settings (like mentioned above change of terminator rendering) or, IIRC, enable "atmo on top of clouds", so i suggest you to check the SVE config anyway.
  15. SVE overrides some scatterer parameters by it's own config, path is StockVisualEnhncements\SVE_Configs\Scatterer_settings.cfg. You can either change needed values there (the line you need is "%useOceanShaders = "), or just delete this config completely to use original scatterer settings.
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