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Qarisma

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Everything posted by Qarisma

  1. You've thought of everything... I was wondering why I didn't have to tweak the brightness at all
  2. The distant objects mod allows you to dim the skybox if anyone is finding it to be too bright. It also has dynamic dimming that will make the night sky even less bright while in a planet with an atmosphere or when looking at a bright object.
  3. @Galileo @OhioBob Yea the raw rescale lead to quite a few glitches. Nothing game-breaking actually but a few immersion breaking visual glitches, especially at low orbital altitudes. I've decided to play on the intended size and I have been having more fun than ever before. the 2.7x size is perfectly challenging for stock engines and the planets look amazing. The scatterer and eve configs are perfect right out of the box. This entire pack is exceptionally well made.
  4. @OhioBob This is incredible! I am glad I asked. Thanks for the quick response too. I'll report back any issues I have with this if that might help you guys in any way.
  5. @eberkain I figured it might work still with this, but the author recommends that you don't. Also because the planets in JNSQ are larger, I'm not sure that using any of rescale's default scales will give me a roughly earth-sized Kebin and I really want to have even 24 hour days on Kerbin. Rescale also introduces some weird bugs at larger sizes and doesnt really play well with scatterer.
  6. This is an excellent planet pack! I like the way that it has merged the realism and detail of GPP with the stock KSP system and increased the scale to fit the rockets. My only question is if you guys have considered making an even larger scale option for those of us who would like to play on a close to real life scale system while still using these beautiful planets?
  7. Is your contract pack compatible with other planet packs that do not include the stock system?
  8. You're work is much appreciated! Keeping up with a mod that is so integral to not just the game but also so many other mods can not be easy.
  9. YESSSSS!!!! I have been waiting for a proper contract pack. I have flown a total of 1 manned missions in the last 2 weeks because the default contract packs rarely require it. Here's hoping I will have more reason to risk my kerbals lives and get some use out of all the life support mods I have installed.
  10. I'm having issues with the settings menu. I can't switch between types in the specifics menu
  11. This mod still works with 1.6. I can't tell you how useful this is. It's a shame that some people play without it. Flying these death trap "airplanes" with keyboard controls alone is absolutely impossible.
  12. It seems like after a few launches the mod stops affecting my vehicles at staging. I can launch my vehicles without integrating with no consequences.
  13. I'm getting the same issue while using Rescale with the latest version on 10.6x.
  14. For anyone still having issues with solar panels like I was, try changing the reference name of Grannus from "Sun" to "Jool" in the planet configs so the game just treats it like another really far gas giant. It has worked so far for me. Might cause some issues down the road though, so try at your own risk.
  15. Okay, I discovered the issue is with Kerbal Konstructs.
  16. I'm having a weird issue when I try to start a game with this mod where I can't access the VAB and when I go into the research center or mission control I can't exit again. The only way to recover is to forcefully close the game. I saw someone else report a similar issue so I deleted the renamer but that doesn't seem to have worked for me. I'm about to go through a huge debugging process when I get home because I have a fairly long list of mods installed and I don't get this issue when I run just GPP or when I run everything else without GPP. I was wondering if anyone could save me some time if they know of any mods that are confirmed to be incompatible.
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