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ROCKETGOOSE

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Everything posted by ROCKETGOOSE

  1. You need to set enableCollisions = true within the ParallaxGlobal.cfg. You can find it in the GameDate/Parallax/Config folder. It's set to false by default because it's an experimental feature. Also trees don't have collisions at the moment @Gameslinx the 2.0.2 patch has fixed the missing scatter for me! Keep up the amazing work, this mod really is something special
  2. Hey, I'm really loving parallax 2! Unfortunately I'm also suffering from this problem (Minmus, Ike, Tylo and most of Bop are missing scatter for me) and this fix didn't work. I even tried it on a completely fresh stock install of the game and got the same result
  3. Hey! Is it possible to edit the PQS maxLevel of the stock planets while letting the template define the rest of the PQS things? I'm trying to increase scatter density when the planets are scaled up by Sigma Dimensions. I only seem to be able to edit PQS maxLevel while removePQS = true within the Template subnode. However I think this means I also need to define all the other PQS parameters. I don't know what these values are supposed to be to match stock so if these are known somewhere then that's another possible solution.
  4. The PQS maxLevel is a Kopernicus parameter https://kopernicus.github.io/wiki/main/PQS.html I've been trying to tweak this to see what happens in combination with 10x sigma dimensions scale. Unfortunately I've not been able to make any difference, so I'm not sure what I'm doing wrong
  5. I'm loving Paralax 2.0! This will be one I can't live without from now on. I'm trying to figure out how to use it with 10x sigma dimensions. It's clear from the initial post that some values need to change but I'm not sure if I'm changing the right ones I tried increasing the density but for 10x scale this would require 100x density. Anything above 10 runs very slowly (running out of ram I think). Interestingly the game starts running slow when a save is loaded from the main menu rather than when a flight scene is loaded (which is where I expected the lag to start). I thought that maybe decreasing the range and/or LOD range might be able to compensate, but it didn't seem to make any difference. Does anyone know what settings to change to get a dense look with 10x scale? Or is this just impossible (stop playing 10x you weirdo)?
  6. That's a really useful tip I'll be using that! thanks! I still think that :FINAL shouldn't be used in the mod though, right?
  7. What texturing work needs done? I've got some experience with this
  8. Hey! I ran into a wee bug so thought I'd report here. When adding a waterfall config to the USI sounding rocket aerospike the real plume remains and they overlap. GameData\RealPlume-Stock\UmbraSpaceIndustries\Sounding_Rockets.cfg uses :FINAL meaning it can't be overridden by the waterfall patch
  9. This sounds very interesting! I'd love to give it a go Please excuse the noob question here, but I'm not familiar with compiling from a Makefile and feeling very LOST! any pointers of where to get started?
  10. Long term fan of this mod, it's great to see it's still being maintained! Keep up the good work! I happened to capture this convergence of Duna and Jool which I thought was epic. Imagine if the Occultation Camera Processor could suggest convergence dates
  11. This sounds like you don't have any configs for the engine you're using. Waterfall itself doesn't add any configs. I would recommend Stock Waterfall Effects if you're using this with the stock engines Oops I didn't refresh the page so I missed this! Glad you got it working
  12. I've made some configs for the karbonite engines. Using some templates I made and some from stock waterfall effects. If you'd like to try them out here's the github link https://github.com/RocketGoose/Karbonite-Waterfall-Effects/releases/tag/0.1.0 I'm going to make a new forum thread for this, but I'm new to releasing KSP mods and using github. Any general pointers/tips would be greatly appreciated!
  13. I'm planning to release a pack of configs for the karbonite engines. So far I've made templates for the fusion and torch drive engines. I've taken some artistic liberty, since they're the end game magic engines, so I'd love some feedback on these. https://imgur.com/a/0FcBNhS
  14. This sounds very interesting! What things are the heaviest hitters to performance when designing effects? What are you changing to make them more performant?
  15. It did seem like there was some strange things going on with it! Did you have similar issues with the SXT Vanguard engine? That's the other one I was struggling with. Once I've got some time next week I might have a go at reworking these parts so they play a little nicer.
  16. Hey. I'm totally loving the Waterfall mod! I've been playing with the Stock Waterfall Effects configs and I recently started applying those templates to the SXT parts. However, I've been having trouble getting the RCS to work on a couple (not all) of the parts from SXT. I'm sure this is something obvious I'm missing, but any help figuring it out would be great! I can't get the RCS Controller to work. When I add it (and the template) nothing happens. The ALT F12 Console is constantly spitting out Warning: [Waterfall][RCSController] RCS controller not assigned. Bellow is the config I'm using for the Munar Excursion Module, which isn't working, and it's very similar (just changed the @PART name and moduleID) to the config for the RCS Boom I'm using which is working.
  17. Hey, has anyone had any luck using this in 1.12? I tried, but it didn't seem to be working. Might be something I've done wrong though *EDIT* Got it working!
  18. Hey. Cheers for making this great mod! I'm currently playing with sigma dimensions to scale up the stock system 10x. This has caused some issues with contracts spawning things in the wrong places. Is it possible to write a config to re-scale the lat, lon and alt values for contract waypoints and spawned vessels?
  19. Hi, first of all I have to say that this is one of my favourite mods! However one of my Bon Voyage controlled rovers has stopped working and I have no idea why. I can still set a path and click Poehali, but nothing happens to the rover in the background after that. Furthermore it has vanished from list of Bon Voyage rovers. https://imgur.com/VwQmHum *Edit* So I went and launched another unrelated vessel. When looking back at my rover it now seems to have fixed itself, even though no amount of reloading or switching vessel had worked previously very strange, but I'll take it
  20. Running it without OpenGL worked. Thanks for the help, I really appreciate it!
  21. I'm running on windows and yea I'm using OpenGL. Where would I find the log file?
  22. Hello! I'm a long time player, but new to the forums. I've used KVV in the past and it's great! However currently when I open the KVV window all I get is a black screen. I have quite a lot of mods so if anyone knows of any mods which cause this it would be really helpful.
  23. Hey could you change my name to "ROCKETGOOSE" Thanks!
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