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TriggeredSnake

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Everything posted by TriggeredSnake

  1. I was working on a patched version of this for personal usage as part of a larger project to create Scatterer and EVE configs for Minor Planets Expansion and I found a bug in this mod that doesn’t seem to be documented, as well as a different issue I found a workaround for. In clouds.cfg, the Wisp layer for Thatmo tries to use a texture from StockVisualEnhancements whether that mod is loaded or not, causing the effect to be invisible. Changing the path to point to an equivalent texture actually in this mod (literally just replace StockVisualEnhancements with PoodsOPMVO) makes the Wisp layer visible and it looks a lot better. I also noticed that this mod seems to overwrite EVE configs from other mods, trying to run it with SciFiVisualEnhancements (for the stock planets) resulted in no change to the stock system, until I renamed this mod’s path to ZPoodsOPMVO (and changed all of the texture paths in the files.), doing that causes this mod to load last and allow other EVE configs to load before it. I think I might release a patch for this mod that can just be dropped into GameData once this mod is installed, all the textures and everything would stay the same but the config files would be replaced with my updated versions, would that be okay?
  2. At some point Harmony was added as a dependency, but nothing says it on the forums as far as I can tell. It’s listed on CKAN, but not for manual install. This really ought to be rectified as I had a lot of trouble due to the lack of Harmony with no idea how to fix it until a Redditor could point it out to me.
  3. I completed the mission earlier today, how should I handle the photos? I made nearly 20 stops on the trip, should I post main view and map view photos for each one? (as well as the flight to Laythe) I don’t know if I have screenshots for everything but I did take a named quick save for every stop so I can load them up to take photos if I need to. After such a long circumnavigation I almost never want to see this moon again, but I do feel tempted to try and circumnavigate Kerbin next with an improved design.
  4. I’m about an hour of sailing away from circumnavigating Laythe, mostly by sea. I’m not sure if I’ll finish it tonight or tomorrow, but I’m really excited. I started this two years ago and it’s nearly finished now. It’s been very interesting, my design is definitely not ideal for this and if I ever did it again I’d change it a lot, but it’s been quite usable and surprisingly fast, just finicky.
  5. Thanks! It's a fun project for me but I often forget to update it when I'm playing other games. There's probably gonna be a smaller update today just to fix a few broken attach nodes and a couple of other issues. I found a way of searching the log files to find exactly what parts where bugged, and a few of them were. One of my next goals is to get the landing gear working, I'm not exactly sure how yet. I got the pre-0.18 landing legs loading in game but so far they don't work, they are just locked closed. I expect I will need to rewrite their files to fit the modern format better.
  6. Version 0.11.1 is here with a few new parts, and a bunch of bugfixes. There are a few bugs still that I'm aware of, but I felt a new version was needed and I'm on the way to fixing some of the issues. Features: Added classic versions of the LVT-45 and LVT-30, files taken from 1.11.2. Added classic versions of all the docking ports changed in 1.12. Classic RT-5 Flea and RT-10 BACC are now usable. Added tech tree implementation to a few parts that were lacking it. Some parts have been moved to different categories again, I originally was placing parts in their original category, but now I'm placing them where their modern equivalents are placed. Added the files for some 0.16 and 0.17 parts, but they aren't appearing in game due to issues with the part files. The mod is now listed as compatible with 1.12, but as usual this mod should be compatible with all versions since like 1.2, maybe earlier. Bugfixes: A few parts weren't showing up in game, they were trying to access model files from the wrong place, most of these are fixed now. Aerodynamic nose cone B was using the model for cone A, but this issue was hidden by the fact that the cones were both not visible in game. Both problems are fixed now. RT-10 BACC SRB is fixed now, I tried to add a classic version before but unintentionally discovered a bit of unused content, my BACC Classic was using a different texture somewhere between the new and old designs. I added a proper BACC Classic using files from 1.4 which avoided the issue, and I kept the unused one as the BACC (Unknown). Some files were in the wrong folders, that should be sorted now. Known Bugs: SAS Module (0.20) is the wrong size and has broken attach nodes, I'm not sure the exact issue but I'll get it fixed next update. It's probably a similar issue to the bug the plane cockpits had many updates ago where they attach nodes were backwards. The classic Vernor engine has a weird model that I don't think is correct, but it's definitely using the model in the folder so I'm not sure what the issue is. Some parts might still lack tech tree integration, at some point I will go through every file to make sure this is fixed as I think lacking this prevents them from appearing outside of Sandbox. Most part files just use the model file in the folder, but some of them are programmed to target model files in specific folders. I rewrote most of these when I added them to OldPartsRedux but since I changed my file layout, and Squad have moved some models in the vanilla game, a few parts can't find the right model and won't appear. I need to search through every folder to make sure they are all correct, and that should happen in the next update. Future Plans: I've managed to find every old version of KSP now, so I can start to add parts from 0.14, 15, 16, and 17, unfortunately my attempts so far don't seem to load. I expect this is due to the part file format, and I can probably resolve it by rewriting the file to use something closer to the modern format, I've had to do that before. As OldPartsRedux is getting quite large, I might try to reduce filesizes somehow. The mod also has a huge amount of parts that can take up a lot of the parts list, so I might try to use the "new" variant system for some of the parts that didn't have stat or text changes. I want to add the classic plane parts from pre-1.0.5, and from pre-0.90, and pre-0.25, and the parts from around 0.15. This will take a while as there are a huge amount of parts and I might need to find a copy of 0.25 again after mine got lost in a hard drive issue.
  7. Thank you for doing this! I'm gonna try this today. (Hopefully this notifies ColdJ too)
  8. I'm making an update for that today, thanks for reminding me they changed.
  9. I would love to see an updated version of this with lights added to the windows like the stock mods have.
  10. Could you post these downloads again? I love your flying boats and I'm totally hooked on making my own models right now.
  11. I published an update today clearing up some confusion and explaining my absence, fixing a few bugs and adding some parts. I also implemented a fix for AVC and CKAN with the help of another user, and I have some great news soon for future updates.
  12. Yes it works fine in all versions most likely, it just adds parts so it shouldn’t have issues with new updates. I’m planning a new update soon as I’ve finally resolved the technical issues preventing me from continuing over the last couple of years. That is unusual, I didn’t realise it included RasterPropMonitor at all. It is weird but it makes sense that it would use the old IVA screens, since the new pods have different IVAs to the older pods. Thanks for the cone tip, I will check that. I’ll check the Vernor too. And yes I think I am missing the wheels, but again I will see if I can fix that in a future update. I’ve had serious technical issues for the last 2 years which I finally resolved the other day and I’ve been totally addicted to KSP again as now I can play it without crashes every 2 minutes, and I will be updating OldPartsRedux again soon.
  13. Man, I love this mod. I’m so exited that I may be able to upgrade my aging potato PC to something not from 2012, as that would actually allow me to use Scatterer at more than 2fps. What kind of specs are ideal for Scatterer? e.g. Is the graphics card more improrsnt than CPU? Which model GPU should I get? And how much RAM does it need?
  14. No, it’s working perfectly, but the forum title just says 1.4.0-1.6.x.
  15. For me, it's just always the Kerbin one. Good for you, I haven't.
  16. For me it is, yes. I don't. I haven't had it a single time since 1.4.
  17. I've heard from some old threads that this mod removes the Mun or Bust title screen? Is that true? If so, why?
  18. Okay. How do I get a log file? To be honest it's probably a mod conflict as it's just parts from my mod, OldPartsRedux, and KWRocketry that emit glitchy lights.
  19. I'm running this in 1.7.1, after modifying the .version file myself, and all my engines emit light before they've been fired. Is this going to get an official update that will fix this issue?
  20. 0.9.1 Update has been published! Changelog: 0.9.1 is fully compatible with 1.7.2, but I'm posting this as a 1.7.1 mod because that's the version I'm stuck with until Kopernicus updates. Bugfixes: The RT-5 (1.4) now loads the correct texture and loads properly. The RT-10 (0.13.3) is now correctly named the RT-10 (0.7.3) and no longer conflicts. I will be adding a 0.13.3 version when I can update the 0.13.3 model to be modern KSP compatible. The LV-T45 (0.13.3) has been properly named in its file, and now loads correctly without conflict. The LV-T30 (0.13.3) is now named correctly. Some parts have had their categories and tech tree positions fixed.
  21. @Eklykti is right, just use Sigma Dimensions. It works perfectly and can scale terrain and atmosphere better than this old mod. Additionally, KSCSwitcher is no longer required as the KSC doesn’t appear in the middle of the ocean using Sigma Dimensions.
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