Jump to content

Galland1998

Members
  • Posts

    140
  • Joined

  • Last visited

Everything posted by Galland1998

  1. Is the VaNnadin's RSS volumetric cloud patch for RSS-Reborn still additive to the RSS-Reborn install? In the mods's readme file directions it implies that you need to keep the volumetric clouds stock folder and in it the RSS-Reborn install instructions it says to delete that folder.
  2. Anyone able to get this to run with BDB with out getting B9 Part Switch errors? I was getting one for SAS upgrades and I was getting some for as well for the nuclear engines.
  3. I was looking at doing a career playthrough that used BDB as the main parts mod, what combo of life support/tech tree mods would you use? I'd also like to add in the Nertea and Planetside Exploration Mods. I really like the science mechanics of Kerbalism but I am not sure that is all that friendly anymore with the current state of BDB and the the other two parts packs. Any suggestions?
  4. What is the current thinking of the best tech tree to be used with BDB parts. Ideally, I would like to do an "uncrewed" start. Most of the tech trees seem a little dated these days.
  5. I can't wait for the Kraken to be slain.
  6. Anyone have any recommendations on a tech tree that pairs well with BDB? Since BDB has so many parts I wasn't sure if any of the tech trees actually place the BDB parts appropriately.
  7. The next best for stock planets is probably Spectra. I think that one is a little lighter on the resources demand
  8. Is BDB optimized in terms of dV to be used on the stock KSP scale or is there another scale size that it works best at.? For example, rescale at 2.5x or JNSQ which I think is around about a 2.7x equivalent. Disregard.. just read the install directions again.
  9. I was working on doing a config to support the RSS-CanaveralHD mod that is used in RSS/RO builds. In the config files there is a config for "ident" and "shortID" what are the two used for? If you build a custom approach the name you give it shows up in the "ident" tag but defaults the shortID tag to "sID4" What should be info should be in the two slots?
  10. Does anyone know if there are any undated configs for Kerbalism compatibility with the latest version of BDB? It looks like the Kerbalism has some compatibility but not fully.
  11. What is the difference between this Precise Maneuver and Precise Node that linuxgurugamer adopted?
  12. I'm using procedural parts v2.3.0 via CKAN as part of the quick RP-1 Install. That goes along with ROv14.11.0.0 and RP-1v 1.11.7. I was using Recall v0.2.2.3 and Tweakscale 2.4.6.9. I used the v2.4.6.9 rather than the 2.4.6.10 version because the bugs were much worse than just a displaced attachment node on a root part with procedural parts. You can work around the displaced attachment node by adding another part, changing the root part and the deleting the original part. With v2.4.6.10 I was running into issues with attachment nodes would disappear after a part was attached and then removed and then that would escalate to parts only being radially attached and then not attached at all. It would then escalate to the point where I couldn't exit the VAB and would have to force a shutdown of KSP just to get back into the game. I didn't do extensive testing of the v2.6.4.9 interactions beyond what I described above.
  13. I am running into a strange problem with Tweakscale. I am not sure if it is a tweakscale issue or an interaction with procedural parts. I am running a 1.12.3 RO/RP-1 install and this issue only presents itself when Tweakscale is added to the install. If a procedural part is the initial root part added to a craft then the attach nodes are offset from the part. If you add another of the same procedural part than the attach nods are in the proper place. If you make the second procedural part the root part and delete the original procedural part the attach nodes stay where they are supposed to be. In the second case if the initial root part placed in the VAB is not a procedural part all of the nodes are where they are supposed to be and if you add a procedural part then the added procedural part has its nodes exactly where they are supposed to be. RO/RP-1 messes with the base part scales compared to stock KSP so I am not sure if that has something to do with it. It is just strange that it only seems to impact an initial root part from the procedural parts mod.
  14. I am running into a strange problem with Tweakscale. I am not sure if it is a tweakscale issue or an interaction with procedural parts. I am running a 1.12.3 RO/RP-1 install and this issue only presents itself when Tweakscale is added to the install. If a procedural part is the initial root part added to a craft then the attach nodes are offset from the part. If you add another of the same procedural part than the attach nods are in the proper place. If you make the second procedural part the root part and delete the original procedural part the attach nodes stay where they are supposed to be. In the second case if the initial root part placed in the VAB is not a procedural part all of the nodes are where they are supposed to be and if you add a procedural part then the added procedural part has its nodes exactly where they are supposed to be. RO/RP-1 messes with the base part scales compared to stock KSP so I am not sure if that has something to do with it. It is just strange that it only seems to impact an initial root part from the procedural parts mod.
  15. I have an issue with the flag decal. Sometimes When I use the Flag decal in symmetry it will change the mirrored/symmetry Flag to whatever the default flag is when the craft is loaded in. For example I build a craft. I set up the decals the way I want them and then save the craft and put it into the build que. When I fly the rocket the mirrored flag (i.e. the one on the back of the rocket or other side of the plane has switched to the default (mission flag). The strange thing is that the main flag that you set works fine. Its just the ones that are in symmetry that seem to bee effected (at least in 2x or mirrored).
  16. I got a strange issue. I am running on 1.10 with an RSS/RP-1 game and when I click on the icon in tool bar or the stock bar on the side SOC comes up but I can't get the SOC window to close.
  17. I was running into an issue with my RSS/RO/RP-1 game in KSP 1.10.1 where my second stage engine would gimbal out of control and flip the stage. That was using 1.3.3. Rolling back to 1.3.2.5 and the problem goes away. The following video shows you what was happening,.
  18. I am running into an issue with this mod where when I make a custom runway/approach it will work just fine for that entire session. All the saved runways will always show. However, when close out KSP and come back in the "custom runways" no longer load and I have to create them all over again. What is odd is that the file created by the mod with the custom runway info is in the mod folder but it does not load. The custom file is titled "customRunways.cfg". I looked in the settings.cfg file and it had a line that says "loadCustom_rwyCFG = True" I am running KSP 1.10.1 with an RSS/RP-1 install. I even tried putting the custom runway data in the defaultRunways.cfg file and that didn't do anything. Is the problem due to running in 1.10.1 or is there somthing else going on.
  19. I'm using this mod in an RO install. It looks like this version of the mod adds the TU support but removes the textures that used to be in the release version of PWings. Is that correct? It also looks like it is also no longer possible to assign textures to the upper and lower surfaces independently. Is that correct is this an issue with my install?
  20. Make sure that you are using the "release version of the mod and not the master file. Also you you need to make sure that you have all the RSS Textures in the folder. The EVO RSS Textures folder only adds a couple of files and not the entire texture pack for RSS. That tends to fix most of the problems that I ran into with my installs of EVO 0.3.
  21. I installed the new version EVE and it seems to work fine with 0.3 RC1. The CityLights are seen at the surface. The only thing that seemed a bit off was the city lights seemed to "bloom" more than I remember but I am not 100% sure about that.
  22. Out of curiosity, when are the city lights supposed to be seen? Mine will show up bit you don't see them until you hit a little over 100,000 m in altitude. Is that intentional or do I have a "bug" slash operator error. As a side question: you included scatterer as part of the 0.3 RC1 package. What version of scatterer is that? EVE Redux just dropped a new update today to address some of the city light issues in the 0.0770+ versions of scatterer.
  23. My version of the ISS shot above. Here is a night launch up by the great lakes of the US wit EVO 0.3 visuals.
  24. I am getting a strange issue where when I put EVO 0.3 on a test RSS/RP-1 Install I get a Kopernicus Error and the RSS fails to load. I get Kerbin in the background instead of Earth on the load screen. I tried swapping between KoperincusBE and normal Kopernicus. I get the error message on both. I am running a KSP 1.10 and your 0.3 64k release package. As a side not. On my main RP-1 KSP 1.10 install I a am running EVO 0.2 with out any problems. That install is on KopernicusBE. Here is my Log https://drive.google.com/file/d/1MHw3I5yB_UEfQLcm-EcfIgd5XtliHYan/view?usp=sharing UPDATE: Looks like I found the problem. I normally delete any folder prior to moving the new folder from my downloaded mod. I especially do this when updating a mod that I had on my install. it looks like the EVO RSS-Textures folder only has a Mars texture and if the normal RSS-Textures from the normal RSS install is not there than you will get the Kopernicus errors that I was getting.
×
×
  • Create New...