Jump to content

Wastel

Members
  • Posts

    24
  • Joined

  • Last visited

Reputation

3 Neutral
  1. Hi Congratulations for this, it looks very awesome ! I've started a fresh KSP install just for this, and it feels very good. However, I noticed strange behavings on the Moon. - First, when you're in orbit around the Moon and you start to descent in order to Land, the textures looks .. funny. It looks like it's a grid (see first screenshot). Both 4k and 8k textures have been tested, it does the same. - Second, is the Moon supposed to be multicolor like you can see it on the second screenshot? https://nextcloud.wastel.fr/index.php/s/8L5GQTGAskRcZ8B ("griddy" moon) https://nextcloud.wastel.fr/index.php/s/jGiEka2qkk3C9jD (rainbow moon) FYI, every graphical option have been set to max in the game. Terrain preset is KSRSS_med. Mods installed (beside all the mods needed here) : Restock, Restock+, KS3P with my own config (can'"t be that, because the issue still happens when I toggle the post processing OFF) Those are not gamebreaking, but it kind of killed the moment for me. Let me know if you need more informations, I'd be glad to help. Cheers!
  2. This bug is not caused by the MLH mod, it is caused by your planet pack. The MLH mod actually fixes the bug, that is why I suggested to add it in the installation guide. I tested your modpack without MLH two days ago, and I can confirm I wasn't able to recover my vessel once it landed back on Rhode. I then installed MLH, launched the same vessel in the same conditions, and I've been able to recover it this time
  3. It's okay :-) Here is an other suggestion : Making Less History seems to be more than a suggested mod, this is a MANDATORY mod for your pack to work (prevents from not being able to recover vessels). Why don't you add it in the installation guide so people can enjoy your modpack even though they skipped the little part where you talk about this mod? :-)
  4. Hey gameslinx I think the link to download the mods (I noticed it on Kopernicus) does not match good "mod/KSP version" version relation. When we download Kopernicus from your link (with a 1.7.3 KSP), it says it's not the good version, and will probably break the save. Regarding what I was about to say before I saw the last messages, I'm currently getting back to Beyond Home after a break because I missed it. I was wondering something : Would BH work with contract packs like "Contract Pack : Clever Sats" or "Contract Pack : Giving Aircraft a Purpose" ? I wanted to start all over again with a new career, but I wish I could use those mods that are (imo) a MUST HAVE in order for the career to be more interesting. Thanks again for your work, I noticed an enormous performance increase since the last time I played, this is fantastic.
  5. I would greatly appreciate that you share the configuration if you get to make it work with JNSQ, because I'm currently trying to do the same. :-)
  6. I'm sorry to tell you that your mod doesn't fully work with Scansat. I've been playing your mod intensely for days now (I just love it), but biome scanning with Scansat doesn't work with all the planets. For example, I sent a probe with Scansat parts to Hydrus to scan it in order to check the Biomes and have a biome map (this is the only reason I use Scansat), and for Hydrus I didn't have any correct display. It told me what biomes there were on it, but not where they were on the planet, and the biome map on Scansat is empty.
  7. Okay I just tried installing the mod Making Less History, and it actually fixed the issue. I've been able to recover my vessel ! So thank you @zberry7
  8. Oh, I swear I read the whole thing, but I guess I didn't see that fix ... I'm gonna try that asap. Thank you for the answer !
  9. Hello ! First of all, hats down. This work is INCREDIBLE, and as soon as I installed it, I checked every planet/moon in the Tracking Station, and have been stunned with the quality of the visuals. It's just beautiful, and you just made me go back into KSP for a new adventure. After playing several hours, however, I've ran into an issue which I saw I wasn't the only one being concerned (I read all the 8 pages of your post before writing this, just in case an issue had already been released). I have this weird bug where I just landed with my command module and it just doesn't let me click on 'Recover Vessel' button. When I click, nothing happens. I'm barely to do anything else, by the way. here is the list of things that doesn't work : - Escape button -> Save game / Load Game - Escape button -> Space Center / Tracking Station - From the top screen buttons -> Recover Vessel / Back to Space Center - F5 (quicksave) - Escape button -> Back to Main Menu So ... basically (I've tried 3 times), I just end up alt f4 the game, load it again, and my ship is back in orbit, at my last save. When I deorbit and land again, same issue. Here is some informations you might need : https://nextcloud.wastel.fr/index.php/s/8rgLTemDzJBoMcM (screenshot of my GameData folder. As you can see, I have some additional mods, but of course I've tried without them, just in case). https://nextcloud.wastel.fr/index.php/s/LfHbZz56aBLfXRy (KSP output log, just in case). It really saddens me, because I was really glad to play this. I really want to help fix this issue, so if you need further informations or want me to do some tests, feel free to ask me. Thank you! *EDIT* : I joined the Discord you mentionned in the first page. My name is 'WasteL'. If you have an idea or if you need something from me, feel free to message me anytime.
  10. Hello, I have recently installed Near Future Solar, and its dependancy (Module Manager), because I already have Near Future Spacecraft & Vehicles (awesome mods by the way, work like a charm). However, this one doesn't seem to work. It only added a few, not all the solar panels (added 1x2 and 1x4 Photovoltaic Truss). To be honest, I installed this mod only for the circular solar panel, in order to recreate an Insight mission. How can you explain this? My KSP version is 1.5.1, I have ModuleManager 3.1.0 installed, and Near Future is the only mod installed which had parts (apart from VenStock Revamp which just changes stock textures). Any help will be greatly appreciated, and I'm available to give further informations if needed. **EDIT (sovled)** : Nevermind, I'm just an idiot. I just omitted that I did'nt unlock the part yet in the tech tree (the only thing I didn't unlock, of course). My apologies.
  11. Hello ! Those flares look really gorgeous, I wanted to give it a try, but I can't get to make them work like in the screenshots. The color looks the same, but its not as 'bright' and 'flashy'. Here is the log file : https://nextcloud.wastel.fr/index.php/s/LfHbZz56aBLfXRy A picture is worth a thousand words : https://nextcloud.wastel.fr/index.php/s/RRfqenXCHoBbDL2 My mod list : https://nextcloud.wastel.fr/index.php/s/2ZDwRjjbytkToG7 Kopernicus is the latest version, as required in the install instructions. The chosen flare is Flaveros. Did I do anything wrong? Is there maybe a conflict between mods that prevents the flare displaying correctly? Thanks!
  12. Absolutely. I actually have a Stock system (only minor graphic mods, but no major change), and I want to use the SSRSS Earth model for Stock Kerbin.
  13. Hello everybody, I was looking at the best visual mods around, and I found out about RSS, and more speficially SSRSS. The Kerbin texture is STUNNING. However, as I haven't explored all the Kerbol system's planets, I want to keep them as they are for now. So no full installation of SSRSS for me now. My question is : Is it possible to just take the Kerbin texture from the mod to install it, so I can have this beautiful Kerbin visual while keeping other planets stock? I don't want to break any rule or license, so I don't want to play around with the files, unless there's a solution which is legal. Thanks!
  14. You figured it out, thank you very much. I followed your advice and tried to do a very simple craft : https://nextcloud.wastel.fr/index.php/s/FkRm2X9ZXa7Q3g7 https://nextcloud.wastel.fr/index.php/s/EArf5NJ4C78GR6p I launched (without cheat), two of those crafts in LKO, and rendezvous them together to dock. And as you planned it, it docked perfectly, first try, very easy : https://nextcloud.wastel.fr/index.php/s/GLBMNqcrkynAdp7 So yeah, we can conclude that my orbital station was excrements. One last thing and then i'll close the topic : What would you advice to ABSOLUTELY avoid when it comes to station crafting, in order to prevent having those docking problems? I'm still learning, I try to do it myself without too much video tutorials. So if you can tell me the 'THINGS YOU SHOULDNT DO' list when building a station (to avoid docking issues), I'd be glad to read it! Thanks again.
  15. I just spent 2 hours building a new space station (which was pretty much the same, but still new), send it to orbit again, build a new fuel tank's craft, and send it to orbit for a rendezvous with the space station. The docking was still not possible. However, something REALLY weird happened to me. So I was still trying to dock, trying more and more weird things (I was desperate). But something really weird just happened. But before, you need to know how my craft is made. (not the station, the craft that pushes the fuel tank) I have a probe that I manually put inside the fuel tank, just below the docking port. I had an option to 'undock' the fuel tank's docking port, which was weird because I didn't have this option on my space station's docking ports. So ... In despair, I clicked on that undock button. The docking port and the probe inside both started to shake very strangely, like it was stuck on the fuel tank and tried to get away. My craft was moving toward the space station, perfectly placed for a dock. I said to myself "Will this excrements dock ? Seriously ?" And I was right. After several bounces on the space station, the fuel tank's craft docked on the space station, and the probe which was inside the fuel tank just flew away... Can anyone explain me this? Did the kraken troll me and have control of my crafts?
×
×
  • Create New...