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KSP2 Release Notes
Everything posted by gap
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Hi there, I am an happy and grateful AVP's user; for me, the last release of it was superlative! Unfortunately the release of Breaking Grounds and the recent changes to the game, made this mod uncompatible with KSP 1.7.1 (even without the new DLC installed) so my simple question is: is there going to be an AVP update anytime soon?
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The main version of KS3P is not compatible with the DX11 API, but @jrodriguez has posted a DX11 version of the mod and a new set of DX11 shaders: P.S: the DX11 version is said to work with KSP 1.6.0, but it works well for 1.7.0 too.
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I am glad that you found the culprit at last. I wish I could help more, but why on my install of the game the problem didn't show up? Is that something that can be done by simply moving parachute object's 3D coordinates upwards (relative to the fin mesh), or there is some other setting that must be tweaked?
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That's odd... I have tried replicating the problem many times now, not to avail. How common is for you the event of the chute deploying incorrectly? Could you describe exactly what you are doing? Could some physic setting (that we possibly have set differently in our respective games) be related to the problem? Roger that! Now it is a bit late and tomorrow I need to wake up early, but in the afternoon I will carry some more tests in KSP 1.6.1, and I will send to you the I will collect
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Hi @linuxgurugamer I have finally tested your and gilbr0ther's work, flying the testing aircraft you had uploaded here a few days ago and deploying its chute at various speeds in flight and before take off. Unfortunately, during none of my tests (about ten) I was able reproducing the odd behaviour described by you. How commonly on your rig the chute deployed facing the wrong direction? Have you checked if some other mod that you have installed or some game setting might mess with it? I will keep trying, so please let me kwow if you have other idea or any suggestion on how to induce the bug
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To the best of my knowledge you can: buy update points using funds, reputation or science points, but KCT discourages this mechanism: the more UP you buy, the more expensive the next purchase will be; acquire points via technological research: each unlocked the tech tree node provides one free UP; reassign already assigned upgrade points (moving them where they are more need at any given moment), but again is not something you want to do too often, as each time you do that, you loose 2 points.
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That's odd actually: as I said before this is the default config mod suggested by CKAN for working together with TU. In my first post here, I didn't offer much detail about it because I thought it was a popular mod with you and with other TU users. In any case, I thank you very much for bothering to look into the problem. Please let me know if you think that using another config mod would be a better alternative than fixing the one I am currently using. On a side note, I am amazed how well Texture Updater works on my system. With most of the stock graphic settings maxed out, the game actually plays smother with TU and DX11 API enabled than in standard API mode without TU!
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Sorry, as you might have noticed I made a mess with my previous reply. Please find my actual answer here:
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Thank you for your feedback Shadowmage, that was quick! The config file I am using with TU is the one below, which by the way is the only one also available via CKAN: https://spacedock.info/mod/1841/Textures Unlimited Default Stock Config - Unofficial I chose to install it because its release notes state expressly that it is compatible with stock parts. Considering that I have no part mods installed, what other config files would you recommend in its place?
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I have Photoshop installed on my PC and a plugin adding to Windows explorer the the capability of previewing dds files as thumbnails (this feature is not native to Window 8, i.e. my current OS). All the skin textures included in TextureReplacer are in dds format, and they look flipped vertically both in explorer and in Photoshop. Skin textures included in other texture packs are in mixed formats; non-dds ones are not flipped but, on converting them to the dds format, Photoshop doesn't flip them automatically. I need to do that manually if I want them to look upside down in explorer and right in game. It is a pain in the afterburner doing that for many textures, but I think it is worth it, if that can make the game to load those textures faster
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Hi Shadowmage and other forum mates, I am a new KSP player having KSP v 1.7.0 (x64) installed on a laptop with a NVIDIA GeForce GTX 850M graphic card and 4 GB of DDR3 VRAM. I have recently installed this mod (v1.4.7.21) together with the unofficial stock configs by 0_0_1, and I must say that they make a huge difference ! Unlike stock game, specular reflections and other lighting effects are at their best now, and every metal part looks as shiny as it should. The reason I am writing here is saying thank you for your amazing work on this mod, but also reporting a visual glitch that I am experiencing; in short, since I started using TU, the suspension lines of the Mk 16 parachute are connected by solid yellow triangular surfaces, forming an inverted cone when the chute is fully open. Curiously, the problem doesn't apply to all the chutes among the ones I have tested so far. A way around to it, as far as the Kk 16 chute is concerned, is commenting the part out in the config file, but obviously that also totally removes any metallic reflection from chute's metal cover. My questions for you guys are: is there any other TU user who is experiencing this glitch? What can be cause it and do you think that a better fix than the one I have devised is going to be possible? P.S: my graphic drivers are updated and I have tried launching the game both in DX11 and OpenGL API mode, but that did not make any difference.
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
gap replied to EnzoMeertens's topic in KSP1 Mod Releases
@EnzoMeertens For your information I got again the three MM warnings. So far they have always been thrown the first time I ran the game after installing/updating a plugin (I usually do that using CKAN). If I close the game and I run the game, the warnings are no longer there. I am not bothered by that, by thought you might be interested- 735 replies
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Thank you vardicd! I had missed that video. I watched it now and I must say that it answers my question. Are launch clamps available in the stock teck tree? In my current campaign I am using hard settings together with KCT, CrewR&R, OhScrap, and Monthly Budgets end a few other realism mods. This combination makes my game progression extremely slow (which I hate and enjoy enormously BTW lol). With only two pilots hired at the beginning of the career before rescue missions become available, a single part failure might mean the delaying of an effective launch for weeks, and it can jeopardize the lives of my precious kerbals; for this reason I always fit parachutes in excess to my crafts, even though this trick alone does't guarantee a 100% survival rate (I hate to scrap two career beginnigs for this reason). Probe cores are the next thing I am going to unlock and they will represent a big step forward in my career, but I couldn't locate any lauch clamps in the tech tree, at least not in the first nodes...
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[1.8.x] ScrapYard - The Common Part Inventory 2.0 (07/12/2019)
gap replied to severedsolo's topic in KSP1 Mod Releases
What version of CKAN are you running? Apparently MagiCore has not had updates for a long time, and its latest release (1.3.1.5) IS available through CKAN -
Thank you!