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Posts posted by UnhorsedGoose
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19 minutes ago, Kerbal Productions said:
You can just get a system or two. It can be from 500 mb to ~2 gb depends on what system you install.
Alright, think I'll try that, thanks for info
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Greetings, I'm very interested in checking out this mod but unfortunately at the moment I'm running a bit tight on hard drive space. How big does the whole thing end up being after installation?
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Just now, Zorg said:
Yup its a known issue with KSP 1.10 plus, you can delete the part (which is the only one causing a problem) or some people have suggested deleting partdabase.cfg in your gamedata and letting it rebuild might help. We dont have a permanent solution just yet.
Is this in KSP 1.10 or 1.10.1? I havent tested in KSP 1.10.1 yet.
1.10.1, I can give that a shot real quick
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Went in log, found the last references to "bluedog.solarAntenna", if you want I can upload the whole log file but here's the last thing it has before I Alt+F4ed due to a lack of progress for 5 minutes
PartLoader: Compiling Part 'Bluedog_DB/Parts/Antennas/bluedog_solarAntenna/bluedog_solarAntenna'
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)PartLoader: Part 'Bluedog_DB/Parts/Antennas/bluedog_solarAntenna/bluedog_solarAntenna' has no database record. Creating.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)[DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)DragCubeSystem: Creating drag cubes for part 'bluedog.solarAntenna'
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)Like I said, it stopped doing anything for a good long while when it was loading "bluedog.solarAntenna" so I decided I'd just restart, still didn't load after that
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(On 1.10.1) Startup freezes when loading "bluedog.solarAntenna", I'll try to find some logs or something for you real quick
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On 7/16/2020 at 1:44 AM, Beetlecat said:
Have you checked out Textures Unlimited? There's a recolor pack for it that allows custom colors and finish properties for a wide range of parts.
Yes, I found that soon after posting in here Thanks for the suggestion nonetheless
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So after reading the most recent "KSP Loading..." post on Steam for KSP 1.10: Shared Horizons, it seems this mod will be made obsolete due to the addition of new Flag parts that are basically just this mod but slightly more fleshed out and are packaged with the stock game. Good to see this feature (finally) being added, and it'll mean you won't have to maintain this mod anymore! Unfortunately I'm not sure the new parts will have a 'Wide" version for extra long flags but I could probably make do with a few normal-sized flags.
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Just now, Morphisor said:
Oh alright, thanks
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14 hours ago, Lisias said:
In time, you need to extract the CompletelyNonAggressiveRocketry contents from the zip into GameData (ie, there should be a GameData/CNAR folder on it, not a GameData/CompletelyNonAggressiveRocketry/CNAR ). Some of the troubles I had diagnosed in the past were related to improper installation, so it worths to mention it.
I only have GameData/CNAR, I am going to futz around and will post my KSP.log in a bit (Also, you mean the KSP.log in my Kerbal Space Program directory or my Player.log in my appdata/locallow/Squad/Kerbal Space Program directory? Just need a little clarification)
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Module Manager is telling me it's finding an error related to Tweakscale.cfg in GameData/CNAR/Compatibility/Tweakscale.cfg, is this a problem? or should it be fine?
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As far as I know, Space Division was probably an extra pack including some space-based weapons such as missiles/rockets with RCS thrusters capable of maneuvering in vacuum and likely some lasers. Although, keep in mind I really have no idea, just inferring based on the theme of the mod and name of the pack, as well as some assets included in the base version. Also, in reference to Daniel Prates testing the weapons, yes, PRE is certainly required, lots of times I've made sweet bombers and dropped my payload and seen a very small explosion instead of a big mushroom cloud and then remembered PRE and done the drop again with proper effects manifest afterwards.
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It's weird, it's completely black except near the coast where I can see underwater sand for about 50 meters then it's just a void. Anyway, issue has been submitted on GitHub
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5 hours ago, blackrack said:
If you're getting a black ocean, it's more likely that something broke/stopped working, better to post a full bug report.
Writing one up now, however I couldn't find "output_log.txt" when I followed the path in the "how to report issues" section, just a folder called "Unity", a file called "Player.txt" and another called "Player-prev.txt", not sure where it isRead the linked post, it's the Player.txt one
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Any suggestions on how to make my oceans a bit more light-blue instead of bottom of the ocean, light absorbing black? Can send screenshots if needed
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I may have figured it out, says I'm supposed to get 2 .zip files, one of which is a config, however I only got one (the plugin) so I went back to an earlier release of EVE and grabbed a config from that, hopefully fixed my issue, I'm restarting rn
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Just now, blackrack said:
Have you tried seeing how things look around sunrise?
Not yet, I'm restarting now, I may have found out what I did wrong, apparently I was supposed to get a different .zip file from a previous release of EVE? I had to go and find it, might be fixed
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Not sure if I'm missing something but my installation of EVE didn't come with any cloud configs or anything at all really, just a hazy atmosphere in the map view (which looks better, yes, but no clouds), I also installed Scatterer in case that helps figure out what's wrong. Yes, I'm using KSP 1.9.1, all of my mods are up to date (got lots of mods, nothing that messes with the atmosphere though other than this and Scatterer)
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4 minutes ago, blackrack said:
Well, this one is very complicated and difficult to get right:
It's the default scatterer settings, seriously, not much point in posting an album with anything other than default settings for me. Also with default EVE settings, and TexturesUnlimited for the shiny parts.
Wait until sunrise and... PRESTO, also screenshots were supersampled with the built-in game's supersampling (F1 or F2, can't remember) set to like 3840*2160
Huh, that's weird, if it's all default stuff then my game should just look like that right out of the gate?
I don't even have clouds, all I've got really is some distance fog (very dark distance fog) in flight and a hazy atmosphere in the map view, did I do something wrong maybe? I tried Alt + 0 and it says I don't have any configs for clouds or anything, I think I'm missing some stuff
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12 hours ago, blackrack said:
Which ones?
The first album, near the top of the original post, of the (really sweet looking) jet flying around the KSC and the Kerbal on Eve, just love the atmosphere in those pictures
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Hi, yeah I know, quite a necrobump, just wondering if this mod is going to be supported still or if it's totally dead, and if so if anybody has taken to continuing support for it? Again, very sorry for the necrobump
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Really like the look of those preview screenshots in the original post, do you still have the config for that look or something like it? If so I'd love to play with it if you don't mind uploading it somewhere.
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Incredible mod, having lots of fun painting my planes, only problem really is that if i want a uniform texture/color for a whole plane I have to color every part by hand, I'd really love some form of "Color All" button if that's even possible, it'd make things significantly easier
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I know this is a bit of a necrobump but are there any plans to keep this mod alive? Just really want some nice black textures that aren't so black they absorb light
[1.12.x PlanetShine 0.2.6.6, Feb 22, 2022
in KSP1 Mod Releases
Posted
I am also seeing this pink square on the cockpit of my Blackbird, have Mk2 Expansion, EVE/AVP and Galaxies Unbound installed if that helps