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Everything posted by Hohmannson

  1. Pretty cool and lightweight props! Bug report. MJETF34 and MJEVK1 seem to have wrong bulkhead profile - size0. Expected bulkhead profile - size1 (they are 1.25).
  2. Hi. I don't have Blackrack's Patreon clouds yet. My planet texture(from the poster image) is obscuring the volumetric clouds, or volumetric clouds are obscuring the planet surface? In first case, you'll need to set deactivateAltitude = 300000, fadeStart = 100000, fadeEnd = 250000 in JooI.cfg and the volumetrics should become visible from further away. In second case i can't help you. Based on wiki for those clouds, you'll need to, like, draw new clouds for it. Flowmaps and other stuff.
  3. Theoretically, you can write a patch which will look into MODEL{} node, searching for name of the folder, and if it finds one, apply SR_Ignore tag. May or may not try it later.
  4. I use SRBs from Restock, RestockPlus and PhotonCorp, all seem to look good, seeing proper Waterfall fire and proper smokescreen smoke.
  5. I won't talk for anyone, but it works for me when only having RealPlume and SmokeScreen folders without RealPlumeStock folder. Judging by the structure of patches, it should work like that.
  6. Converted wonderful SMI_Missiles_Launchers X-51 into a normal "civil" vessel
  7. Using science multipliers of the body, maybe? Stock and non-stock bodies have them, they are usually filled by modders based on hardcoreness of the planets https://kopernicus.github.io/wiki/main/Properties/ScienceValues.html
  8. Hi! Great mod. It seems you've got a typo in the name of thread, [0.12.3] is pretty... old, if ever existed
  9. forum.kerbalspaceprogram.com/index.php?/topic/191424-* yes
  10. Just a heads-up - still experiencing the dreaded sinking bug on GPP in system replacer mode. Even with Watchdog. On some other packs too.
  11. This is a good idea. Personally i don't play JNSQ because the landing gear sinking bug is still crippling my playthroughts, but it should be easily adaptable - the surface is procedural and doesn't care about sizes. Maybe even doing something with Lindor too.
  12. Very self-explanatory mod. It changes overall looks of Jool and adds a simple procedural wasteland beneath its clouds, making it into a new destination for your space frogs. It should run any visual packs, EVE, Scatterer, without problems, it has resources and other stuff normal Jool will get from mods. With pressure limits it will be even more interesting. --------------------------------------------------------- Attribution-NonCommercial-ShareAlike 4.0 International ------------------------------------------------------ Suggested mods: Visual packs. Will add true clouds that can be seen from surface. EveEngines, ExplodiumBreathingEngines. Absolutely must have for flying there. Any mods with electric jets or propellers - RationalResources, KAX, you got it. Also, Jool remains ore-abundant with RationalResources so you won't run out of fuel If you feel need to touch it by Kopernicus patches(adding moons?), use JooI, not Jool (last letter is big "i") Have fun, report bugs! https://spacedock.info/mod/2967/JoolSurface https://github.com/hohmannson/jool_surface/releases Pics, clicks, stock EVE-less clouds. If someone doesn't like them or they a getting in the way of a visual mod, change fadestart, fadeend and deactivatealtitude to commented out values in Jool.cfg
  13. Solid panels, functionally same to BGs(can be just your existing panel without visual holes), and, maybe, glass panels(same frame, but without central square). Also, have you played with the pinnacle of EL's functionality - launch clamps that hold buildings onto the ground?
  14. Wow, those panels are very versatile! Could you please make a thin-gridded or simply solid(like colliders of it) variant, so airstrips, colony's pads and stuff won't look strange?
  15. You are planning to patch EL so survey station can work uncrewed on full distance?
  16. Launchpads with enabled launch function(working ones) will jump a bit on other planets. Sometimes not just "a bit". Sadly, it's a known bug. All other structures may misplace a bit on other planets, but really not too much.
  17. Yes, it seems this is what we need. 1.1 or 1.2 specifically
  18. Folder structure and file names of Sci-FiVE changed since 1.2.2 and i can't find old versions of it too. Just in case, @panzer1b, do you have old(very old) versions of Sci-FIVE in your dropbox? UPD: Found an old log in Google which seems to have a list of files. OPM configs need those. Logged KSP version - Kerbal Space Program - Logged data: 2/4/2017 Logged files of SciFiVE: ScifiVisualEnchancements/Atmosphere/Textures/blank ScifiVisualEnchancements/Atmosphere/Textures/clear ScifiVisualEnchancements/Atmosphere/Textures/clouds_duna ScifiVisualEnchancements/Atmosphere/Textures/clouds_eve_l ScifiVisualEnchancements/Atmosphere/Textures/clouds_eve_u ScifiVisualEnchancements/Atmosphere/Textures/clouds_jool_l ScifiVisualEnchancements/Atmosphere/Textures/clouds_jool_u ScifiVisualEnchancements/Atmosphere/Textures/clouds_kerbin ScifiVisualEnchancements/Atmosphere/Textures/clouds_laythe ScifiVisualEnchancements/Atmosphere/Textures/detail_cirrus ScifiVisualEnchancements/Atmosphere/Textures/detail_cumulus ScifiVisualEnchancements/Atmosphere/Textures/detail_pandora ScifiVisualEnchancements/Atmosphere/Textures/duna_dust ScifiVisualEnchancements/Atmosphere/Textures/particle/cloud1 ScifiVisualEnchancements/Atmosphere/Textures/particle/cloud2 ScifiVisualEnchancements/Atmosphere/Textures/particle/cloud3 ScifiVisualEnchancements/Atmosphere/Textures/particle/dust1 ScifiVisualEnchancements/Atmosphere/Textures/particle/dust2 ScifiVisualEnchancements/Atmosphere/Textures/particle/dust3 ScifiVisualEnchancements/Atmosphere/Textures/particle/duststorm ScifiVisualEnchancements/Atmosphere/Textures/particle/particle_NRM ScifiVisualEnchancements/Atmosphere/Textures/particle/snow1
  19. It's Scatterer. Now atmosphere colors are determined in configs, not in .half files. Roll back to previous Scatterer version or wait for update of the mod.
  20. Feel free to derive it from JoolSurface, it's permissibly licensed and i did basic Voronoi mountains to make it less boring. Had to work around 1.10 update resetting it to defaults by naming it JooI, lol. https://github.com/hohmannson/jool_surface
  21. Clear the config file of better crew assignment and leave only this. It's clean and it does the job without problems. @PART[*]:HAS[#CrewCapacity[*]] { MODULE { name = ModuleCrewAssignment defaultAssignment = Empty } }
  22. It seems that editing thread when you are on a 5 moderated posts limit(for new users) results in thread being automatically hidden until it will be moderated again. Also - possible compat for Kerbalism (3) should look like that but i don't know about proper absorbtion numbers because don't play Kerbalism enough. @PART[AsteroidShield25m]:NEEDS[FeatureRadiation]:AFTER[zzzKerbalismDefault] { MODULE { name = PassiveShield radiation = 1 // absorbation, rad/s toggle = false // can be toggled } } @PART[AsteroidShield50m]:NEEDS[FeatureRadiation]:AFTER[zzzKerbalismDefault] { MODULE { name = PassiveShield radiation = 1 // absorbation, rad/s toggle = false // can be toggled } }
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