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Tochno

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Everything posted by Tochno

  1. omg I thought I was the only one. From what I can tell, the plume looks the same from 50%-100% throttle, so what we see should be the throttle at 50%. Don't know if this bug applies to SRBs or jet engines.
  2. Alright. Removing the ghost pngs did cause the sunflare to disappear as you suspected would happen. I also tried removing all the lines from Sun.cfg that mentioned ghosts, which sort of worked. But there were still some larger ones left. Taking out the pngs from the folder did not work, the flare disappeared again. I ended up just using the default scatterer one by removing the sunflares folder. Thanks for all your help. I gotta say that it's amazing of you to still be so active on this page.
  3. damn.. I've had this installed for a day or two now and Spectra is probably the best visual mod I've ever seen. Stunning graphics! Kerbin looks especially beautiful. One thing though, I like the sun flare but I think it's a bit too much. If I want to use the default scatterer one, do I just remove the "Sunflares" folder from the mod? - I've looked a bit at it now and I guess it's just the "ghosts" that I don't like, will it work even if I only remove the Ghost 1, 2, and 3 png's? Other than that, amazing job!
  4. Looks like it wasn't fixed in 1.10.1. I couldn't find a way to transfer ore between holding tanks using TAC Fuel Balancer. I'm currently working on a project which requires a lot of resource transferring, so this bug is quite annoying! xD I decided to reply to this post here even though it's a few weeks old. There were no other posts related to the bug, so I figured I should reply here. EDIT: You can temporarily fix the issue by time warping. It's probably the easiest way atm, still annoying.
  5. Alright. I feel very dumb right now. I missed the core mod of realism overhaul itself. I thought that Realism Overhaul was basically a mod-pack. But I must've missed the big DOWNLOAD text on the main forum page. So, yeah. I was missing a dependency in a way, a big one. It seems to work great now though. Thank you!
  6. Thank you both for the replies. I just double-checked and I have all the dependencies for RO Engines, including ROLib of course. @ValiZockt where could I find the relevant logs? I found two files in "KSP\Logs\ModuleManager". They're called MMPatch and ModuleManager. Which one and which parts should I share?
  7. Hey everyone! I'm new to the forums and I'm a bit uncertain if this should go under add-on discussions or not (perhaps technical support for modded installs). anyhow: I've started getting into RSS/RO. I sat up a few hours last night and worked on getting it all to work properly. Now though, I'm seeing that all the RO Engines have 0 kN of thrust, 0 isp, and it seems like they all have a mass of 2 metric tons. Am I missing a config or something?... An additional mod? I've looked in the "GameData\ROEngines\PartConfigs", the cfg files don't say anything about thrust, mass, or efficiency. It's mainly visual stuff such as the plume, mesh, gimbal range and all that. Screenshots: Thanks.
  8. Oh my.. That's perfect! Thank you so much.
  9. I'm working on a recreation of the Falcon 9. I'm now trying to make a custom variant for the T-37 Structural Tube. I would want the option to turn it black for the Falcon 9 interstage. I'm not sure how to do that though. I've gotten fairly familiar with how the part cfg's work, but the structural tubes are a bit different since the size changes and all. I considered changing the textures themselves, but that would just be a temporary solution instead of actually solving the problem. And about that - I couldn't even figure out how to do that. I found the dds files, but they were just weird How would I go about adding a new color/variant for the "Long" variant? - or for all of them really
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