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kerbalxploder

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Everything posted by kerbalxploder

  1. Hey, I really liked the stock model for the nosecone better, because it fits on the mk3 cockpit much better. So I decided to try to whitelist it and all that with my limited experience, and I think I might need help. It looks like this: There is no art asset. I am confused. This is what my files, whitelists and etc look like: Is this another 1.11 thing Ive discovered, or is there something wrong on my end? Here's the log as always: https://drive.google.com/file/d/1cqF7R4MAb7qY4QJU-Sq5O0NCjAXFhKJS/view?usp=sharing
  2. Happy New Years everyone. Just a friendly reminder that EVE takes advantage from multi-core performance. I have an 9100f and had the game crash at times, very good single performance but only 4 cores 4 threads. By the way, I have a 1650 super, and that handles its things beautifully.
  3. I will try and see what difference they will make and decide then, the MH engines and etc don't look right with all the other revamped parts. Thanks so much for your help
  4. Oh? How can I incorporate them into my game then?
  5. Here are some examples of engines that I dont see: Unless Im missing something, I don't see the listed engines here. By the way, it was the same in 1.10
  6. Hey, it seems like some restock plus engines don't show up in my game, I have no clue why that should happen and I haven't realized this until around 2 months of using the mod. Here's my log: https://drive.google.com/file/d/1fmqopIVbOIR_Wx-5ARAfuj5iKrXDpdhn/view?usp=sharing Additionally, I have no clue if this is restock plus or 1.11, but my "HG-5" retracting antenna is not there anymore. It does exist in the game, it just doesn't appear in the parts list
  7. You know what, I will create a github account just so I can watch the project for updates. Thank you as always for your help.
  8. I was just playing around building rockets when this happened to me. The rockets emit an invisible thing that apparently lets you see through clouds. How does this work? Is this caused by the new lighting overhaul in 1.11? Might seem useful for watching rising sea levels, but not so much when you're trying to take beauty shots. By the way, I recently uninstalled Spectra because it wasn't yet for scatterer 1.11, if that helps Edit: Silly me. Wasnt up to date
  9. Does this mean the parts were replaced with the stock counterparts, or was there nothing at all there?
  10. Thanks so much for your help. I will try it tomorrow, and if I have any problems I'll know where to speak up
  11. Hey, I feel that I want to keep the size 1 tanks as stock assets, and I tried to make it do so. However, my efforts did not make a difference. Am I doing something wrong? https://drive.google.com/file/d/1jXGuY5tvzPCXaW_giErkQ68Ev7he5BS5/view?usp=sharing I don't think it's even loaded, although take that with a grain of salt, because I merely skimmed through the log. Can someone help me out?
  12. Not the best pc. Loading will take forever, and the dependencies will slow it down. Also, I didn't say they had to completely remake it in the comment you quoted.
  13. Can't you borrow the models from Bluedoge or something? Didn't you do the same with the LE-7 model for the Skipper? edit: Getting a lotta hate for this. If I can only delete comments...
  14. I think FAR is mistaking the mesh plume as a physical object, and it's giving it colliders. I wonder if there is a cfg somewhere that you can set false so it won't do this?
  15. I think it's about finished. Looks way better than before, and certainly more accurate than the red, generic Hydrolox template. If anyone wants to use it, here it is. It has one problem, the plume looks good, but there is a bug that makes a part of it point upwards. You'll see it when you try. Don't worry, its not easy to see from a distance. To use this, follow these steps: Download this. Move the .cfg file into GameData/Waterfall/Templates. Go to the .cfg of the engine you want to use this on. For one of the last lines, there should be a variable that says "templateName". Find it. Change the value of templateName from whatever it was before to "waterfall-hydrolox-xploder-1", then save the .cfg Launch KSP.
  16. Are. You. Fricking. Kidding. Me. What about Making history do you hate? Don't you like the 1.875m tanks?? The engines? I can't agree more. Wasn't the purpose of this mod to make everything look better? If that's not what he hates, what about the DLC does Nertea even hate? Plus, some engines are already revamped from the DLC, I don't see why the revamping shouldn't be overhauled and complete.
  17. Please put this up on Spacedock so I can follow it @prestja
  18. Also, as a half-Japanese person, I thought I would correct the plume for the Skipper which has the model of the LE-7. All operational Japanese Liquid rockets run on Hydrolox, so I'm making a hydrolox plume that doesn't look like a bloodbath pouring out of the nozzle, and also doesn't look like kerolox like it did previously. Currently lacking the Mach diamond, but I'm working on it. I'll also make it expand a bit less, but it's what it looks like right now.
  19. Hey, do you know what's happening with the LR87 and LR91 engines? Are they being revamped, or are they being ignored? They are two of my personal favorite engines in the game, I'd love a good revamp on those, because I really can't use them from how bad they look per-quod.
  20. Hey, bug(?) report. I have discovered that Clickthroughblocker can actually tamper with the functionality of the plume editing UI. I was previously using Realplume, which the editor required Toolbar, and the toolbar mod required Clickthroughblocker. I don't know why Linuxgurugamer makes the two dependencies, but all I know is that I had it in my Gamedata folder, I experienced the waterfall UI being extremely glitchy, I suspected Clickthroughblocker, I removed it, and it works like a charm. Could you make the UI usable with Clickthroughblocker? Thanks. @Nertea hello?
  21. Yeah, I managed to figure out to this point. Oh, so even if I change the plume type in the dialogue given, it's supposed to not change anything? Because that's been my experience. Wait, if I click import, is that showing me the configs for the individual engine or the plumes themselves in original restock? Yeah, that has been a hunch confusing for me. What I've been doing is changing the values for each effect, then applying to see what changes. I've used this method on multiple effects, but it has not failed to drive me crazy, since some numerical values Ive entered were not proportionate to their graphical appearance. An example for such behavior was when I tweaked Energy, at one point the effect just disappears. However, for places where I actually wanted to make an effect invisible, it just persisted no matter what I did with the energy, or any value in the case. Also, I've been wanting to change the effects for certain engines, and I found that it does not work in the in-game UI, so I just went to gamedata and rewrote the engine effect there, basing the name off of the realplume effect folder. I've had some engines work, like when I changed the spark effect to Ammonialox, but other cases, such as changing the Poodle to Cryogenic_UpperBlue_CE or something (I'm in a hurry right now, sorry I can't confirm the name), the plume just disappears, as well as the sound. I look at the Realplume console, and there are no particles emitted.
  22. Yeah, found it. It says Restock is required for this, though. Nonetheless, I installed Restock for other reasons last night, therefore I guess I'll be fine here.
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