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Subcidal

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Posts posted by Subcidal

  1. Sorry I'm super out of the loop.


    Running RSS / RO i see you have the 1.3.1 version uploaded and I have it, But do i need to find a .cfg elsewhere for RSS planets specifically or is it included in RO or something? Can't really find any info on this. I realize this question isn't really related to PS but I figured somebody here would know.

  2. eleusis' configs are split into different files, so if one of them fails the others may still apply.

    the reason why your configs are failing is usually caused by the absence of an image file.

    since AVP has a lot of optional stuff you should make sure that you have all the image files listed in the cfg

    (let me know if you need further help)

    Yeah looking through the .cfgs now I see how their split, But am still confused as hell.

    The .cfg file that includes clouds for Neidon, Sarnus and Urlum (OPM-Int-GasGiants.cfg) would be where my problem lies. But as you have probably already mentally noted, Neidon is working fine.

    I have a quite unique set up but I personally cannot spot anything that would cause this error. I haven't altered the OPM cloud .cfgs in any way. Though I have customized EVE's Lightning .cfg, Along with adding a few customized .cfgs for default eve's clouds. But the textures used for the default eve .cfg are all custom named as to avoid problems. Not to mention none of my alterations are related to OPM planets.

    So anyway, I scanned through all the image requests in the OPM .cfg and all of the files are there. So yeah I've somehow got a half working .cfg Will update if I figure anything out.

    Edit : Oh yeah, I also noticed the planets not getting clouds aren't getting auroras either, and again all the image files needed are indeed there and named correctly.

  3. What you are seeing there is ModuleManager telling you that 64bit is not stable, and it's not a block of 64bit just a warning. And you can't remove it, only hope someday when 64bit is stable and official from Squad it will disappear.

    I think you've misunderstood. This only happens with mods that have 64 bit checks. I have a bunch of mods installed alongside module manager right now and the game will start without the 64 bit compatibility warning. As soon as I add a mod that has a 64 bit check the warning appears.

    Unless the warning means nothing, which I'm going to assume isn't true as the OP stated that this pop up is removed when 64 bit unfixer works successfully.

  4. Can you try to run it as an admin?

    Ran it as admin and had the same results. I feel like this is something really simple that I have somehow bypassed. Just to clarify this is what I have just done.

    First I reinstalled Kerbal Joint Reinforcement with CKAN. Ran KSP64totalunfixer.exe as admin. Set the path to D:\KSP\GameData, Clicked the Unfix button, Greenbar went all the way, it gave me a pop up saying it was complete and to enjoy the gloriousness of 64 bit ksp. Closed 64 total unfixer, Booted up KSP and it gives me the 64 bit incompatible mods popup.

    Bit stumped, Seems to be working for everyone else as I've seen a few people link this tool in threads discussing the 64 bit workaround for 1.0.2. And I've seen somebody mention in this thread to test to see if it worked via using KJR so I know KJR can be unfixed successfully.

    Any Ideas? I'm clueless at this point. I'd rather figure this out then attempt to recompile them all manually. That's just an accident waiting to happen heh.

    Edit :

    I just tried doing this with a new install of KSP with only the 64 bit workaround, CKAN, Module manager and KJR, Again same result. Seems my PC isn't allowing it to change the files but I can't imagine why, I've already turned off all UAC related stuff as I can't stand my PC locking me out of certain things like I've no idea what I'm doing.

  5. Yes, you just need to select your gamedata folder, it doesn't matter where the exe is. All the incompatibility popups will be removed. BTW if you are using 1.02 then you should know that there is not x64 version of KSP :)

    Yeah I'm aware there is no x64 anymore =) I'm using the workaround as its rather stable though anyway. Regardless it seems to not remove the 64bit check on any of my mods for some reason. Not sure why.

  6. I for some reason can't seem to get the clouds to show up. Using the interstellar version. Have everything installed they just seem to not want to load for some reason.

    Only discrepancy i can spot is that your download for interstellar doesnt say v2, Possibly thats why?

    Edit : Turns out i had a .cfg file from KSRPC in there as well and the saved cloud configurations somehow messed it up, removing them and leaving the identical default section fixed the problem.

  7. Been out of the loop for a minute.. Is it possible yet to have an antenna recieve a signal without the capability of re-transmitting it? Seems a bit silly to me that every single object with antennas are capable of performing the job of a dedicated communications relay. Always something thats irked and honestly the only thing I can currently think of that I have always wanted changed as it seems mods have fixed everything else at this point.

    Hopefully somebody knows a way to do this and can explain.

  8. No it isn't real, but its hard to simulate reality of this depth in KSP. In real life engines and other parts are engineered using knowledge gained by observation, probes, and experiments, etc. We don't really have that in KSP. Originally it was expected that KCT was going to integrate into TestFlight and then you could do sims on other planets and gain at least some data that way, but that hasn't panned out yet.

    Its a balance between making the system trivial and making it too hard. If you only have one scope, then you will max out your reliability very quickly, and then what? Already most of the 1965+ engines has failure rates so low they're are pretty unlikely to fail. As is real of course.

    That said, I will think on this a a bit. Whether *I* it or not, the fact still remains that it isn't a trivial thing to change, as scopes are about as low level in the code as you can get. I *think* I can make them configurable, but I need to think about it and make sure I do it right.

    Personally I agree with him on the scopes, Seems silly to have to do it over and over again. It just turns into a grind after a certain point. As for maxing out your reliability very quickly with one scope, That's where you need to let the tech tree do it's job in limiting the types of engines you have. Then lower tier engines are more reliable until you pretty much max out your tech tree, at which point all engines should be fairly reliable anyways, because you're in the end game (if you're using a decent tech tree, stock doesn't really do this all that well....)

  9. While that would be nice, It's not at all what i was getting at.

    The entire effect is just some fancy work done on the stock smoke effect. It would work and look a lot better with smokescreen, He could emulate the flame like it already does, But also leave an actual black trail of smoke as well. I made the suggestion because it's a better use of the mod, Not because I want an all in one package. The main advantage being that smokescreen's smoke lingers a lot longer.

  10. It seems to me like it saves its orientation on a XYZ plane, And lets say X is the direction of the sun (center). When you load up the flight again regardless of what planet your in orbit around and where that planet is at in its orbit KSP is loading up the plane and again aligning X with the sun, (center).

    I figure if it is saving orientation relative to the current reference body it would rotate as you would expect it to, simply because the relativity of the body hasn't changed, just the suns position in respect to it. If you get what I'm trying to say....

    So long story short i think its centered around the sun, But i don't think (and haven't tested) that a vessel would rotate as you would expect it to if it were in a solar orbit either, due to my theory above. But hell I might be wrong.

  11. @Subcidal. Version: OpenGL 4.5 [4.5.0 NVIDIA 347.25]

    Renderer: GeForce GTX 970/PCIe/SSE2

    (That's from the KSP log)

    Ah, Welp Spot the difference.

    GPU: AMD Radeon HD 6900 Series (2034MB)

    SM: 30 (OpenGL 4.4 [4.4.13283 Compatibility Profile Context 14.501.1003.0])

    I'm guessing that's why people with ATI cards cant get realtime reflections working when running in forced open GL with windows =( Perhaps a trick or edit the OP can make that will fix this? I have no idea, over my head.

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