

Aegrim
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Everything posted by Aegrim
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Aegrim replied to rbray89's topic in KSP1 Mod Releases
Aren't shadows just as dark as unity renders them? -
Do the placeable struts work like normal struts? I remember a few ksp versions ago using them on a big ship i'd built in orbit and they didn't seem to actually do anything so the radial engines wobbled all over and spoilt my craft
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WIP - Environmental Visual Enhancements Development
Aegrim replied to rbray89's topic in KSP1 Mod Development
Think you can add auroras in soon? In the old versions it looked like textures with some movement applied to them but all using your configs. Looked simplish but i'm not gunna imply it's easy because I know I sure as hell can't figure it out. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Aegrim replied to rbray89's topic in KSP1 Mod Releases
But what do you mean by clouds? How can we get more cloudy? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Aegrim replied to rbray89's topic in KSP1 Mod Releases
When I get this it kinda of seems like it's choosing to render the half of the planet at launch, because I only see it once i've flown into space and around the planet. -
Have you ever tried CREATING Kessler Syndrome?
Aegrim replied to Sherlock21st's topic in KSP1 Discussion
Most of my debris rings in the past have been procedural fairings. But the new stock fairing aren't persistent. Anyone know of at mod that makes them persistent? Having a collision in orbit is on my ksp bucket list. -
WIP - Environmental Visual Enhancements Development
Aegrim replied to rbray89's topic in KSP1 Mod Development
Been trying to add astronomers auroras into EVE but can't get'em to work. I'm not doing any real work though, just trying different files to get it to work. I'm guessing it's just no longer compatible. Astronomers stuff uses the same kind of code layout as old EVE, new EVE uses a totally new set of code so I guess it's just not working with each other. -
WIP - Environmental Visual Enhancements Development
Aegrim replied to rbray89's topic in KSP1 Mod Development
It's just EVE and scatterer. I'm perfectly happy with these two, although I do miss auroras. -
btw whatever happened to those cool dishes that would track their target? Also, does anyone have a nice small long range dish? I want to make a voyager probe but it'll have to have one of those massive dishes on to get signal.
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WIP - Environmental Visual Enhancements Development
Aegrim replied to rbray89's topic in KSP1 Mod Development
Bah my bad, i thought it was new to fix the mun cities. -
WIP - Environmental Visual Enhancements Development
Aegrim replied to rbray89's topic in KSP1 Mod Development
Whatever was on the github less than an hour before i posted that. Also I've noticed the clouds are locked to kerbins rotation now, they're not moving in the sky PS if you view that album on imgur there's an image showing the city lights being glitchy. -
WIP - Environmental Visual Enhancements Development
Aegrim replied to rbray89's topic in KSP1 Mod Development
I updated just now to get rid of the mun cities, and now my clouds lovely shadows have disappeared :'( I pressed alt-0 to see the manager thing for the first time, i've never touched it before. The "shadowmaterial" box is unticked, ticking it gets the shadows back but results in glitchy bits of terrain. I think that's the city lights that I can see. Also just noticed i might have scatterer turned up real high all of a sudden. -
Anyone know how to get the orbital survey scanner to work with remotetech installed?
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I can't get the M700 survey scanner to scan anything, it says it's transmitting data from one of my remote tech antennas and gets to 100% and says data is transmitted. It doesn't say anything about a scan being complete, it acts like it's sending science home from an experiment. So I tried the RTantennas_stockmodule to remove remote tech and now the scanner works.
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Ok so who has the best Apollo rocket? Normally every release I build an Apollo rocket and send it to the mun etc. It always has a launch escape system, a 3 man command pod, a 2 man lander, a decent stage that gets left on the mun. I used to refine my designs and add a rover sometimes to them on the 2nd trip by either taking advantage of wasted dv or shaving off weight. Now I've done this for every major release and realised I haven't done it for this one after beginning to build a station and setting up a remotetech network around kerbin and the mun. So thought I'd see what designs other people have made, since I've seen plenty of rockets that put mine to shame and might as well give them a try. Any one got anything they'd like to show off?
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Aegrim replied to rbray89's topic in KSP1 Mod Releases
I'm getting this too, http://i.imgur.com/gKIAZU0.png Where do i look for my logs? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Aegrim replied to rbray89's topic in KSP1 Mod Releases
Makes the planet invisible for me, KSC and runways are just sitting on a beam of light. Also no clouds in map view or normal view. (planet isn't invisible in map view). EDIT - I'm getting what the guy below gets -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Aegrim replied to bac9's topic in KSP1 Mod Development
Is it safe to save and reload? Or do i have to revert to hanger?