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ShadowDr

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  1. You can hook it to the normal vehicle controls using action groups, but for that need to upgrade VAB. Or SPH.
  2. It does indeed work with the latest version, using it right now. Means, your problem lies elsewhere, and you can fix it, or find help to fix it. Good luck!
  3. Perfection or bust, eh? Welp.. guess unless i learn how to code, all that's left is wait and hope. KSC crew could have their textures replaced, so they do exist and are accessible... somewhere, somehow.
  4. Hi. Just found that mod, and.. ya know, purging kerbals is essential now. Uniformity, immersion breaking, etc. All kerbals look the same anyway without mods. Could you go a simpler path, pick some "average commoner" Avali texture, and just replace all kerbals with that by default, even keeping Kerman names? Including all the named guys if possible (bot the sucicide science quartet and facility faces). Perhaps as a toggleable option, if it's so concerning. Then as next step, a compatibility with texture replacing mods, so avalis could have their textures altered by the same mods that alter kerbals, and with time community will chur you up more custom unique textures than you can imagine, am pretty sure about it. Going to give this one a try at some point too. How do you think it will fare with some world upscaling? Now a question more for myself.. What is the helmet, is it a separate thing or is it a part of whole model that just goes invisible when "removed"?
  5. Let's try to dig. Will it load on completely bare install, only Parallax and dependencies? Can install via CKAN to be sure to not miss anything. That works, even though not mentioned here by author, thanks good people who did it Also what's your system specs, RAM and vRAM in particular?
  6. Am not professional by any means, but.. Seems to have gajilions of new planets on top of stock ones. And it dies off after failing to process landscape features for several last of them. Can it be that you simply run out of RAM on load? Also says there's no Parallax config for a bunch of them, perhaps some of those packs aren't compatible with Parallax.
  7. Errr i would say just experiment with range, density and your framerate and find whatever works well for you. First find a range that satisfies you, then tweak density until it looks as you wish. If runs like crap, decrease range further. I personally try to decrease the default density significantly, as on default every moon's surface is impassable rubble field - not good for playability. Makes Kerbin trees scarce as a drawback. Currently tweaking it for ~3.5 scale, so can't offer nice numbers
  8. Helo. Wanted to ask, is there some sort of more or less complete documentation on Kopernicus configs, something suitable for a bystander to learn this thing and make stuff with it?
  9. Helo there. Other posts did a derp. Try decreasing rangeMultiplier instead, and leave the rest alone. Range defines how far from you scatters appear, Density - how many of them appear in that range. In rescaled systems, range stretches with the planet and becomes gigantic. By increasing density, you fill all that gigantic range with dense scatters and it dies. What you want is to scale the range back down to intended level. Works and looks just as stock then. But there's a caviat, apparently KSC area is meant to not have any trees in it, and on rescale it remains tree-free, so you'll only see the forests way out on horison
  10. Huh, does it mean that Unity's own code is somewhat cheeks shaped?
  11. Rocket fairings in Aviation don't really work that well. Should be in Construction. Upd. Here's a little patch to move fairings around. Had to learn how MM works for this and am proud of myself. This affects stock/restock and NF fairings - 7 "standard" sizes in total from 0.625 up to 7m Moves them into Construction branch nodes, at around the tiers where respective sized tanks and payloads appear.
  12. That's performance compromise most likely. Aka you may have shadows from everything, but you'll have to pay for them in fps and a lot, therefore you don't.
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