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Squirrel Slapper

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Everything posted by Squirrel Slapper

  1. Any chance of the fabulous SXT mod getting the Restock treatment? A very popular mod with very outdated models that doesn't even play nice with Restock by default, if you have both Restock and SXT installed you have to run a program (that SXT comes with) that un-blacklists all the stock textures SXT relies on.
  2. Okay there's three actions I know of this mod inexplicably refuses to allow you to set: Toggle RCS Thrust, Resources: Flow, and Resources: Locked. They're all visible in the menu and you can select them but if you then close the menu and save the craft, they don't get saved. The mod rejects them.
  3. This mod seems to bork the "toggle engine" action. Since installing it, if an engine is activated and I use a "toggle engine" action group, the engine takes that to mean "rapidly turn off and on again." Edit: never mind I am stupid Edit: wait no I am not stupid and this mod has an issue, it doesn't play nice with the stock action groups at all. Turns out if both the stock action group 9 and this mod's action group 9 say "toggle engine," when I press 9 it fires them both near simultaneously which means the engine just blinks (This mostly happens only if you edit action groups in flight, occasionally happens regardless). Another big issue: if you remove something from an action group with the stock AG screen, it doesn't remove it from the corresponding action group on this mod's screen so you get actions firing without the stock screen showing them as bound to the action group that somehow fired them. A small issue I just found: the action groups extended screen rejects the "resources: flow" action. You can select an action group, select a part, add "resources: flow" to that action group, save the vessel, but when you reload it that action group will not have "resources: flow" in it (same is true of "resources: locked"). Tested it by adding several actions to action group 17, saving vessel and reloading it. All actions had been saved except "resources: flow".
  4. Hell yeah the smoke effect was the one thing that looked off, thanks!
  5. No good way to launch it?! Allow me to introduce you to the Osaul cargo plane parts from the SXT mod Okay I kinda agree about needing balance changes, the NERVA is pretty busted (of course it also is in the show, completely busted, but can't be good for the game's balance)
  6. When I add Parallax to a normal install, the Mun and Duna have rocks on them. When I add Parallax to an RSS install, the Moon and Mars do not have rocks on them. Am using the latest version of Parallax (2.0.8 from CKAN) and the latest version of RSS (v20.1.3.0 from CKAN). Both installs have the exact same graphics settings. In both instances I have "scatters enabled = true," also in both instances Parallax DOES change the terrain's texture, just refuses to add rocks in the latter case. So what's the issue? Is there some line of code that specifically instructs Parallax to only add rocks when the celestial body is called "Mun" or "Duna"? Can I just delete or modify that line of code?
  7. Was really excited for this but I installed the update and unfortunately reentry still doesn't start until ~70,000m.
  8. Wait what This is huge, does it also work with normal scale RSS?? I literally just need to delete GameData\Parallax_StockTextures\_Configs and then the moon will have rocks on it??
  9. [snip] Tried Deferred last night, only worked for a few minutes on my potato laptop but by god, it's the visual mod to end all visual mods, it makes things look like they're made of actual materials instead of code.
  10. Not even slightly. None of the default SLS craft files included in ACK can even reach Earth orbit. I've had to heavily modify them all to have this base capability. Mostly clipping more fuel tanks into the first stage, but also clipping into the RS-25 engines a second set of RS-25 engines that are activated by the same stage that separates the SRBs. Then replacing upper stage engines with ones that actually work (it is not hyperbole to say that the starting TWR of Block I's interim cryogenic propulsion stage is 0.21 in vacuum by default).
  11. Lads, Nertea hasn't actually taken anything away from you. You still have to manually update these mods. You can just not update them. I know I certainly won't be, not until the update that adds replacements is released. It's the author's choice to remove things from the official release, and it's your choice to install that official release. Cool your jets.
  12. What is meant by "SPOCK 2.0"? What's wrong with SPOCK as it is?
  13. Any chance of some sort of collaboration to bring the parts in the fantastic SXT mod up to snuff with the Restock art style?
  14. Yeah I can see it, how does one "use" it? Do I just need to move it into \GameData\SXT\Patches ?
  15. So it's common knowledge that the Restock mod borks some SXT parts by preventing the game from loading the stock textures they rely on. The parts still exist and function, they're just featureless black voids in the shape of the parts. Would it be possible for the Restock team to get involved somehow and rectify this (I had a dream where all SXT parts got the Restock treatment of having every model revamped and modernised, essentially upgrading SXT to a kind of Restock++ and I can't stop thinking about it)
  16. Switch to the NERVA from this mod right now I am no longer asking
  17. Whatever engines you're currently using on this, I recommend you switch to the NERVA from the SPOCK mod (literally a For All Mankind mod lol). Uses only LH2 and is ludicrously powerful, and is also canonically closest to genuine article from the show.
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