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Nhawks17

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Everything posted by Nhawks17

  1. I don't think looking at one image makes his statement invalid. I would personally request that any further information on this subject be in private between Galileo and Astronomer as this can start unnecessary drama and the moderators might swoop in on the thread.
  2. Would you mind clarifying where you suspect elements have been pulled from? I've worked closely with Galileo since transitioning SVE development from myself to him and I have a very hard time believing he would wrongly claim work that was not his.... I could be mistaken but from what I've seen, I would think his claims were true P.S. All love from my end, your visual packs are what got me interested in starting SVE originally (and of course RVE) and working to make the game look as great as your packs did in the old days.
  3. Looks like the 1.2 update will have to wait until SmokeScreen can update to 1.2. Seems some things have changed, I'd figured it would work with the old version of it but alas.... PLEASE DO NOT BUG SARBIAN ABOUT UPDATING SMOKESCREEN HE WILL UPDATE IT WHEN HE CAN!!!!
  4. Specific ones can. In this case, the configs use ModuleManager which can read from any folder and thats why you were getting the plume notification at the end of the engines but the effects for the engines were not in the right spot.
  5. Uhhh it seems the realplume files were put into whatever the "zeppedi zoo" mod folder. Go into that and delete all things relating to RealPlume
  6. Can you show me a picture of your gamedata and post your KSP.log as well as your output_log.txt
  7. I'm going to make @JadeOfMaar come in this joint!
  8. Oooh, good thought. However, in the most recent KSPRC version wasn't that removed due to a lack of an update? I don't remember, haven't used it in a loong time.
  9. It was more than likely KSPRC since @Proot knew how to do crazy things with EVE
  10. Ohhh hooo, I actually wanted this information to look into a thing....
  11. Here's some quick pictures to look at I'm sure @sDaZe will take some that look 10x as gorgeous <3
  12. Make sure you uninstall SmokeScreen as well Would you mind posting some pictures
  13. Hope all is well my friend, keep us updated <3
  14. Change the particle limit to a higher number in the SmokeScreen settings.
  15. Oh okay, the @MODEL_MULTI_PARTICLE_PERSIST[slag] part was confusing me as I didn't know what that was. But if I'm remembering correctly the slag scale is scales with the change in the fixedScale node for the whole plume.
  16. Where are you getting that MM code from? Usually for the SRB plumes it follows something similar to this @PART[partname]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Solid-Lower transformName = thrustTransform localRotation = 0,0,0 flarePosition = 0,0,0 plumePosition = 0,0,0.2 fixedScale = 0.8 energy = 1 speed = 1 } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Solid-Lower } } With variations to which solid plume it is using. Show me your full config for the engine so I can see it all.
  17. What the..... sorry bout that, for some reason my hyperlink didn't stay Here's the raw link just in case.... https://www.dropbox.com/s/z837iniog2lmp41/KerbalKonstructs_LZ-1.cfg?dl=0
  18. Here's the Kerbal Konstructs config @Kartoffelkuchen, there isn't MM support from what I can find so it has to go in the /SpaceX_LandingZone1 directory so it can read the model and texture for the part.
  19. Will do, thanks for your help! Not sure on rbray, he hasn't been on these forums in months so who knows :/
  20. Before anyone asks, this mod cannot update to 1.2 until a version of ModuleManager has been released for 1.2 so be patient (and don't go bugging sarbian about updating either).
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