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Nhawks17

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Everything posted by Nhawks17

  1. Yeah thats what I was using. I launched it up when I used DirLinker to link the gamedata folders it apparently put all the stuff I had in my actual ksp gamedata folder into the Github gamedata folder and it detected like 1800 changes and tried to sync that then it broke and deleted everything and poof.
  2. .-. I think I did something wrong when I tried to put in my configs to GitHub. All of my configs I did got deleted. Granted it was only 3 I was trying to do but I don't even know what happened...
  3. Gotcha, I'll look into using a different plume then! Thanks for the help!! - - - Updated - - - So it was definitely the plume I was using. I switched to the Kerolox-Upper plume and configured it and once I put it in the actual configs it loaded up fine.
  4. Sorry it took me so long to get back. I will be able to test this in a little under an hour and report back. Yeah, I was mainly starting with this to test to see if I could get it working. I believe the engine is multi-purpose really. I usually use it for vacuum maneuvers but I think you can use it as a launch as well.
  5. No problem. Here is what it looks like reloaded, you can see the plume effect is not where it should be even though the config is adjusted to the ingame settings as well as this being the way the smoke effect is loaded on a reload which is alot longer than when I tweaked it in-game.
  6. I'm not sure how to check if it does or not. I know when I opened the config editor it had the MP_Nazari smokebooster2 effect applied to the smoke tab, but I'm not sure.
  7. Yep, here is the engine config I have for the Kiwi engine. Here is the ConfigCache file. Also just for your reference when you look at the effect, this is what it is suppose to look like (made using the in-game tool) Edit: I also saved the config layout of what you configure in game for the plume, flare, and smoke effect that made it look like the picture I linked, if you want those let me know. - - - Updated - - - Hmm, wait a second. Did I muck up. The part of the config that goes at the end } @MODULE[ModuleEngines*] { @name = ModuleEnginesRF } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesRF @CONFIG,* //Add the effect to every engine config { %powerEffectName = Kerolox-Lower } } } is that what confirms the configs? (from your tutorial)
  8. Hey felger. Quick question, I'm working on trying to get the SpaceY engines working with this and I'm curious as to how I apply the flare and smoke config options in the cfg file I made. I followed your guide but whenever I save the final edits to the plume effect it never comes out how it was when I edited the stuff in-game. Thanks for any help
  9. Ah, sorry forgot about this. I have no clue. I installed using manual installation so I'm not sure :/
  10. You're wonderful. I'm unable to test this right now but has this been built on the new DOE version so I don't get a nullReference error with the DOE tie in plugin enabled?
  11. Just testing out the latest release and ran into some things. Dunno if these are suppose to be like it but thought I'd post them just in case. First thing is the glow that is put around Kerbin seems to not color correctly I guess. If what I'm guessing is correct, you made it so the corona (is this the corona???) either glows blue when not receiving light from the sun and then reddish when it is. But this is making it so when you're looking directly away from the sun onto Kerbin it shows red. Again, I'm not sure if this is suppose to happen or not but it's what I saw. Here is that image. Second thing, does this disable the SM3 Terrain Shaders? When I installed this, the ground around KSC looks like this which seems to me what happens when that setting is disabled. Just a curious observation more than an issue. And finally, I got this looking directly at the sun during flight. Feature or bug, I do not know
  12. If you used the pruner files, its going to make mods that pull from the stock textures break.
  13. Hey Proot, quick question. On the upcoming version, considering you're using Scatterer as apart of your pack how are you getting around the one body limit it has? Or am I mistaken in thinking that Blackrack hadn't gotten to that issue yet of only having one planet using it?
  14. So the Mk 1-2 cockpit internals seemed to have been redone in the latest build on Github (not the official release) and that conflicts with Raster Prop Monitor so you won't have functional monitors in the Mk 1-2 command pod if you use the build and RPM at the same time! Just a heads up to anyone who uses both. Also, the new Mk 1 Inline Cockpit does not work with Windowshine even with the alternate config!
  15. I don't remember if this was from an earlier version of RT2 or if it was from RT1 but will the old dishes that actually pointed to the target ever make a return? I always thought it was cool that they had animations to point at what you specified and would love to see them return!
  16. Holy crap, I wish I knew about your version earlier O.o These look brilliant. Any reason why you didn't create a separate forum for them like AVP, Better Atmospheres, and so on? I'd love to see this get more views they are stunning!
  17. I do believe you do not need DDSLoader installed in KSP 1.0+ since it now reads DDS files by default, so you don't technically need it there
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