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Castun

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Everything posted by Castun

  1. I reverted to the old plugin .DLL and it works again.
  2. Was driving me nuts too! Don't know if it's being updated anymore, but hopefully it gets ironed out.
  3. Is it possible to edit contract texts and such? I can see spelling and grammar must not be your strong suit! EDIT: If you'd like someone to proofread for ya, I'd be more than happy too also!
  4. I think contracts for specific experiment types and biome specific experiments would add a nice touch, rather than the stock 'science data from Mun' exploration contracts.
  5. I updated to 1.10 and all the custom suits, heads, visor reflections, etc. from KSPRC pack are no longer showing up. Also, the clouds in the main menu from Mun's surface look funny.
  6. Crap, I updated to the newest version of Texture Replacer and it broke KSPRC stuff. It's giving me all of the default suits, visor reflections, and faces. Any ideas?
  7. You have to pay attention to the inclination. 0' is counterclockwise, while 180' is clockwise. If you look at the target orbit on the map view, you'll even see the markers rotate a certain way. I did the same thing once too, matched it perfectly except going the wrong way. Also didn't realize at first that your periapsis and apoapsis must be in the correct position as well, which I believe is the "argument of periapsis" info given.
  8. I have yet to try 1.47 but I noticed that if you rescale certain parts that have symmetry (floodlights for instance,) the other symmetrical parts are the wrong size and position. Keep up the good job on the updates though!
  9. Does anyone know if it's possible to tweak MJ's sensitivity to play nicely with FAR? It seems that MJ just can't handle any craft with aerodynamic surfaces without going nuts when using FAR.
  10. I don't know if they were included in this pack before, but you can always check out the Texture Replacer thread, I know people came up with different EVA suits.
  11. Like I said, I have too many to list off the top of my head. Turned out to be Hotrockets that came with the KSPRC pack it seems. That did it, thanks!
  12. On my install, the stock turbojet is missing it's texture, so it's just a dark gray model. The attach nodes are also offset so there's a gap when attached. Is there a mod out there that changed the default texture and attachment node positions? I checked the obvious offenders, being KSPRC which has alternate stock textures, and Texture Replacer, but nogo as far as I can tell. Thing is, I have a LOT of mods installed. I'm guessing there's something that has a ModuleManager config that's overriding the stock config, possibly from an older mod I'm using that wasn't updated to .25 compatibility. If I remove ALL folders except for Squad and NASAmission, the problem goes away. I just don't want to go through installing one folder at a time and loading the game. Total shot in the dark, but thought it wouldn't hurt to ask.
  13. Yes, found out the MK2 adjustments cause issues with the stock attachment node positions.
  14. Is there a reason that the omni lights constantly flicker like bad fluorescent lights? Not sure if that's a new behavior introduced in one of the recent updates, or if something else is causing it. EDIT: Hmm, seems it happens on the launchpad, or whenever there's other light sources. Maybe I just need to increase light sources?
  15. Not a dumb question at all, I didn't realize it wasn't on by default, thanks. If the flares are only being rendered at a 750km distance, then yes that would account for them shifting so much when zooming way out. Still wonder what's up with the map view though. While you zoom in and out, the flares disappear, but then as soon as you stop zooming they pop back up in the exact same position. I don't remember the original version of DOE showing flares in the map view, perhaps it's better to disable them there altogether?
  16. I still had memory problems myself until I started to use the OpenGL switch. I'm not certain, but I think a recent version (since .24 or maybe .23) goofed up how much memory was used with loaded textures. Remember, it happened before in an older version before that too. With ATM I used to be able to run a ton of mods in older versions, and then suddenly I found myself running out of memory after an update. D'oh...I knew that but it didn't even cross my mind. Thanks!
  17. I'm having odd behavior in the map view as well. Zooming way out, and the flares reappear in the same spot no matter what. Zooming way out in external vessel view also causes the flares to shift position far more than they should on all flares, regardless of proximity. I also don't seem to have any mouse-over popups.
  18. Ahh, that must be a newer feature since I last played. I remember they used to EVA without their helmet when in atmosphere, but they used to always have their helmets on while inside the craft itself. Thanks!
  19. Is everybody else having odd issues with helmets disappearing and reappearing with .25? With a craft on the launchpad, they don't have their helmets on. As soon as it launches though, they appear. Usually once I reach space, they disappear again until I EVA and reenter.
  20. Anyone get some oddly dark textures using ATM? Started to get crashes from running out of memory in .25 so got ATM installed, and some things like Kerbal suits and pods have odd dark spots on them, almost like the lighting is all wonky. Didn't happen before using ATM. Tried both basic and aggressive. I can provide screens if needed. I haven't touched KSP for a couple of versions, and never had a problem with my mod selection and ATM before.
  21. So, fresh install of .25 with some mods, and now Bill Kerman has a female texture? Does the default config not assign the unique faces, or did that come from KSPRC? EDIT: Think I answered my own question. I needed the config file from KSPRC to assign the head textures to Jeb, Bob, & Bill.
  22. Quick question because I haven't played the game really since .23 so it's been a while, but what's the key combo to bring up the RSS config menu to tweak the sky colors in-game? Took a quick look at the FAQ and readme and didn't see it noted anywhere.
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