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KSP2 Release Notes
Posts posted by Castun
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Speaking of time...
It's time?
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You can hit ALT+G in-game to edit it. The higher the number, the less of it shows.
Thanks, tweaked the blue value a bit. It also bothered me how looking straight up from the surface during midday, the sky was so dark it was almost black. Now it's a deep blue like it should be!
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Tried out Hotrockets finally since it's a dependency for KSPRC pack, and I tried launching a probe core with a small stock SRB and had no thrust sound for some reason. I'm also using ASE so maybe that's the problem?
Even removed the ASE mod and it still didn't work. Not sure what the problem is, but after removing the HotRockets folder the rocket sounds work again.
Is it possible for you to separate the audio and visual effects? I like the visuals, but I'm completely losing all engine sounds for the rockets.
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The ads themselves have been known to serve malware there. Plus, I refuse to support Curse.
Oh, sorry. I don't see ads. AdBlock + NoScript.
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OK, I have a problem with Hotrockets. The visual effects are nice, but the sounds are completely broken. I built a simple probe vehicle with a couple stock SRBs and they have zero sound whatsoever. Thought maybe it was ASE interfering, but after removing it, no go.
Is there a way to remove the sound modifications without losing the graphical improvements? This might be a better question in the actual Hotrockets thread.
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Can someone reupload this anywhere other than curse? I refuse to be served malware.
You don't need to download the Curse client if that's what you're referring to.
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Simple question perhaps, but I, like some others, would like to town down the blue a bit when on the surface of Kerbin. How do you go about adjust the values in the RSS config and what do they mean? I'd much rather ask anyone that's familiar before I go adjusting values willy nilly. I would assume the wavelength is in RGB, and opacity, but the first value seems incredibly high for it being the Red.
Kerbin
{
AtmosphereFromGround
{
outerRadiusMult = 1.026
innerRadiusMult = 0.966
waveLength = 0.9251, 0.5616, 0.4291, 0.8
}
} -
Tried out Hotrockets finally since it's a dependency for KSPRC pack, and I tried launching a probe core with a small stock SRB and had no thrust sound for some reason. I'm also using ASE so maybe that's the problem?
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If you have the images inside an album, all you need are the [imgur] tags to embed it, if that's what you were trying to figure out.
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Can somebody explain this to me ?
If you set a -90 inclination on the ascent guidance, the orbit info will tell you that it is +90. Why is that ?
A 90' inclination is North, a 180' inclination is to the West, so I'm pretty sure you'd want a 270' inclination to launch to the South.
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it could be that the fields are formatted improperly... make sure when filling them in, nothing turns red.
That, or something like a texture field might be empty.
Turned out to be an invalid texture. Perhaps a future version could default to the plain or empty texture?
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Having an odd issue with 7-3. I haven't done much messing around with the GUI until now. I'm using the KSPRC configs, but wanted to add the icy mist effect on Minmus from Better Atmospheres, so decided to try to just add it manually while in game.
When I click add layer, it adds a white layer at 1,000m, but any changes I make to the new layer don't have any effect even after clicking apply or save. If I click the first layer that was already present and go back to the new layer, all the settings are reverted to default. Is there something I'm doing wrong?
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Awesome job, I think I like those a lot better than the originals.
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The OmniLights from B9 are great for that:
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Got this image when using the Cacteye telescope mod:
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Not sure if this was mentioned before, but the processor will explode when pointed at the sun even when you're on the dark side of a planet.
This sure looks interesting, but why has noone posted any screenshots of vessels or celestial bodies observed through this telescope? -
you learn something new every day...
I think it was only added in the recent ARM update. I was tickled when I discovered it. Don't think it made the patch notes.
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I think I figured it out, by going into the subassembly craft file I had.
{
name = ModuleLight
isEnabled = True
isOn = False
lightR = 1
lightG = 1
lightB = 0.65
}Lol I didn't mean the building lights,But how do you change the color of the spotlights on ships?
You right click on the light when you're in the VAB/SPH. Then you can individually adjust the red, green, and blue values.
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Or just make your light a subassmebly with the appropriate values, and use that instead of the regular ones.
That's actually a really good idea. I've already done this with docking ports that have down-scaled floodlights and colored navigation lights attached. I was also hoping to be able to create a 'welded' part by combining part modules in a .cfg file.
Wait, when could we adjus Tthe color of the lights?*planns prank on ksc staff where the entire ksc grounds turn red*
Well, I meant you can adjust the color of the stock spotlights and such, not the color of the building's lighting itself.
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So now that we can adjust the color of the lights in the VAB, I figure there has to be a way to set the default RGB values in the config file. Unfortunately, it's not already defined in there so I'm wondering if there are variables that can be used to set the default. I like my spotlights to have a realistically warm glow so I tone down the blue a few notches in order to create that effect. Thanks in advance!
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I just made a discovery by total accident...your command modules which all rely on the stock command module textures? When using Texture Replacer to replace the textures for the same stock command modules, it causes issues. Sometimes your parts have corrupted looking textures, but even worse, sometimes it causes the stock parts to have corrupted textures instead.
I was using the KSRPC mod which replaces some textures using Texture Replacer, and just earlier today noticed the Squad capsules all had goofy texture issues which did not exist before I installed your mod:
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Proot, I fixed the problem!
I didn't have to uninstall everything and reinstall everything either. It turned out to be command modules from the Goodspeed Aerospace Parts, specifically the command modules. I remembered I installed the mod about the same time I started to notice these problems and looked into their config files. They almost all rely on Squad stock textures for their own textures. I have no idea how, but they were causing problems on the replaced texture while appearing normal themselves. After I deleted the offending parts, the stock capsules have your replacement textures again!
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I think I may try to rollback TR to 1.4 since it worked fine with that and see if it fixes the problem.
Yeah, didn't fix it. Looks like I'm going to do a full reinstall of everything, step by step. Not sure how it could've gotten messed up, although I've heard of others having the occasional problem with ATM goofing up and requiring a full reinstall also.
HotRockets! Particle FX Replacement + Tutorial
in KSP1 Mod Development
Posted
I think I figured out part of the problem, at least. I toned down the max thrust tweakable in the VAB and it really seems to lower the volume a lot when you do that. So much so that you can sometimes barely hear it. I reinstalled the latest version and didn't copy over anything from KSPRC just yet. Unfortunately ASE still can't properly do anything to the sound of them, as far as the shock cone is concerned anyway.
If I comment out the audio sections of the config, will the game use the stock sounds then?