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mcbmaestro

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Everything posted by mcbmaestro

  1. So uh... is anything happening with this mod atm? I've not heard so much as a peep in many months, just some quick preview videos on YT. Is there another thread or forum somewhere where active discussion has relocated?
  2. All the preview pics look amazing. I'm seriously craving this update and so is my new 3070ti - something I got for KSP more than anything else I especially love this pic you posted. Can you imagine driving around in that with procedural roads? I know procedural roads would be a whole nother beast but we can dream.
  3. That is great to hear that collisions are just on hold because that was my favorite if not THE favorite thing in any mod for KSP for me because it just added such a wonderful tactile feel to all the surfaces that really added a whole nother dimension to the gameplay. And as a side note, I been playing with my texture scale so that terrain is scaled much larger than default. Maybe it looks more cartoony that way, but I feel like the mod really jumps out at you more like that and personally prefer it that way Just my pref. To each their own. KSC screen really pops imo.
  4. Wow that looks incredible! Wondering is it true collisions were removed? Any chance they will come back?
  5. The main one: 112x_TU_Stock Recolour_v0_3_10.zip (195M) However, I did manage to download it using another browser than Chrome. So I guess it's just a issue with my chrome. Would KSP Restock mod prevent this mod prevent some parts from being changable? I'm only able to edit appearance on a few parts. EDIT: Yep, removing Restock resolved it. All good now.
  6. Can't download this. Says "This page isn't working. Too many redirects. Try deleting your cookies." I tried that still doesn't work. Can you upload it somewhere else possibly?
  7. I would just love to see a mod the uses the community tech tree to expand greatly on the early game with parts even more primitive than the default parts you start with. Instead of the starter parts, you'd be stuck with some really crude almost WW2 era rocket parts and have to research out a bit even to reach the Mk1 command pod for example. I suppose you'd probably need to add more basic contracts to supplement this but I think it would be cool making the early game longer.
  8. Ok, wait a minute am I entirely missing another mod here? Do I need the MKS Kolonization mod in order to transfer supplies? What if I just want to transfer the supplies with just USI Life Support? Then it has to be done manually?
  9. Well I just did a test. I had a vehicle with supplies drive up to a vehicle with hab parts. At about 150m distance and lower, they both received the hab benefit but not the supply benefit. And you said I need logistics? What is the logistics aspect exactly? A logistic module or something? I found this explaining things but I'm still really struggling with it all. I just want to make sure my first science lab can get supplies if it runs out.
  10. Hello, so I tried to read documentation on this mod wherever I could find it but I still have some questions for you all: 1)I tested out some hab parts and my 2-star Jeb had infinite hab but my 2-star Bill had 6 years. Both 2 star rank, both veteran Kerbals. Why did Bill have less hab time? 2)When it says the small recycler supports 1 Kerbal, is that literally one Kerbal or does it spread/average out the effect to all Kerbals aboard? 3)Do I need to land all my USI vehicles and dock them together or is there a proximity effect with the life support?
  11. I have basically the same problem as Mumblis. So do I put the Extras folder directly into Gamedata OR do I place the StationPartsExpansionReduxIVAs folder inside the Extras folder into Gamedata? Ok.. so it is not the Extras folder, it's the folder inside Extras that goes into gamedata.
  12. Ok Noob question but after reading install instructions, it seems like I'm missing something. EVE, SVE, SVE texture pack... and what else?
  13. Can someone help me? Never used to have issues but having big ones now. I downloaded EVE-Redux, Astronomers VP, AVP 4K texture pack. The skybox loads, but the clouds do not. When I go to EVE settings, under "textures" it says "Invalid name!" For almost all the listings. When I go to "clouds" settings, the main clouds listing is red colored, meaning it's not loaded I'm guessing. What am I doing wrong??? Update.. Well Spectra is working so I guess it's some issue with AVP. I really don't like the look of this tho, especially the surface of Kerbin has way too much funky coloring for me. I wish I could just get AVP to work... Where is the newest version of AVP located?
  14. Thought I'd give this mod a try but the heat generation thing is proving to be too much. I unlocked the first new engine in career, the fusion one but no matter what I try it just overheats. I've spent like 3 hours trying to figure out the right amount of radiators but the point I finally gave up was when having 8 large radiators was sufficiently working on the launch pad, but not in space. All I can think was the launch clamps were helping because there was literally no other difference of what was on the ship. Is there any other way to cool these things down besides obscene amounts of the largest radiators? I get that they need heat regulation but it seems rediculous that my ships all have to look like giant sunflowers.
  15. Hello blackheart, I just wanted to say this is one of my favorite mods because making airliners is probably my favorite thing to do in KSP and this mod is by far the best for it. I also wondered what your plans are for future parts. Things I'd love to see are: Even bigger sized cabins and cockpits. First class and coach cabin variaties. More main wings. Passenger and crew boarding cabin parts. Aircraft galley cabin parts. A passenger cabin part that is a tube with no walls on the ends so you can make one big continues looking cabin. (That may not be possible but had to mention it) Auxiliary power units. More of everything currently in the mod in general Anyways this is just some ideas I had. Whatever you keep doing with the mod will be awesome!
  16. My problem so far most planes automatically land just fine but start swerving off the runway. Disabling all steering seems to help but only a little. Also spacedock says mod needs an update to latest KSP but it is working. I also would be nice to toggle take off aborting (I think you mentioned this earlier) and to avoid having to type "switch to 0. run auto307." every time if that's possible.
  17. This is just some basic things I've tried to get this running better on my old vid card. Navigate to GameData/Parallax_StockTextures/Configs and open IncreaseSubdivisionCount.cfg Go down to @Body[Mun] There is a value under it called "subdivisionLevel" Try testing out some lower numbers. You can also try going to GameData/Parallax/Config and try some different detail settings in ParallaxGlobalConfig.cfg As always when you mess with stuff be prepared to be able to revert to the original settings if something goes wrong.
  18. Just wanted to tell you, the issue had nothing to do with Scatter as I suspected. After a lot of testing, I found the issue was the Parallax Mod. In the "Parallax Stock Textures/configs" folder, there's a config file called IncreaseSubdivisionCount that seems to set a specific complexity level for each planet/moon. Eve's was set the highest at 14. Minmus's 3 is very smooth and Duna's more reasonable 8 is a good balance, for my specs at least. Just wanted to say this as a follow up with your help you were giving me! Thanks again!
  19. For scatterer there shouldn't be a difference on the performance you get anywhere. I'm guessing you have EVE and the default BoulderCo with it's 4 layers of clouds on I actually don't have EVE atm, just Scatterer, Parallax Mod and MJ. I have tinkered a ton with the detail settings in the Parallax mod but haven't touched any in Scatterer. I did look at the Scatterer settings for Eve, and noticed it does have a fair amount of settings in the atmos config file and that's how I ended up wondering about them. It's not a huge deal though really. I tend to avoid Eve anyways. And anyone using anything better than my old potatoey GTX960 is going to be fine. (Thanks for making it impossible to upgrade my gpu scalpers...)
  20. This is a super minor question only if anyone has a free moment.. I just noticed the desert colors are very green/brown. I got this mod, scatterer, kop, and mj installed. Anyone know if getting the color back to sand color is a easy change/fix or is it just a new texture? https://steamcommunity.com/sharedfiles/filedetails/?id=2363452268 Talking about the terrain around the airfield not the runway obviously. Again super minor thing.
  21. I really hope a seasoned modder steps forward and does some visuals. I've tried to do mod stuff but I couldn't even make the donut in blender.
  22. I'm mostly happy with the fps I get on everywhere but Eve. I looked at the atmos config file for Eve but I'm not sure what settings affect performance. Anyone know what settings in the Eve config might be taxing my gpu the most?
  23. I tried changing the Tessellation quality to low and it gave me a massive boost to what must be near 60fps, or whatever I had before this mod. Most of all it completely got rid of the up and down with the fps and made it consistant. My card is a GTX960 with 2gb ram. Not cutting it for most games anymore thus I was planning to get a new one back in August before they all sold out indefinitely. I might play around with a few more settings but right now runs really good and still a huge improvement over stock shaders but I'm a tweaker so I can't leave good enough alone hehe. Will also turn off the terrain scatters though they seem to be making no real difference. Other mods I'm running are Scatterer, Kopernicus, mech jeb and a few parts mods(spaceX parts and Feline rover parts) BTW I'm changing my original statement from nice mod to amazing mod. I love most the tactile feel of driving over terrain now. Feels more real. You can no longer race across the ground like Bonneville Salt Flats. You actually have to really keep your eye on the bouncing. It pairs incredibly well with the new wave interactions in scatterer!
  24. Cool mod. When on a surface, my fps seems to go back and forth between pretty smooth and very low. Like driving around on Mun or near KSC. Sometimes if I just sit still a while the fps jumps up. Amount of parts doesn't seem to matter. I'm not sure what's causing that. Is there any game settings that I could test out that might help? Quick question is: do only the stock wheels react to the collisions? I tried the Feline rover wheels and they didn't seem to react like the stock ones do.
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