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Tangle

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Everything posted by Tangle

  1. There should be an option or editing grass color in the ctrl-K menu. I suggest changing the preset to something different and then picking grass color, which tends to get a good color for me.
  2. The compact 1.25m port has a diameter of 0.9375 metres, but can also dock to 1.25m clamp-o-trons. If you're willing to replace all the related ports with those, it's a perfect docking system for that diameter.
  3. There is a restock waterfall effects mod: https://github.com/post-kerbin-mining-corporation/WaterfallRestock
  4. Yeah, I think the 5 metre docking port is in Near Future Launch Vehicles and there's also another in Near Future Construction for trusses.
  5. I believe these exist in Restock+, which if I don't miss my guess this mod is intended as something of a supplement to.
  6. ReStock parts are currently not rendered by the distant vessel rendering feature. Otherwise, they work fine together.
  7. Be advised: on Kerbmun start, you may experience some minor cosmetic issues that aren't really the fault of the mod. Kerbmun may appear odd on the start screen and on the first visit to the tracking station or space center, but the latter issue is not present afterward. Likewise, the Distant Objects Enhancement mod is currently not set up to understand how Kopernicus labels bodies and as such DOE will unfortunately not work on Kerbmun start- you're gonna have to resort to only doing astronomy when discs are visible.
  8. The dev of the planet mod I was using when I discovered this says: "you should look into how kopernicus does universal body identifiers as a way of identifying a planet when the in game name changes in things like homeworld switches". Hopefully that's helpful :v
  9. I'm putting KSP.log here, so apologies if you meant the modulemanager logs or something. In particular, I found the phrase [EXC 04:50:18.175] Exception: Distant Object -- Unable to find Kerbin's relationship to Kerbol. DistantObject.FlareDraw.GenerateBodyFlares () (at <9b673f98181d4f2ab320f3a8099485cd>:0) DistantObject.FlareDraw.Awake () (at <9b673f98181d4f2ab320f3a8099485cd>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelLoaded(GameScenes) AddonLoader:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) inside, which I suspect is the issue- will be starting KSP with all the Kerbin-related DOE stuff deleted to see if this provides a temporary fix. https://drive.google.com/drive/folders/17dv1_txbkhFRJloxqPOOTYdmfOhPNmo_?usp=sharing Apologies for the drive link, it was the only thing I had handy. I'll be testing what happens if I remove the DOE definitions for Kerbin- maybe that'll do it, if only as a stopgap measure? UPDATE: Same exception still fires. I guess it's just looking for Kerbin anyway? Maybe if I remove *all* the DOE references to Kerbin, but that's pretty invasive for a stopgap fix.
  10. I've been seeing problems (that is, no distant object flares show up at all) with DOE in planet-pack systems where the homeworld is reparented to orbit other planets- is this a known issue, and if so is there any fix? Problem encountered using KSP 1.12.2 and the Whirligig World planet pack, but would likely be replicable in other reparented systems like Alternis Kerbol Rejiggered.
  11. Why make Saturn C-8 when you can instead use tons of offset to barely fit twelve F-1s together onto the butt of an S-IC? It's more thrusty that way.
  12. Is it possible to add the neptunecamera functionality to, e.g., the scansat/spacedust/sspxr telescope parts? If so, can you give me guidance for going about this? I'm working on a patch that lets all four work together.
  13. The only change I've noticed when using Restock is that occasionally placements of things on craft built in stock can be a little odd- the part models don't change greatly, but if you're depending on a very specific offset for purely aesthetic purposes something may change. IME nothing will be damaged functionally.
  14. Yeah, same- I'm a teensy bit worried about the copyright issue... but then again, nobody seems to have objected. I feel like the most likely outcome for this is "next version of restock includes this" rather than "cease and desist"
  15. Moons only show up in destinations when transferring from other moons- the planner isn't made for transferring from an arbitrary orbit to a moon.
  16. Dammit, every time I see this mod I go "oh cool a giant robot for KSP" and then I click and remember "oh right SpaceX names things the most clickbaity names"
  17. (in reference to an earlier version of SSPXR's 1.25m docking port being slightly more compact in some versions)
  18. So are stock parts. It's completely fine to use these parts in stock, @Cloakedwand72.
  19. Oooh, this one looks exciting! Looks perfect for not only stuff like cranes, but also trains like on the ISS!
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