Jump to content

Shadow86

Members
  • Posts

    88
  • Joined

  • Last visited

Everything posted by Shadow86

  1. I don't know if this has been reported before, but I'm using the props through DE_IVA Extrension, and have noticed a couple of issues with camera feeds on the standard MFD: The regular external feed (and I think flight view) treats symmetrically mounted cameras as a single one, so it doesn't let you switch between cams of a single "combo". The landing feed uses the first camera mounted, and the NEXT/PREV arrows don't work to change the view to other cameras. Even if they are different combos.
  2. Question, since I'm only recolouring suits and the default icons still work for me. The example only hints at the default Future suit icon: Squad/Suits/Icons/kerbalicon_suit_future What's the path to the Default and Vintage suit icons? Is it merely kerbalicon_suit_default and kerbalicon_suit_vintage?
  3. Does anyone have the stock suit textures in hand so I can customize them with TR? I'd appreciate it if a kind soul spared me grabbing and learning some Unity assets extractor to dive into who knows which file to extract the textures myself.
  4. Thank you for your civilized responses, @MOARdV and @JonnyOThan. Sorry about my outburst: I thought more was lost than it actually was. DE_IVA is completed by HunkHogan's Making History extension, as far as I can tell, and their dependencies (Click Through Blocker and Toolbar Control) are actually used by other mods in my collection as well. I just try to use only mods I consider essential, to minimize loading times and the possibility of crashes. ASET stuff becomes a necessity now, but it doesn't seem to have a huge footprint, so that's okay.
  5. So I've returned to KSP after a bunch of versions, and it seems RPM is dead as I knew it. By default, it used to feature simple IVAs making use of its unique multi-function screens for all stock command modules. From what I can gather, the original RPM was abandoned and sometime before its adoption a number of stock IVAs changed, so the old RPM standard IVAs were at least partially lost. So now it'd seem we're stuck between an incomplete "vanilla" RPM and incomplete hyper-complicated secondary IVA mods which require further dependencies to boot. Am I missing something? Has anyone tackled bringing back the classic RPM displays on stock IVAs, including the changed and new?
  6. Does this work in 1.4.X and with the new stock engines added by the expansion and such? I've never found the other engine FX mods to my liking.
  7. I've always used EVE and its default configs. Never felt the need to dig into the settings until now. I find it surprising that SVE's global cloud cover (as in the one you see on Kerbin from space, presumably 2D) is the one I remember EVE having previously. Perhaps something got lost somewhere along the way. Seems I'd have to stick with SVE if I want to keep a semblance of what I used to have. Unfortunately, it's very demanding and takes over 10-15 fps from what I'm used to (even the lowest-res version). I'm tinkering with the settings, trying to find the most overly intensive, least "cost-effective" bells and whistles (i.e. god rays) and disabling them as I go. Clearly the game's not optimized for this level of detail (not that optimization is KSP's forte anyway). Thanks for your help, Waz.
  8. Can't accurately say. They're from 2014, which is admittedly a while ago, but I think I remember the EVE clouds looking "normal" all the way up to version 1.1. This was taken almost exactly a year ago, and I would've noticed if the clouds had changed drastically (but that was 1.0.5 and I'm not sure how much attention I gave 1.1). This was all using the last pre-Waz version of EVE. Anyway, I suppose I'll reformulate my question: how do I make cloud cover denser without killing my performance? Kerbin looked so much better when the clouds were quite Earth-like.
  9. I just returned to KSP for another run, and I'm noticing a significant difference in Kerbin cloud density in this version of EVE compared to the old one's default settings. I'm not using Scatterer. Compare these screenshots from older versions to this one, taken just now. Now clouds are much scarcer. Is it because they're now volumetric? How can I bring back the old look without killing my performance? Thanks in advance.
  10. Hey guys. I literally just started a Career game on 1.2.2 and Texture Replacer v2.5.4 (plus a few other small-ish mods), built a command pod with a mystery goo container attached to gather the very first bit of science. I got out of the pod and ran away from the launch pad in order to get a report from another biome. And the game crashed out of nowhere. Here's the logs. I'm not 100% sure if it's Texture Replacer's fault, but the last actions on the output log before the list of system DLLs begins are these: AddonLoader: Instantiating addon 'CustomConfigsManager' from assembly 'ModuleManager' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) AddonLoader: Instantiating addon 'PersistentEmitterManager' from assembly 'SmokeScreen' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) AddonLoader: Instantiating addon 'TRActivator' from assembly 'TextureReplacer' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) AddonLoader: Instantiating addon 'TRGui' from assembly 'TextureReplacer' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Crash!!!
  11. Is the MK1 Cockpit supposed to have RasterProp monitors? I think I remember that to be the case, but the cockpit looks vanilla to me now, with the default lights and "analog" navball.
  12. I've had two crashes on 1.0.5 recently, one out of the blue when flying in Kerbin's atmosphere, which didn't leave much of a recognizable trace in the crash log (I'm using several mods, mostly usability and graphics), and then an earlier one prompted by merely clicking on the VAB. The output log showed Alarm Clock actions just before the crash. (...line 24914...) [HighLogic]: =========================== Scene Change : From SPACECENTER to EDITOR (Async) ===================== (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Eeloo' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Pol' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Dres' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) 2/3/2016 9:51:17 PM,KerbalAlarmClock,Destroying the KerbalAlarmClock-KACSpaceCenter (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) 2/3/2016 9:51:17 PM,KerbalAlarmClock,API Cleaned up (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) UnloadTime: 8.153536 ms Crash!!! Full crash dump folder here.
  13. That's a lot of complicated coincidences. And that's taking the point too broadly, since a mainsail is a generic, non-cultural thing (like a booster or a fuel tank), not a specific mythological character from a specific human culture (Mars, Odin), or a specific place on Earth (Tunguska, Chelyabinsk). Those are not merely words in a language, but names with very particular cultural significance. As far as I can see, Squad has been mindful of these things when it came to nicknaming parts. But I'll leave it at that. I'll accept that the names were chosen because they sounded cool. No other justification is likely to cut it.
  14. Random question: why do the engines have names born of human cultures? What would kerbals know about Mars, Odin, Tunguska and Chelyabinsk? Food for thought.
  15. Yeah, Pimp My Kerbals has some of the best textures available, but unfortunately it hasn't been updated in a while. And so far nobody seems to have released 1.0-style female head textures.
  16. The mod has been working with 1.0 and 1.0.2 for a while now. The problem you describe may not be entirely related to this.
  17. Texture Replacer does have a category for female suits if you do want to make any differentiation, but I'm not sure what could be added to females from the texture standpoint. And then there's also the fact that at least in real life, space suits are so bulky men and women look the same in them. Perhaps you could tell the difference in IVA suits, but in the case of kerbals, both genders seem to be quite slender.
  18. Hmm, yeah. You're right. As for the Tourist class, it is visible in the GUI, but I'd suggest enabling its handling via .cfg files as well.
  19. Can't really check the config file since I'm at work right now. Thanks for the clarification. Another question, could the same kerbal have parts of different suits? I mean, for instance, my veterans have those orange IVA suits. Simultaneously, could the class definitions give them EVA suits according to their specialty while keeping their unique IVA outfit?
  20. Hmm. But wouldn't it be handy to have a Tourist class? Does the game differentiate between tourists and regular kerbonauts to begin with? I mean, I have the 4 veterans with orange IVA suits, regulars with blue IVA suits, and ideally I'd give tourists a different (i.e. green) IVA suit. But I'm not sure how to do that with the current system.
  21. Thank you for your thoughts, guys. But to ask a more precise question: has anyone calculated just how much science Kerbin's surface is worth, taking all the non-space (also excluding upper atmosphere) biomes into account? If someone could figure (or has already figured) it out, I could give myself that much science when the game starts and safely skip that side of early gathering, which is unworthy of a space program as it is.
  22. Tricky question, and ultimately highly subjective. I already played most of the science game back in 0.23.5, during my last serious playthrough. I am still interested, however, in playing Career and having to collect science and funds (which I hadn't dealt with before) since it gives me purpose beyond roleplaying. Now, the problem is the lack of parts and the limited amount of things you can do in the early game. It feels a bit like a grind to get past that, and I'd like to ask for opinions to streamline that stage as I've already gone through it once. What are your suggestions? Is lowering science costs a good idea, or is it better to edit my savegame to give myself a lump sum of science points to unlock an early chunk of the tech tree? It's not my intention to diminish the role of science gathering past the early game. I'm not interested in part mods as I prefer the stock selection, by the way. I suppose I mainly want to avoid having to shake all the science out of Kerbin's surface just to unlock a decent amount of parts and actually get on with the space program. Ideally, someone could make a mod which would automatically a) mark all of Kerbin's surface experiments as completed, and total up all that science and give it to the player when the game starts. But anyway, let's hear your thoughts, fellow kerbonauts!
  23. I believe the suit model doesn't change between males and females. Only the head. So suit textures should work just fine on females.
  24. The most recent version of Texture Replacer standarizes all teeth to those present in Default/KerbalHead, so you can repurpose the females' teeth area as you see fit.
  25. Any other mods installed which may deal with textures?
×
×
  • Create New...