james4832
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
james4832 replied to Galileo's topic in KSP1 Mod Releases
Oh, okay, cheers. In the meantime I'll keep using my texture then Thanks for the great work though, other than that the game looks visually stunning now!- 1,019 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
james4832 replied to Galileo's topic in KSP1 Mod Releases
Galileo, I found that in my game at least, the space center grass texture was quite different than the of the grassland around it, and looked quite jarring visually. So I edited the texture color in photoshop to fix this. Its not perfect, but this is the best that I managed to get it. http://imgur.com/a/PqcXZ The texture also has some quite apparent tiling going on as well, but I didn't really want to invest the time to try and fix that. If you are interested in seeing the changed file, just let me know. I sure it is also possible to adjust the color in Kopernicus as well, but photoshop was easier for me to get my head around.- 1,019 replies
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skykooler, have you managed to make any progress on the bug on coming out of timewarp increaing your rotation yet?
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
james4832 replied to Arsonide's topic in KSP1 Mod Releases
Oh okay, thanks! Sorry that I didn't realize that. After re-reading your OP, I see that as well Regardless, I still think that, if you can easily, you should limit the maximum orbit height to something more reasonable, or heavily favor lower orbits. I suppose that I could just not accept the contracts with ridiculous heights, but I would prefer that to just be in the stock mod. Still, you have a great mod, and you should be proud of what you have accomplished. It is hundreds of time better than the part testing contracts! EDIT: On that note of the testing contracts, could it be possible to put a variable inside your config to limit how many can spawn at once, similar to how you have your contracts set up? Sorry if you already have done this, but after a quick read of it, I couldn't find it -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
james4832 replied to Arsonide's topic in KSP1 Mod Releases
Please do that, the reason I got confused over the contract that I did, was because it was pretty much in the same orbit as the mun. Or at least make them only spawn within a certain altitude range i.e. 70km - 500km (that's a realistic range for satellites, right?) With maybe having contracts at semi- and synchronous orbits for higher difficulties? -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
james4832 replied to Arsonide's topic in KSP1 Mod Releases
I have the same problem, i have an equatorial contract, which requests an Apoapsis and Periapsis of 122km and 111km respectively, and 0* inclination to within 7%. I am currently at 122km and 111km, with 0.000* (i am assuming that this is only to 3s.f.) inclination. This has led me to believe that the 0* inclination is the problem, as 7% of 0 is still 0. To fix this, if possible, could you change the inclination to be +/- 1* from 0 or similar? EDIT: My orbit is currently at 0.000215950732161567* inclination (according to the persistence file). Also, sorry about using * for degrees, i don't know the keyboard shortcut for the actual symbol Edit again: I'm stupid, the contract was asking to be at 1122km and 1113km... -
[0.23]Baha. Parts for Extraplanetary Launchpads v1.2 (3/2/14)
james4832 replied to BahamutoD's topic in KSP1 Mod Releases
Hey BahamutoD, are you still working on this parts pack? I was looking forward to more amazing models -
Banned for not officially banning the person above you
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Maybe you could have something like a 'Closed (Anti-mod)' server and an 'Open (Do what you want) server' like some games do. You could have something like a cheat detection thing where it scans your KSP folder and decides whether or not you have mods. EDIT: also private servers, if not suggested already
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Hi TT, i was wondering, are you still working on this or have you abandoned it?
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[0.22] Extraplanetary Launchpads Legacy Thread
james4832 replied to skykooler's topic in KSP1 Mod Releases
It's because it isn't updated yet. -
[0.22] Extraplanetary Launchpads Legacy Thread
james4832 replied to skykooler's topic in KSP1 Mod Releases
Thanks, I have gone through about 20 or so pages to find that. -
[0.22] Extraplanetary Launchpads Legacy Thread
james4832 replied to skykooler's topic in KSP1 Mod Releases
+1 I agree with this statement