Sinner2784
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Posts posted by Sinner2784
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At First Great Mod.
But I noticed a Problem. I have these graphical glitches on light sources.
Its a Clean Install only your mod and all you need for it.
It seems to have something to do with scatter or your scatter options, because when i remove scatter the glitch disappears.
KSP with only Scatter installed, the glitch is also not there.
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does the your stock rebalance work with near or far?
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its to big for pastebin thats why i used a filehoster
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Ok it's no problem with near.
I think, I tracked it down to tweak scale
Output_log.txt (http://www.share-online.biz/dl/JVROQWBNL9N) created with only improved chase camera, tweak scale, modulemanager 2.3.5 and stock ksp folders in the gamedata folder.
The bug seems to corrupting the save in some sort.
If the bug occurs it is always there.
You can temporally fix it till the bug occurs again by deleting improved chase camera or tweak scale from the gamedata folder then start ksp, load the save and exit the game. Put back the mod in the gamedata folder.
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I've never heard that. Could you send me the output log?
Same Problem here but not always
I figured out that it must be a problem witch NEAR.
If I remove NEAR it dosent happen.
If it happen again i post a log
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Here is the MK3 Cockpit mod, redone. I couldn't delete code with MM 1.5 that allows player to click the monitor and get external view, but there is no problem when MFD's are on top of the three monitors. I did notice if you click on top, beyond the MFD, on the edge of the MK3 cockpit model of the monitor, you will get the external view. So be careful or you can exploit that, to have a camera views.
I added another monitor to each of the top seats, I slightly scaled them down from the old on I did.
http://i1262.photobucket.com/albums/ii605/therealcrow999/screenshot9_zpsf2f854c9.png
http://i1262.photobucket.com/albums/ii605/therealcrow999/screenshot8_zps97635c3c.png
///////=== TTMK3 Cockpit Mod ===///////
@PART[mark3Cockpit]
{
MODULE
{
name = JSIInternalPersistence
}
}
@INTERNAL[GenericSpace3TTUPGRADE]
{
MODULE
{
name = InternalCameraTargetHelper
}
PROP
{
name = RasterPropMonitorExampleMFD
position = 0.0002519488,-1.177192E-05,0.03249689
rotation = 0,0,0,1
scale = 0.8181539,0.6867037,0.7228604
}
PROP
{
name = RasterPropMonitorExampleMFD
position = -0.2960808,0.682427,0.07691021
rotation = -0.08715598,0,0,0.9961947
scale = 0.6111457,0.611146,0.6111453
}
PROP
{
name = RasterPropMonitorExampleMFD
position = -0.2536634,-1.2E-05,0.07219167
rotation = 0,0.1305262,0,0.9914449
scale = 0.8181536,0.6867037,0.72286
}
PROP
{
name = RasterPropMonitorExampleMFD
position = 0.2532766,-1.2E-05,0.07194075
rotation = 0,-0.1305262,0,0.9914449
scale = 0.8181536,0.6867037,0.72286
}
PROP
{
name = RasterPropMonitorExampleMFD
position = -0.4838606,0.682427,0.07691
rotation = -0.08715598,0,0,0.9961947
scale = 0.611146,0.6111463,0.6111462
}
PROP
{
name = RasterPropMonitorExampleMFD
position = 0.2942997,0.682427,0.07691
rotation = -0.08715598,0,0,0.9961947
scale = 0.611146,0.6111463,0.6111462
}
PROP
{
name = RasterPropMonitorExampleMFD
position = 0.482941,0.682427,0.07691
rotation = -0.08715598,0,0,0.9961947
scale = 0.611146,0.6111463,0.6111462
}
}this didnt work anymore, it only shows the middle one on the second image
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as a quick workaround
start a career then close the game and modify persistent.sfs
set set the value sci = 54.1225 (number may differs) to what you want
start the game and unlock all techs
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great mod ... if you add to electric charge parts i deinstall tac fuel balancer and use your mod.
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1) Download Module Manager
2) Download KSP Interstellar
3) Install both
4) Create a .cfg with the following code and put it in the GameData folder (Create a nameitsomething.txt and rename it nameitsomething.cfg)
@PART[Large_Crewed_Lab] {
INTERNAL
{
name = crewtestInternals
}
}If you don´t want the rest of KSP Interstellar you can delete all files and folders that comes with it besides "\GameData\WarpPlugin\Spaces" and all files in it
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there is a mod for that http://forum.kerbalspaceprogram.com/threads/48720-TT-NeverUnload-Vessel-Unloading-Preventer
i never tested it myself
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thx therealcrow999
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hey therealcrow999 great work!
but can you add this mod too the monitors on the left and the right?
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Toolbar +1
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your mod needs support for blizzy78 toolbar http://forum.kerbalspaceprogram.com/threads/60863
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Toolbar +1
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look in the plugin.cfg for "ui_icon_pos = 183,0" ... the numbers can be different
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the wind effect is annoying ... but its only my opinion
the breathing sound is still to quiet ... or is it just me?
and the old one was much more cooler
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the breathing sound is to quiet on 100% with my sound settings. i can barely here the sound
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you are missing several parts of infernal robotics in your .cfg there is more than one part in some part.cfg
here is my .cfg
@PART[AdjustableRail]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[AdjustableRailHalf]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[AdjustableRailFourth]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[dockingwasher_free]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[dockingwasher_freejr]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[dockingwasher_freesr]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[dockingwasher_std]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[dockingwasher_sr]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[dockingwasher_jr]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[GantryLarge]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[Gantry]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[GantrySmall]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[GantryExtraSmall]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[GantryLargeVariant]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[GantryVariant]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[GantrySmallVariant]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[GantryExtraSmallVariant]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[IRHingeClosed]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[IRHingeClosedHalf]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[IRHingeClosedFourth]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[IR_HingeIndustrial]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[IRHingeOpen]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[IRHingeOpenHalf]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[IRHingeOpenFourth]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[IRHingeTall]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[IRHingeTallHalf]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[IRHingeTallFourth]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[IRHingeTallND]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[IRHingeTallHalfND]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[IRHingeTallFourthND]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[IRPiston]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[IRPistonHalf]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[IRPistonFourth]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[IR_Rotatron]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[IR_RotatronHalf]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[IR_RotatronFourth]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[IR_Rotatronmk2]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[IR_RotatronVTOL]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[TelescopeFullA]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[TelescopeFullB]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[TelescopeFullC]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[TelescopeHalfA]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[TelescopeHalfB]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[TelescopeHalfC]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[TelescopeFourthA]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[TelescopeFourthB]:Final {
TechRequired=robotics
entryCost=1000
}
@PART[TelescopeFourthC]:Final {
TechRequired=robotics
entryCost=1000
} -
i have added mechjeb to my stock probes etc. is that with remotetech possible too?
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works for me on 0.22 so far
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you need a internet connection for this mod? will there be offline trees in the future?
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I've not experienced this conflict myself? The way I use the "P" Key shouldn't actually block or be blocked by any other plugin, and given it only works when mousing over a paintable part, how bad is the issue?
its blocking nothing ... if you press "p" in flight to paint your ship the winch menu of kas opens
[1.12.3] Spectra Visual Compilation 1.6.2 "Horizons" (26th July 2022)
in KSP1 Mod Releases
Posted
If I remove the "Spectra_configs" folder the glitch is still there.
Out of curiosity I removed the "Spectra_scatterer" folder and the glitch is gone.