Jump to content

HafCoJoe

Members
  • Posts

    4,944
  • Joined

  • Last visited

Everything posted by HafCoJoe

  1. Spectra runs fine in 1.9 but you won't be able to use Kopernicus since it isn't updated yet. You can still use Spectra with Eve and Scatterer, just not Kopernicus
  2. Hello! That brown/red hue is on purpose, I was messing around with settings and and thought it looked interesting, so I put it in the current release. Do you not like it? I can tell you how to remove it if you like, or I might take it out in a future release.
  3. It could be that I've been reverting in my save to an older save that didn't have the variants gathered yet: There aren't many listed in my persistent file, so perhaps I just need to pick them, and then quicksave
  4. Thank you for the completent on Spectra! I am using Scatterer right now, though not the official release. R-T-B released a patch for 1.9.1 in the meantime until it is officially updated and I've been running that. You can grab it here.
  5. Hello! I'm running this in 1.9.1 so I'm already voiding the warranty, but VariantPersist used to be working for me and it recently stopped after I did some reinstalling of mods and editing my save. Do you have any suggestions I could try to get working again, or is it best to wait for an official release?
  6. Quick update coming out! I fixed up the atmosphere on Kerbin and Jool to allow more of the surface texture to be visible from orbit, and in the case of Kerbin, to remove a lot of the artifact banding that you usually see along the ground. Spectra 1.2.5
  7. Hello! @R-T-B made some builds for 1.9.1 that work and he posted them here. Download it from the github link and manually install, and it should work.
  8. Wow, many thanks! I've seen you posting up a storm recently and it looks like you are not only looking into, but also providing solutions and even builds for the bugs you are finding! I'd say you live up to your profile picture, mister bug-squasher
  9. Greetings! I seem to have run into a strange bug with highlight in-flight highlighting not disabling for fuel merchants. I also find it a bit awkward that the menus open on the downpress of left click, instead of the release of left click like other functions. Would it be feasible to change that? Also is it possible to give statics the same behavior as the standard KSC space center tiles? I.E. clicking on the tracking station takes you to the tracking station, clicking on the runway brings up the launch screen, the R&D facility takes you to the R&D screen, etc. I would love it if I could completely make the KSC obsolete and have my own functioning space center view. Here's what I've been working on
  10. Hello! Nope, you can make the entire part shiny if you like, there is a mod for Textures Unlimited that does just that too. WindowShine is currently set up for TextureReplacer, not TextureReplacerReplaced- there is a slight difference in the shader syntax between TR and TRR that effects the config files so the current version only works with TR.
  11. Welcome to the forum!! V8 has a list of all of his mods in the OP if you want to get everything set up for 1.3, it might be easier for you to go through and grab them yourself
  12. Oops it looks like I read it wrong! I thought that @EricSan was asking if Orbital Decay and Persistent Rotation were compatible, and I suggested trying to install both of them to see. It looks like he was asking generally if there was an orbital decay mod. Eric there is a mod that adds this, although it hasn't been updated for 1.9 yet. You can try it though. Orbital Decay - Resumed
  13. I suggest installing both and seeing if it works.
  14. You can install via CKAN and force install mods even if they are marked as incompatible- select the mod you want, click on 'versions' on the details pane, and check the box on the most recent version. You can also install manually by taking the most recent release from github.
  15. Hello! Is there a way to make veterans have the classic orange suits and the other kerbinauts have white? All of my veterans have the odd sci-fi suit and I'm hoping to revert back to the old designs.
  16. Hello! Would it be possible to increase the resolution of the icon, or better yet add the option for users to create their own off/on variants? I've been making a solid white icon pack and AutomatedScienceSampler is the only mod that does not have a replaceable .png icon ([x] Science! doesn't either but the icon is already white).
  17. Greetings! Your most recent version v1.3.0 Collide-o-Scope seems to work perfectly in 1.9.1. Could you update the header to clear up some confusion? I had a quick request as well- could you add the option to hide Collide-o-Scope from the toolbar? I like having a clean toolbar, and since all the features from Collide-o-Scope are activated via the hotkey, I don't have use for the extra button on the toolbar. Something along the lines of '_useStockToolbar = True/False` in the config file. EDIT: While Collide-o-Scope doesn't have this option you can use the mod 'Adjustable Mod Panel' to hide it, or any other toolbar icon you want! The icon two up from the bottom is a custom icon I created for Collide-o-Scope to match the solid white format I've been going with, although it would be best if it was gone completely, or at least gone during flight
  18. What mods do you use that aren't in CKAN? The only mods I use that aren 't in CKAN are Collide-O-Scope and CollisionFX. Since its only two mods I install them manually, and use CKAN for everything else. The fact that it automatically tells you when there's an update to a mod is a very big benefit to me since I use about 50 QOL/visual mods (I don't use part mods because I like knowing my craft work the same in a vanilla save) I used to be like you and install everything manually, but I found in the past month that CKAN is the easier solution.
  19. Hello! Would it be possible to add functionality to the delete key? It would be nice if I could delete selected craft by pressing the delete key instead of having to move to the button in the GUI or via the right click menu.
  20. I've looked into that mod as well, I'll have to juggle the better option I think. Thank you
  21. Hm... that's tough because I'm trying to land a rocket plane that has zero fuel when it decouples. Are you saying that it should be able to land if I leave some fuel in it?
  22. Greetings! I'm building a piggy-back plane/orbiter and I'm hoping I could get this mod to recover the plane when I drop the stage. Is this possible, and if so what are the settings to allow it?
×
×
  • Create New...