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Everything posted by HafCoJoe
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I did some price comparing, and that prebuilt machine is actually really well priced in comparison to it's equal in separate parts. I was going to suggest building it yourself at first, but after seeing that price tag I'll actually go back on that . Hah. I really wish I had that GPU!!!
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I stoper bundling everything because if I did, it would mean I'd have to re-release it for every support mod update I liked the simplicity with that too but sadly it just didn't make sense in the long run. As for that abrupt line, I'll see if I can fix it - my Scatterer configs changed with the recent update, explaining why it's messed up now. Spectra actually runs really well - especially if you remove Scatterer or some of the bonus features. It should run on anything that's GTX 9-10. You'll also want 8GB of ram. I can't give specific specs though since I don't have a less expensive rig to test on On my PC ( 2k monitor, GTX 1070, i7-6700k) I get 60fps on Kerbin, if that helps. EDIT: Fixed @DuoDex's quote
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Thanks for the complements! Huh... are you using any extra launch options? Anything unusual I should know? You're the first I've seen with this problem I have an idea what it could be though; there's an option I used to color the terrain on those planets which takes the colors from the orbital texture instead of generating them the way KSP normally does. It might have been tampered with in the most recent release of Kopernicus. Could you try removing Kopernicus and ModuleFlight Integrator, and try installing a previous version of Kopernicus?
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Thank you, and thank you! I generally like seeing Kerbin with fewer clouds than most other cloudpacks and I don't think I'm going to increase the number of clouds. That being said though, you could easily take the kerbin cloud texture from Astronomers pack (It's named Kerbin1), rename it to what the texture is in Spectra (kerbinMain I think), and then replace it. The reason Spectra has less clouds is simply because the texture is more sparse. Steps to make the game more beautiful... Hm well, Spectra pushes the graphics department about as far as it goes but you can als install RasterPropMonitor for more IVAs, as well as any of the other mods from Avera9es Visual Ultimatum if you want more flashy stuff. Indicator Lights is another mod I've taken a recent liking too. Most of the stuff is irrelevant or already packed into Spectra, but collision FX, destruction FX, and Engine Lighting could really add a lot. Also check out the audio portion of that if you like new sounds. You liked the instructions? Great! I tried to explain as much as possible, and if it is still easily readable that's actually great news to hear.
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
HafCoJoe replied to Galileo's topic in KSP1 Mod Releases
Whoops, please disregard my message -
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
HafCoJoe replied to Galileo's topic in KSP1 Mod Releases
Wrong settings What are your default KSP settings? I'm curious if your terrain detail is set to high, or the default.- 1,019 replies
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Version 1.1 is out on SpaceDock! There were a lot of subtle changes to this version, namely a complete revamp of the file structure of both Spectra, and the download zip. It should be very easy to customize your experience now. The glow on Laythe also should now be as bright as it is in the cinematic. A large album is embedded into the main page now to give a better representation of what all Spectra adds to the planets.
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
HafCoJoe replied to Galileo's topic in KSP1 Mod Releases
What's your stock terrain detail set at?- 1,019 replies
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Multiplayer in KSP 1.8
HafCoJoe replied to popos1's topic in KSP1 Suggestions & Development Discussion
No- 183 replies
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
HafCoJoe replied to Waz's topic in KSP1 Mod Releases
Quick question - What is "windowedIVA.cfg", and what does it do? I'm fairly certain it's tied with EVE in some way... I'm curious if it's needed, or if I can delete it? EDIT: I think this comment is slightly irrelevant now - I see it's only included in Andromeda, indicating it's an outdated file from a previous version of EVE from my guess. -
Sorry but I'm afraid I can't - that's about as straight forward as I can get it without making a video
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Hey, I had a question about the sun in relation to skybox dimming - there is some odd behavior with the skybox not dimming when the sun is in view in flight mode. Also in map view I'd think that the skybox would be dimmed when viewing the day-side of a body with the sun behind the camera, and inversely the skybox would be lit when vieweing the night-side of a body with the sun obscured behind it? Excuse the horrendous generated thumbnail please
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Here's the list of changes from the readme: ChangeLog: =================================== v1.3.1 PreRelease================================================== +++ Localization * Localization Texts updated. * KSPedia Localization texts and graphics updated. * Fixed KerbNet localization strings. * Fixed Number and time displays for localization. * Fixed Lingoona library for Ubuntu Linux. * Localization Performance improvements. * Fixed localization of Tutorials and Scenarios. * Fixed localization of planet names in Science Reports. * Resource names on Mining contracts localized. * Removed lingoona Gender tags on Biome filters in RnD archives screen. +++ Enhancements * Default setting for NavBall in Mapmode (default is not to autohide). * Default throttle setting to 0%. * Added ability to tweak endpoints of symmetry struts and fuel lines. * Improvements to symmetry tweaking in the editor scenes. * Added game clock to all KSC Facility Menus. * Game clock in all screens now shows the time in Gray when time is paused. * Added action groups for wheel motors and wheel steering. * Added the shadow fade fix from KSC scene to the editor scenes. * Changed the near clipping pane on game camera so it doesn’t clip when zoomed in as much. * Added ‘Control from here’ to External Seat. * Added action group for ‘Control from here’ to ModuleCommand and ModuleDockingNode, External Seat and Grapple. * Exclude wheels from part recovery contracts as some are too hard to grapple. +++ Bug fixes * Fixed the deploy/retract actions not showing for drills on custom action groups. * Fixed UT/MET display in flight. * Fixed control command persistence when changing to map view. * Fixed delta time Part Thermal Flux calculations. * Timewarp indicator in all screens now shows no green arrows when time is paused. * Fixed MK3 size 2 adapter collider. * Fixed issue with compound parts inside fairings causing launched vessels to explode. * Changed Settings UI text alignments to be centered. * Fixed texture on VAB level 3 floor near the outer door. * FIxed the tweakable end of compound parts not getting mirrored when moved. * Fixed an incorrect text when a station contract gets completed. * Fixed the toggles in the UI at the Main Menu stretching as much as they could. * Fixed Flag on Sentinel Telescope Icon in VAB/SPH. * Fixed Sun (stepping) movement in Flight whilst retaining sun shadows fix. * Fixed opacity issue in editor scenes for unconnected parts. * Jetpack translation is no longer affected when an EVA Kerbal’s PAW is open and being dragged. * Kerbals can no longer EVA from inside fairings (but can from interstage fairings) to avoid exploding vessels. * Fixed quicksaveload dialog when enter is used in the filename input box. * Fixed Grab interaction msg for EVA kerbals when ladders are retracted. * Fixed NREs on craft thumbnail creation - added filename sanitizing. * Fixed Part highlighting in VAB/SPH interacting with Light Animations on parts. * Fixed destructible building on Tracking Station Level 2 dish. * Fixed Part highlighting for new and dropped parts in VAB/SPH. * Replaced TrackIR with new implementation. * Fixed Flight camera issues when active vessel crashes into the ground. * Fixed Destructible Building error messages in log. * Fixed vessel ground collision checks for landed vessels coming off rails (includes recovery contract parts that are landed). * Disable Save on PauseMenu when active vessel is dead to avoid invalid save files. * Shadow tweak on buildings in KSC scene. * Fixed issue with being able to add maneuver nodes to vessels without control. * Removed ability to create maneuver nodes with EVA Kerbals. * Fixed an issue where an atmospheric resource harvester would not properly activate. * Fixed Loading Scene picture swapping feature. * Fixed Grass texture on level 3 RnD building. * Fixed MPL cleaning experiments screen messages. * Fixed Restart Warning text on main Settings Screen. * Fixed Cannot Deploy while stowed messages. * Fixed "Toggle Display" button on scientific devices. +++ Modding * Restored CelestialBody.theName methods (marked as deprecated). * Fixed Part Filter category names capitalization for mods. * Added property to CustomParameterUI to support Localization. * ModuleDeployablePart now finds all animations. * CelestialBody GetRelSurfacePosition now calling correct methods. Holy Kerbals! 1.3.1 fixes a number of small bugs present in 1.3.0 and doesn't add too much more so it should look and feel a lot like 1.3.0. Other than behaving better that is
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I searched for it again not to long ago but sadly came up blank Something you might want to try though: Duplicate your edited texture once it's done Remove all transparency on the dupe, scale down the opacity to 1%, create a new blank layer, and merge the now 1% opaque layer onto the new blank layer. With this done you should have a 255% opaque layer, that has a 1% transparent texture on it. Merge the new layer on top of the original ^ What this should do is guarantee there is a bit of texture on every part of the texture, and hopefully fix the black texture issues. The other thing to do is make sure you save the texture with the settings I embedded in the instruction post on the first page. It's been a while since I've had this problem show up so please excuse my ignorance
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Ah - this has got to do with how you saved the texture's transparency, and I ran into it a few times myself. Are you using Paint.net/are you making sure that the rest of the texture has 1% transparency? There's an odd fix I found that works too by duplicating the original texture, setting it's opacity to 1%, and than layering it on top at the very end.
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