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Everything posted by HafCoJoe
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Salutations! I had a question regarding some ModuleManager syntax. I'd like to target and edit a module which does not have a name value, but rather celestialBodyName value instead: @Scatterer_planetsList { scattererCelestialBodies { Item { celestialBodyName = Laythe secondarySuns { Item { celestialBodyName = Jool sunColor = 0.009,0.015,0.0095 } } } } } I'm trying to add the secondarySuns value into an existing Item with a value of celestialBodyName = Laythe. Normally to target a specific module you simply add [name] to the back of the targeted module (I.E. @Item[Laythe]), but because the designator is instead called celestialBodyName I don't know how to properly target it. How would I set up my syntax to target this particular module?
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Can confirm, mod works great in 1.12.3
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@blackrack I simplified the configs down to the absolute minimum to show this bug, and zipped it up to send over to you if you need something to help test; just one global Volumetric layer at 100m above Kerbin so you can load the game with Scatterer, and without it to see how it only shows up with: Appearance with vs without Scatterer: Simple Config: (Sorry for the ping, I thought it worth the inclusion for this one)
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Salutations I seem to have a bug with classic EVE style volumetrics; they only appear when Scatterer is also installed; if Scatterer isn't present, all volumetrics are missing from my cloud layers. Examples of layers with volumetrics: With EVE + Scatterer: With just EVE: It's worth noting too that the physical layer is still visible, it's just the volumetric particles that are missing when Scatterer is missing. Is this a known issue, or perhaps there's something wrong with my configs?
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Oh nice, that solution could work! Would this work for both side boosters? They separate and land at the same time which makes it impossible to fly them both manually at the same time. Again I'd still like Mechjeb to hand it though, as having them land themselves would be incredible, and I think there's enough time for them to do so before the main craft leaves range. I could be mistaken though.
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Bit of an odd question, but would it be possible to script Mechjeb to auto-land winged boosters while the main craft continues to orbit? Perhaps enable specific modules & settings via KAL controllers? Craft in question (2x, on both sides of main rocket): The wings unfold themselves via KAL controllers shortly after separating turning them into engine-less gliders and they're decently stable in flight. In order to land these, I usually have to swap vessels and them manually, meaning I can only ever land one at a time, and the main rocket doesn't make it into orbit as a result of me swapping away. I'm curious if I can get Mechjeb to do the landing in the background though?
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
HafCoJoe replied to Gameslinx's topic in KSP1 Mod Releases
Greetings @Gameslinx Spectra is finally getting a proper update for 1.12.3 with the help of @Benzo Kerman, and in testing things I found that your bioluminescent beaches on Laythe looks gorgeous next to the bioluminescent clouds in Spectra! I just wanted to comment saying how beautiful your mod is, and how thankful I am that I upgraded to 32 GB of RAM recently, as my usage is sitting at around 18GB of usage with all my visual mods installed...- 3,158 replies
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[1.12.3] KISS - Kerbal Improved Save System
HafCoJoe replied to Aerospike's topic in KSP1 Mod Releases
Greetings! As an interesting note, when I reinstalled this mod via CKAN, it didn't load a settings file and didn't do anything in game — I had to manually copy config.xml from my older game, to my newer one, to make it work. Is this a known bug?- 78 replies
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- kerbal improved save system
- kiss
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If you're able to get them working I'd love to push them in an official release — the module manager patches are only so that EVE can detect when Scatter is installed vs when it isn't and apply the 'non-Scatterer atmospheres' when not, but if you move EVE_atmoScatterer.cfg and EVE_atmo_Stock.cfg out of GameData/Spectra/Spectra_configs you should be able to work with the EVE GUI without messing things up. Keep in mind though that whenever you change a setting in the GUI you'll need to reload the game anyways, as it tends to mess with shaders. ^ Move these two files into a temp location outside of GameData while editing It's been quite a while since I've modified the files so my memory is a bit rusty as to what exactly is broken, but feel free to poke me if you have any questions, I'll try to help