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Everything posted by nismobg
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Sa-Fire Planet Pack for Planet Factory CE v.4
nismobg replied to braininator's topic in KSP1 Mod Releases
Bro just do it, the new planetary mod thats coming soon would support PF configs in a way so it will work there too. -
But you still have to check each of your mods individualy for updates before you do your build folder, correct? That was his point , to make it easier . I would propose a common topic template for all mods posted on this forum, which can eliminated the chaos if followed. Maybe we can all vote on it and see what can fit best.
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
nismobg replied to Arsonide's topic in KSP1 Mod Releases
The areal contracts are overtaking all other contracts now I have about 10 of them lol, even when you delete them new come up. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
nismobg replied to Arsonide's topic in KSP1 Mod Releases
Arsonide great mod, Im amazed by the speed you pull new contracts , but there is the BUT.... The default in flight stock panel/gui for contracts is killing the whole idea behind doing contract on the go, do you think there is a way you can improve it? Like make the panel bigger maybe even draggable around , min/maximize etc? There is just no space to stack a lot of contracts in it. Which makes it very annoying when you have to scroll and look for the contracts. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
nismobg replied to rbray89's topic in KSP1 Mod Releases
@rbay89 , There is a bug I kept seeing in 9-2. When you edit planetary bodies from the tracking station when you try and go back to KSC you get this : "[Exception]: UnityException: Texture 'BoulderCo/Atmosphere/Textures/kerbin1' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings." game freezes to a halt -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
nismobg replied to rbray89's topic in KSP1 Mod Releases
BRO, I will say this again and again, THE PACKS for 7-3 do NOT work with 9-2, Its like trying to run Ferrari with Fiat Punto's Keys ! The config files are different! If you try 9-2 here is a simple config. If you cant some clouds. Put it inside GameData\BoulderCo\Atmosphere\clouds.cfg and replace everything there already EVE_ATMOSPHERE { Kerbin { Kerbin-clouds1 { altitude = 10000 speed = 30 scaledOverlay = Geometry layer2D { detailSpeed = 6 offset = 0,0,0 macroCloudMaterial { _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _DetailScale = 60 _Color = 1,1,1,1 _FalloffPow = 2 _FalloffScale = 3 _DetailOffset = 0,0,0 _DetailDist = 2E-06 _MinLight = 0.5 _FadeDist = 8 _FadeScale = 0.00375 _RimDist = 0.0001 _RimDistSub = 1.01 } scaledCloudMaterial { _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _DetailScale = 60 _DetailDist = 0.0012 _FadeScale = 2.25 _RimDist = .06 _Color = 1,1,1,1 _FalloffPow = 2 _FalloffScale = 3 _DetailOffset = 0,0,0 _MinLight = 0.5 _FadeDist = 8 _RimDistSub = 1.01 } } layerVolume { texture = BoulderCo/Atmosphere/Textures/kerbin1 offset = 0,0,0 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _Color = 1,1,1,1 _DistFade = 1 _DistFadeVert = 4E-05 _LightScatter = 0.55 _MinLight = 0.5 } } } Kerbin-clouds2 { altitude = 15000 speed = 20 scaledOverlay = Geometry layer2D { detailSpeed = 6 macroCloudMaterial { _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _DetailScale = 60 } scaledCloudMaterial { _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _DetailScale = 60 _DetailDist = 0.0012 _FadeScale = 2.25 _RimDist = .06 } } layerVolume { texture = BoulderCo/Atmosphere/Textures/kerbin1 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 } } } } Laythe { Lythe-clouds1 { altitude = 10000 speed = 30 scaledOverlay = Geometry layer2D { detailSpeed = 6 macroCloudMaterial { _MainTex = BoulderCo/Atmosphere/Textures/duna1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _DetailScale = 60 } scaledCloudMaterial { _MainTex = BoulderCo/Atmosphere/Textures/duna1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _DetailScale = 60 _DetailDist = 0.0012 _FadeScale = 2.25 _RimDist = .06 } } layerVolume { texture = BoulderCo/Atmosphere/Textures/duna1 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 } } } } Duna { Duna-clouds1 { altitude = 20000 speed = 30 scaledOverlay = Geometry layer2D { detailSpeed = 6 offset = 0,0,0 macroCloudMaterial { _MainTex = BoulderCo/Atmosphere/Textures/duna1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _DetailScale = 60 _Color = 1,1,1,1 _FalloffPow = 2 _FalloffScale = 3 _DetailOffset = 0,0,0 _DetailDist = 2E-06 _MinLight = 0.5 _FadeDist = 8 _FadeScale = 0.00375 _RimDist = 0.0001 _RimDistSub = 1.01 } scaledCloudMaterial { _MainTex = BoulderCo/Atmosphere/Textures/duna1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _DetailScale = 60 _DetailDist = 0.0012 _FadeScale = 2.25 _RimDist = .06 _Color = 1,1,1,1 _FalloffPow = 2 _FalloffScale = 3 _DetailOffset = 0,0,0 _MinLight = 0.5 _FadeDist = 8 _RimDistSub = 1.01 } } layerVolume { texture = BoulderCo/Atmosphere/Textures/duna1 offset = 0,0,0 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _Color = 1,1,1,1 _DistFade = 1 _DistFadeVert = 4E-05 _LightScatter = 0.55 _MinLight = 0.5 } } } } Eve { Eve-clouds1 { altitude = 10000 speed = 30 scaledOverlay = Geometry layer2D { detailSpeed = 6 offset = 0,0,0 macroCloudMaterial { _MainTex = BoulderCo/Atmosphere/Textures/eve1 _DetailTex = BoulderCo/Atmosphere/Textures/detaileve1 _DetailScale = 60 _Color = 1,1,1,1 _FalloffPow = 2 _FalloffScale = 3 _DetailOffset = 0,0,0 _DetailDist = 2E-06 _MinLight = 0.5 _FadeDist = 8 _FadeScale = 0.00375 _RimDist = 0.0001 _RimDistSub = 1.01 } scaledCloudMaterial { _MainTex = BoulderCo/Atmosphere/Textures/eve1 _DetailTex = BoulderCo/Atmosphere/Textures/detaileve1 _DetailScale = 60 _DetailDist = 0.0012 _FadeScale = 2.25 _RimDist = .06 _Color = 1,1,1,1 _FalloffPow = 2 _FalloffScale = 3 _DetailOffset = 0,0,0 _MinLight = 0.5 _FadeDist = 8 _RimDistSub = 1.01 } } layerVolume { texture = BoulderCo/Atmosphere/Textures/eve1 offset = 0,0,0 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _Color = 1,1,1,1 _DistFade = 1 _DistFadeVert = 4E-05 _LightScatter = 0.55 _MinLight = 0.5 } } } } Pol { } Bop { } Tylo { } Vall { } Jool { } Dres { } Ike { } Minmus { } Mun { } Gilly { } Moho { } Sun { } Eeloo { } } -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
nismobg replied to Arsonide's topic in KSP1 Mod Releases
Can you make contracts to map the easter eggs around planets with rovers or build bases nearby? -
[24.2] Karbonite Ongoing Dev and Discussion
nismobg replied to RoverDude's topic in KSP1 Mod Development
Sorry for not looking around before asking but can you generate resource map for new planets based on the alpha map of the new planet? -
[24.2] Karbonite Ongoing Dev and Discussion
nismobg replied to RoverDude's topic in KSP1 Mod Development
Amen to that ! Have a beer , Cheers -
[0.90] Kerbin Shuttle Orbiter System v4.13
nismobg replied to helldiver's topic in KSP1 Mod Releases
Ok so after full day of testing and fighting outdate dependecies i can confirm KSO is working properly with x64 , FAR and DRE. Even my last re entry i managed to land at KSC with missing right rudder lol, exploded during reentry . The big SS feels amazing and does fly like a brick , intended. The small is same light and very maneuverable. If anyone have problem with phantom acceleration read few posts back for fix. -
[0.90] Kerbin Shuttle Orbiter System v4.13
nismobg replied to helldiver's topic in KSP1 Mod Releases
@Woodstar , add this after // --- tweakables (coming soon...) --- MODULE { name = ModuleControlSurface dragCoeff = 0.5 deflectionLiftCoeff = 0.7 ctrlSurfaceRange = 20 ctrlSurfaceArea = 0.95 } The inflated values in ModuleControlSurface cause the phantom acceleration. I am playing around with various configs as we speak to find the sweet spot. Edit. Just noticed SmokeScreen Breaks my KSP -
[0.90] Kerbin Shuttle Orbiter System v4.13
nismobg replied to helldiver's topic in KSP1 Mod Releases
Try doing it on both these files : super25surfaceLkso.cfg and super25surfaceRkso.cfg mass = 0.08 dragModelType = override maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 20 breakingForce = 25 breakingTorque = 80 maxTemp = 3400 explosionPotential = 0.1 fuelCrossFeed = True // --- winglet parameters --- // dragCoeff will override the maximum_drag value //dragCoeff = **** REMOVE //deflectionLiftCoeff = **** REMOVE MODULE { name = ModuleControlSurface dragCoeff = 0.5 deflectionLiftCoeff = 0.7 ctrlSurfaceRange = 20 ctrlSurfaceArea = 0.95 } Remove the old name = ModuleControlSurface Module so they don't duplicate. @helldiver, the problem was that the control surfaces on the wing extensions were producing phantom acceleration(at least in x64 with FAR), it's an old KSP stock bug. Might be because of too many duplication but i don't know. All i know this fixes it. If I apply the FAR MM the KSO is just super fragile. This config makes it super comfortable to operate(and it doesn't fall apart at 150m/s). This makes it not speed up when you point up an your engines are off. About slowing down problem you have, that's how FAR works. So it will glide longer then stock in a way. How I did my test (x64 with FAR,DRE): Lunch at pad till 100-150m/s , take 90degree north and separate everything . Now cut throttle to 0m/s and watch the shuttle accelerate as if it is at max throttle. Even more if you point the nose Up. -
[0.90] Kerbin Shuttle Orbiter System v4.13
nismobg replied to helldiver's topic in KSP1 Mod Releases
Here Buddy : What is the problem exactly? and then here with explanation, and there here is your fulfilling answer However I have fixed this issue if anyone else have it this is a workaround. And by the way this is my 1st post Stating my problem, InfiniGlide has been in KSP since KSP has been. Now if KSO was using FAR this wouldn't happen as FAR fixes this bug. And you still have gramma errors with the config(which break stuff) . Check the last post I linked -
[0.90] Kerbin Shuttle Orbiter System v4.13
nismobg replied to helldiver's topic in KSP1 Mod Releases
Obviously I wasn't talking to you as you have not seen this problem ! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
nismobg replied to rbray89's topic in KSP1 Mod Releases
I am pretty sure that WILL finally melt your PC if the addition of 100 mods wouldn't otherwise ! -
[0.90] Kerbin Shuttle Orbiter System v4.13
nismobg replied to helldiver's topic in KSP1 Mod Releases
OK remember I told you wings were messed up , I was RIGHT ! Got a fix for you. What happens is wings cause infiniglade with the current configuration . And to be more precise the super25surfaceLkso and super25surfaceRkso So what i did is change the ModuleControlSurface to : MODULE { name = ModuleControlSurface dragCoeff = 0.5 deflectionLiftCoeff = 0.7 ctrlSurfaceRange = 20 ctrlSurfaceArea = 0.95 } and removed from mass = 0.08 dragModelType = override maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 20 breakingForce = 25 breakingTorque = 80 maxTemp = 3400 explosionPotential = 0.1 fuelCrossFeed = True // --- winglet parameters --- // dragCoeff will override the maximum_drag value //dragCoeff = **** REMOVE //deflectionLiftCoeff = **** REMOVE Now it all works as smooth as a butter on x64. Maybe some of the ModuleControlSurface can be touched a little bit but not much or your will spawn the phantom acceleration again. -
[24.2] Karbonite Ongoing Dev and Discussion
nismobg replied to RoverDude's topic in KSP1 Mod Development
Right now you can see all spots when you scan with ScanSat, go to settings(scansat) and choose Karbonite -
[24.2] Karbonite Ongoing Dev and Discussion
nismobg replied to RoverDude's topic in KSP1 Mod Development
Slow but steady !!! I like that. maybe for moving heavy loads around close distances. Or hovering on planetary surfaces ! The workhorse needed by every Karbonite Explorer -
[24.2] Karbonite Ongoing Dev and Discussion
nismobg replied to RoverDude's topic in KSP1 Mod Development
Or maybe IN some cases as this mod is super modular , Just single type resources can be set for various planets. That is if you like challenge. For example mine water from Lythe for Oxidizer and Karbonite from Tylo for Liquid Fuel, and so on. You can play with the resources and locations and converters as you like. Set them once and forget it. -
[24.2] Karbonite Ongoing Dev and Discussion
nismobg replied to RoverDude's topic in KSP1 Mod Development
You sure you have enough electricity or is it flowing to the extractor ? -
[24.2] Karbonite Ongoing Dev and Discussion
nismobg replied to RoverDude's topic in KSP1 Mod Development
Make sure you have ALL other mods updated to the latest plugins , They do break Karbonite if outdated. @RoverDude I noticed massive problem on lunchpad , I have super hard time RIGHT CLICKING ON STUFF, and I dont know if it's your mod or KSP. No error codes -
[24.2] Karbonite Ongoing Dev and Discussion
nismobg replied to RoverDude's topic in KSP1 Mod Development
I like the way you map the planets for resources I found some 2.5k spots on Kerbin already ))) One thing I noticed it resources are gathered only on active vessel correct? And same goes for converting? It does take alot of time converting , is there a chance for NonActive Vessel operation ? -
[24.2] Karbonite Ongoing Dev and Discussion
nismobg replied to RoverDude's topic in KSP1 Mod Development
Ok I got it working with ScanSat, its pure joy !!! Now I have few stuff to tell, when you connect drill to hub with legs its a little finicky to attach stuff under to drill but its doable. I just know a-lot of nubs will be complaining. One more thing I guess various size of tanks and equipment will come with time , but can we MM other parts to be used with Karbonite?