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Beetlecat

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Everything posted by Beetlecat

  1. @Manul -- are those from the hullcam mod? (Assuming so) -- pass that along to LGG's thread. Do you also have a toolbar option to have free-floating (not in the IVA) hullcam windows, and are they doing it there, too?
  2. Is CommNet Constellation also something that won't play well with Kerbalism? I love the visual organization, but I could certainly see where the "isolation" might break, or just not function properly.
  3. This sounds far more plausible (and fun!) than not... Too bad there's no way to excavate them.
  4. It may not be deliberately tagged as 1.9, but it likely works fine. Make sure your CKAN is set to allow all 1.8* mods. I honestly open mine up to 1.4 or so, since so many mods like contracts, etc. are just fine. You just need to be careful with things that have DLLs. etc.
  5. That was my biggest question mark -- whether or not it's literally embeleshing/overriding the same unity bits as the in-game settings, or whether it was just a coat of paint over the top like reshade or the ENBs for bethesda games.
  6. True -- that, or maybe it's double up on things needlessly. I have mixed experience with this from game-to-game, so it's always good to check. I'll play with some settings and see what minimal AA in KSP settings vs KS3P looks like.
  7. not -- yet? each compatible part requires a map to be created for it. It looks pretty labor-intensive, but oh, what a result!
  8. Thanks for the help! Though I was informed (kinda obviously) that this would certainly "work" to override statics at runtime--but as soon as any base was edited and "saved," all patches would get written out into GameData, making all changes permanent. It would certainly be useful for a one-time mega patch to move bases around for stock-->JNSQ Kerbinside, for instance, but that's just making an extra step, and it's far easier just to overwrite the configs. Ah, well. Live and learn.
  9. Yup -- it's that same case of -- leave the game long enough, forget all the bugfixes people post a few pages back in the forums...
  10. Looking for a bit of syntax/patch-writing help. Here's the file I want to override [a Kerbal Konstructs static definition]: Here's the stab I've taken so far. Am I on the right track? Can this be done?: @STATIC[*]:HAS[pointername[KS_TaxiLarge]] { @Orientation = 90.959137,100.041763,-0.000703487894 } And yes, I know I ultimately need to point to the UUID instead.
  11. Mini update on this -- I managed to drag the KSC Upgrade components back to the KSC-on-JNSQ campus by dropping a placeholder group center nearby, then hand-copying that position into the KSCUpgrades group. Was that clever? Did I just create a lot of work for myself? Who knows! But after a bunch of fine-tuning to tweak the angles and height of the taxiways and such, the expanded KSC is now back -- and nestles in nicely with KSC Extended. If anyone knows if Module Manager can patch KK configs a JNSQ patch could be made, otherwise it'll just be a big zip of config files. Looks like a few palm trees have busted up through the taxiway...
  12. double check the buttons on the KK toolbar that you're not simply 'hiding" bases, opened and unopened, etc.
  13. Is that the weird spiky black flickering, or something else?
  14. hey everyone and @blackheart612, here's a quick config to fix the short tailboom A and B that are currently defaulting to a blank white placeholder texture. Squad changed the texture directories for the cones between 1.7.3 and 1.8, which made the squad textures unreachable by the part.cfg files. @PART[shortboom,shortboomb]:FOR[AirplanePlus] { @MODEL { @texture = placeholder , Squad/Parts/Aero/cones/Assets/Cones } } For some reason, this was mentioned *many* times in this thread, but somehow missed by me during my hiatus. But at least it's here now in a patch form. Next little thing to fix is the DDS file for the skid not loading due to being an incorrect format.
  15. Quick Q -- do you turn off in-game AA when using KS3P?
  16. I'm about to drop Bureaucracy into JNSQ which features a 12-hour day for Kerbin. Anything Funny I should look out for? I'll most likely cut the standard "monthly" interval down, due to the comparable gain in hours per-day. Does Bureaucracy count by hours, or is there an actual in-game "day" it ticks by? If we had 30 days in stock, that's 180 game-hours. 30 days in JNSQ would be 360, etc. (such round numbers.... ba-dum tssss)
  17. This mod could really use a little build guide, or some pre-built craft to use as samples. The construction winds up being like a bit of a layer cake of parts. Check out these examples: https://kerbalx.com/mods/grounded
  18. There's an odd chance of that, for sure. and possibly a weird interaction w/tweakscale. I usually have that installed, too.
  19. wow! Thanks for that hint/clue. I was playing through some Unkerbaled Start early missions, and noticed that the batteries were tiny and able to fit into a sounding rocket-sized bay no problem -- not realizing this was totally in error. Just to check -- are you also using Restock?
  20. Hey @Eskandare (or any pro KK users), any notion of what it would take to get KSR's KSC Upgrades components to work on JNSQ's Kerbin? The other bases load fine, but are just in "odd" places/depths relative to the terrain. I'm thinking of taking an afternoon visiting them all and seeing if I could come up with some possible new locations or orientations. The KSC upgrades themselves are thwarting me so far. They either just don't load at all, or are hidden under the terrain (or something). I'm thinking I could drop a new static next to KSC, then compare it to the KSCUpgrades configs to see how they compare. Is this the right tree to bark up? I miss those runway lights and taxiways to go along with KSC Extended (which is workin' fine...)
  21. Err... you *gotta* try the pre-release. It's literally why dkavolis shared it. : )
  22. Yeah, the "ultra" shader is probably what's going to cause most 1.9 incompatibility. Still -- it looks great (aside from the visual hiccups)
  23. Weird. 1.8 was the big unity switchover, and RC did get a 1.8 update. Was 1.8.1 additionally upsetting to mods/plugins?
  24. I wouldn't have guessed TCA would work with *any* solid boosters--since they're by definition not throttle-able balancing against thrust *is* something this mod does, but there could be another issue with the fact that they're from a mod.
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