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Beetlecat

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Everything posted by Beetlecat

  1. How about the colors from the Community Trait stuff? This would automagically cover MKS, etc.
  2. You read that exactly right. Just getting back from a week vacationing in Northern Michigan. I'll be able to focus on a screen again any day now--full patch forthcoming.
  3. Let's hear it for 1.7.2~ :S Honestly, though -- I completely missed these, and will look forward to taking them out for a spin ASAP.
  4. Anyone notice extra zfighting on the flags on these cockpits? They seem quite flickery as compared to a stock one I loaded nearby. Is that embedded in the mu file?
  5. D'oh!!! I somehow knew it would be that simple. Cheers for the assist. I didn't have to go all "There should be three lights!"
  6. New patch set soon, and a help request: So...many moons have aligned, and a couple blender tutorials run (anyone need a passable ball-peen hammer or a weird-looking sword?), and I've now dipped my toe into putting some IL configs together for the much-beloved Kn-2 cockpits & parts. It was a pretty triumphant moment getting that little blob of grey to appear exactly where I wanted it at the very first load, if spun the wrong way 'round. I immediately scaled up and duplicated the full config for the stock (MH) kv3 pod. I figured it would be a perfect parallel: 3 crew, and an old Soviet design for fun. I can't seem to get all three lights to appear, though. Everything is otherwise working great (flashing for science, etc.) but it's only placing the first light and ignoring (?) the other two. I've certainly checked to make sure they're not hiding inside. I even tried the "model" declaration at the top in case that was a factor, but the cabin loads fine in-game as you can see. Here's the mashed-together patch:
  7. The yellow "light" and kerbals making the scrapes / sparks persist no matter what the settings are. Can confirm.
  8. Sorry you were forced into this situation. It's a good mod. You'll enjoy that mod.
  9. Shoot. @Icecovery hasn't been around since this time last year. These may just be dream ideas for the time being >:)
  10. XD It seems silly, but it's KSP's equivalent to the "Rule of Cool" of spaceship/rocket design. <nod>
  11. This works like a breeze with CKAN. It tracks (duplicates and properly renames subdirs) each GameData's installed mods and saved games perfectly well. The only thing that isn't duplicated is the download cache, because why? You'll have to just manually dump your /Goo/* dir between each named GameData -- Though I like that option as a "default mod" of sorts. Also have to remember to swap between all active games to update to the current patch/KSP versions, since anything but the current one won't get updated.
  12. Out-frickin'-standing! PAWS has always been a delightful mod. Now if we could get rid of all the other sliders? (or at least have optional text inputs... Looking at you P-Wings...)
  13. Ha! I was wondering about that. Darn DX11... That's regardless of Scatterer, right? I know Scatterer is a performance hit/sink, but damn if it doesn't make the game look gorgeous and worth flying around in. -- [off-topic banter:] What GPU / card are you using? I thought mine was pretty good (980/4GB), but just realized it's a few years old. Scatterer (and KSP) require some brute force to run smoothly with a full load of mods/parts/effects, it seems. Maybe I need to tune my rig better.
  14. Oh, totally thanks for this one for compatibility. This is a great pack of parts.
  15. That is curious! It was apparently a fan submission instead KSA going to start bus tours to the monolith?
  16. :O :O :O :O :O My jaw! Somebody find my jaw! it's on the floor somewhere! [edit: I would watch the hell out of this show!]
  17. Hey @vetrox Sorry for the thread necro on this, but it seems like the question was (/is?) still open. I'm having spotty success getting my steam controller working, even though the game seems to detect it, and gives me status notices about the steam controller shifting to menu/flight/etc. modes. In fact, I've gotten it to work as a flight control exactly once so far. I'll give up for now this morning, but I was wondering if you found any success on this.
  18. Okay -- so I'll apologize for the false alarm, but in trying it out again, i'm getting damages/krash effects as expected. The only specific difference I could note was that in my previous log, the savegame/game version was 1.7.1. Now, with KKS working, it's at 1.7.2. I'm certain it was a fresh save with only KKS loaded in the first instance. I have a few other mods loaded now, but nothing that would scream "This mod makes KKS work on your system" to me.
  19. So -- nobody responded at the time - but the question is still pertinent; how do we tweak/appease scatterer? It could just be: "Unity isn't ideal for this kind of sim with hi-quality graphics" --and that would be fine, but KSP is a funny beast, and usually it's the physics simulations running on a single core that are what brings the game to its knees. Scatterer isn't necessarily about the part count, but the interaction of the whole system can still be sluggish even on the biggest rigs. Your 3-monitor setup may be what's causing you grief, since you otherwise have a really robust sounding system (even with "only" 16GB of ram...). It's been noted on the main thread that lots of terrain scatter visible actually has a huge detrimental effect, as scatterer (coincidentally named in this case) seems to be applying effects to each bit of terrain scatter in real time and at all visible distances, essentially doing a lot of "work" for probably no gain. If you're still playing Kerbal, and want to see if Terrain scatter adjustments make any difference, that could add to some potential troubleshooting or configuration ideas.
  20. XD Well, I've promised myself that if I ever get them *all*, then I'll start bugging you for the OPM update to the ribbons. But by that point, KSP2 will likely be on the shelves!
  21. Love it. Still. These are great -- thank you for maintaining this awesome bit of the KSP world over at Kerbaltek.
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