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Beetlecat

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Everything posted by Beetlecat

  1. KK Enables the other sites to exist/be built -- and lots of those extraneous features can be disabled/ignored, for the most part. As it stands now, with KK/Kerbinside Remastered, the stock launch button is updated to include all active runways/launchpads, not just the default+Making History sites.
  2. I was trying to -- i would select a field, the on-screen message would tell me it was selected, then hitting launch would just drop me right back at KSC. I'll restart and try again to see if I can figure out what's going on there In the mean-time, switching off all scatterer settings didn't do much. I'll try removing it/EVE/SVE/SVT etc. to see if that's having some conflict.
  3. Behold -- Nye Island -- or what's left of it after the prismatic apocalypse: moving the view around in this state is entirely disorienting. It oddly only seems to affect the bottom half or so of the view -- even if the camera is spun around so that more of the base is at the top of the image. I'm having trouble getting more shots with and without scatterer settings (in case that's contributing). The launch location selector stops "working" and I just get put on the KSC runway each time.
  4. I did a tiny bit of fiddling and was curious what would happen with saving a gauge image as DDS -- and it seems to fix the problem! --though I still have to figure out what settings to use, and flip everything vertically -- I'm not sure doing this for the entire mod is needed, but it seems only partly related to what happened with the FF ribbons. The files are even smaller! I'll post some examples later of before-after in case this is something that could be useful. Here's what it looks like with just NG and Texture Replacer Replaced: Here's my efforts after converting everything to DDS (and flipping). Looking at the previous "broken" gauges, it's clear the numbers in the digital displays were fine, but it was just the frames and dials that needed it: I'm gonna take another stab and *only* convert the items that look blurry in-game. It's weird that only certain components are getting blurred :I
  5. That's Tracking Station Evolved by DMagic.
  6. Thank you for that reminder! That'll be a great place to start/aspire to.
  7. Okay -- that makes total sense. It's one of those pieces of the puzzle that I wasn't quite picking up on for some reason. Your diagrams even spell it out pretty clearly. I'd like to start playing with KOS soon, so once again Sounding Rockets + KSA will be a good guide.
  8. There's an EVA Handrails mod-- but it would be cool to not have to add *more* parts.
  9. For sure best not to look at it while drunk--especially not a video. I'll send you a snap later today.
  10. This has likely nothing to do with Kerbal Konstructs or KerbinSide/Remastered, but a couple of the bases I've visited are completely shakey/shimmery textures, and has the appearance of z-fighting taken to the extreme. Just on the off-chance, do I need to double-check I'm not double-loading some assets between the KK and KSR folders? This visual glitch also matches the shakey/shimmery edges of textures on craft in general at times, so perhaps the game is just not happy with my current setup (the visual isn't much different than the hand-sketched animation like from the "Take on me" video... ) Maybe the KK-added statics are more prone to it since they're more complicated structures.
  11. Wait! Those footprints are working??? Totally off-topic, but is that from the Kopernicus Expansion thingy?
  12. I know these were simple typos, but I'm now really taken with the idea of a "ToolBat", or the possibility of what kind of mod that would be...
  13. Makes sense -- I've for sure noticed the signal drop/restore sounds playing, but not whether the actual vocal chatter ceased in between those moments. Obviously some testing is in order! "Jeb, Bob, fire up the plane!"
  14. That could be assumed/checked-for, too, yeah? As of a recent version, it already plays a "static" noise upon losing connection, so it's watching for that.
  15. Did the sounding rockets experiments ever get migrated back down(up?) the tech tree so they could be launched with the actual sounding rockets? I think I have version 2.1 of this pack, but they're still scattered about. I'll practice some MM syntax and see if I can move them where I want them.
  16. There are more upgrades to the tracking center to boost the dsn-- or there's also a super-duper range antenna you could download...
  17. Just about to fire up a new career with UBM + Extended (and Career Evolution) -- Looking over the tech nodes, it's going to be really weird to suddenly have *all* the wing bits, in one single node, etc. Hopefully money is tight so I don't just buy everything outright. It makes a heck of a lot more sense than random bits of wing or structural girder sprinkled throughout the tech tree with no real rhyme or reason... Thanks for helping continue UBM -- I'll let you know if I have any thoughts or feedback!
  18. I'm having a similar experience, though there was a coincidental update of Scatterer that happened, and it could be contributing, along with so many other things. :I
  19. Ahh.. I think I just realized -- Auto Apply needs to be switched off if i'd like it to force-use a new part, right? I was trying to get a craft to use a new science part (vs one that I think was broken/full) and it kept switching back to an inventory one.
  20. Shoot -- well thank you for looking, just the same. The Nanogauges mod may benefit short-term from what was done for Final Frontier -- i.e. make the images bigger so that they down-scaled to the correct size.
  21. My guess is that it's for EVA scenarios like Kerbin, where you don't need the full EVA gear / jet pack, and maybe not even a helmet, but would still put on a suit instead of just going out in your khakis and polo.
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