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Beetlecat

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Everything posted by Beetlecat

  1. Er... then I'd hope that Texture Replacer wouldn't put the helmets *back* on in those cases...
  2. Texture replacer. It removes helmets in IVA and on atmospheric (breathable) worlds.
  3. @shaw or any other TR commandos -- I'm experiencing black ("missing?") textures on Snark's new IndicatorLights with TextureReplacer present. Is there a need to "whitelist" these parts, or perhaps there's something missing from the part definitions that TR is "evaluating" and leaving them blank (or with a black overlay)? "Totally asking for a friend..."
  4. I didn't put it in a code block before, so it may not have been obvious-- here's my launch string, spaces and all. Just [edit] and paste right into the Launch Options box: "M:\games\Steam\steamapps\common\Kerbal Space Program\KSP_x64.exe" %command% -popupwindow
  5. Cool beans -- I'm now realizing I was probably thinking of Active Texture Management when thinking there's a way to "whitelist" your parts. I'm less clear on what TextureReplacer is doing. Hopefully someone can help figure this out.
  6. Okay -- I may have figured out why the lights were showing black (the nose and mouth on the far bug should be colors) -- Texture Replacer. I think there's a simple way to force it to exclude your items. It also could be buggy in a not-quite fully 1.1 state as well as I see some other props showing up with solid black models in the craft editor. The battery indicators on the craft in the foreground *do* work, however. They aren't glowing above because I still had ver .2 installed.
  7. Not sure what was missing, but upon starting the game again -- it shows up as a new button in blizzy bar. Cheers!
  8. Is this appearing in Blizzy or stock toolbar? I'm not seeing it to get at the config. I'm gladly welcoming back the Nereid mods!
  9. Here's what I used-- since I also wanted the -popupwindow option: "M:\games\Steam\steamapps\common\Kerbal Space Program\KSP_x64.exe" %command% -popupwindow Your path may vary, obviously.
  10. It changed somewhere in the last day or so for a bunch of people (myself included). x64 is now the *secondary* option for launching KSP. I had do put the exe in the launch options manually.
  11. Now to add that flare graphic from the new landing gear to these lights. It would be cool to see the aviation lights pop as flares at a distance. I hope Squad re-does the basic lights soon -- being able to stare right into powerful spotlights and only see a soft, yellow glow is weird... It's especially disconcerting to look right at a white strobe and not even tell that it's on other than it lighting things around it.
  12. Heh! -- glad you found it amusing. I just got in a really silly mood when I realized the random craft I tested the light on was a bug rover. It looks like Aviation Lights have been updated now too, and I'd love to see how Squad put the flare effect on the landing gear lights. We have all these great, super-bright spotlights, and when you look right at them, they're just a soft, yellow glow. It could be nice to have a tiny bit of emissive on your indicator lights as well, but they're obviously not meant for that purpose.
  13. I rather like the "chunky" default size [they remind me of those old "tap lights" that you could stick in closets] --but they can lack a bit of sophistication on smaller craft. It's pretty trivial to throw a TweakScale config in the mix (see above). I'm also a fan of light mode options. I typically load my craft with lights (especially aircraft). Using these indicators would be a wonderful visual cue to allow fewer on-screen readouts; but who am I kidding? I'll have the resource panel, 10 MFDs and, and warning buzzers galore. Tweakscale_IndicatorLights.cfg: @PART[indicatorLightSmall] // BL-01 Indicator Light -- by Snark { %MODULE[TweakScale] { type = surface } }
  14. Well -- vanilla 1.1 with just IndicatorLights works fine. No idea at this point what doesn't like them.
  15. well, crap. I'm just getting black, texture-less objects with no light emission. I really want to get these little guys working! I have way too many mods installed to even have a clue for troubleshooting--but I might start back-tracking or spin off an empty KSP to start with. Are there any other graphics than the three tiny png files?
  16. I'm seeing this as well -- though I couldn't point to a specific mod or combo since I'm running way too many at present. the 1.1 ecosystems is going to take a little bit before things calm down
  17. Hooray! Thanks for the quick update. I can confirm that it does *work* -- however it seems like the part damage resistance is really high. I purposely cartwheeled an airplane from off the runway, and there was hardly any damage/deformity even though wings were sheared off half the fuselage was torn away. The leaking effects do seem to work as well. I have far too many mods installed already, so I may have something that's overriding part characteristics. I'll start pulling them and see if the Krashiness improves.
  18. Right -- that's the missing notification chain. Looking for updates on existing, not-installed mods still requires combing the entire "compatible" mod list by hand.
  19. Thanks for clearing that up. Part of that conversation was establishing whether or not this behavior was intended (as part of the signal delay, etc.) and slight misunderstandings were accumulating.
  20. If it does become an option to swap out for a different, small-caps-friendly typeface, I'd heartily recommend it, too. So many mod names are run-on phrases that will look bad in "yelling case"
  21. Isn't it kinda built into the game now? There's camera shake some some noises, at least.
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