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ThorBeorn

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Posts posted by ThorBeorn

  1. I assume i should just download the Whole RSS library, and only copy the sharedassets file as that is the flare, am i correct in my understanding?

    Many thanks in advance

    If it hasn't changed with Kopernicus that should do it yes. However, I remember it being quite large for the tiny Kerbol system. Try it! Just keep a copy of the original asset if you want to switch back later.

  2. I mentioned I have played with DR to let you know I'm familiar with re-entry heating. Since 2013. What I don't like with the stock heating system is that it causes my stationary crafts to explode on the runway, from overheating.

    Back to topic: So if anyone knows of a plugin like this or is willing to write one, I'd be greateful if you would let me know. Cheers!

  3. He wants to turn off part heating, not re-entry heating.

    Like, when you clip parts and they spontaneously explode.

    Or does that setting affect that as well?

    Yes that's right. I'd prefer to have re-entry heating, but not at the cost of parts randomly exploding. Right now I've turned everything down in the debug menu. Seems to have helped so far, I'll see I guess.

    Edit: I'm flying solar powered gliders at 40 m/s, they should not overheat :mad:

  4. I just wanted to make a request for a plugin to turn off the stock heating system. I've been playing with Deadly Reentry for a long time - it's not that I don't like the extra challenge, but I can't stand these random explosions of parts/batteries happening all the time. I want to play with mods including FAR and I want to use part clipping, therefore until RealHeat is finished a plugin like this is the best option imho. Thanks!

  5. I get a bug with FAR and the electric prop engine from KAX. Craft explodes instantaneously after loading on the runway, log gets spammed with errors. This is with no other mods than FAR, KAX and the Firespitter plugin.

    Reproduction steps:

    1. Build (any it seems) a craft with the electric engine from KAX in SPH

    2. Click launch and watch the kraken.

    output_log: https://www.dropbox.com/s/eogir10q15gz8ly/output_log.txt?dl=0

    KSP.log: https://www.dropbox.com/s/5qtyxq48z66xs54/KSP.log?dl=0

    ps. How do you make the text in the links not show the whole adress? I've seen just a clickable "output_log" leading to a dropbox link.

  6. Hi.

    I remember seeing a mod that let you change how funds are displayed in the VAB/SPH. I think it made both vehicle cost and total funds use the same type of display. I just can't seem to find it. Maybe there are several?

    Anyway I'd be greatful if anybody could point me to it.

    Thanks!

  7. Are all jet-/prop engines affected or just a few? Most (?) of the models and textures come from other mods than AJE. In that case you should edit those cfgs in ATM which affect the mod where the engines come from originally. Like Squad, B9, Firespitter etc.

    OR you can just switch to DDS loader and have no more problems :)

    Btw, "red hue" sounds like what I get when textures are missing. As if you have deleted squad textures that say SXT uses?

  8. 255: You need to manually edit the cfg file called cloudLayers.cfg. Look for this:

     SAVED
    {
    body = Kerbin
    altitude = 30000
    volume = False
    color
    {
    r = 0.25
    g = 0.48
    b = 1
    a = 0.42
    }
    main_texture
    {
    file = BoulderCo/Clouds/Textures/extlayer
    scale = 1
    offset
    {
    x = 0.452678
    y = 0
    }
    speed
    {
    x = 0
    y = 0
    }
    }
    detail_texture
    {
    file = BoulderCo/Clouds/Textures/empty
    scale = 1
    offset
    {
    x = 0.452678
    y = 0
    }
    speed
    {
    x = 0
    y = 0
    }
    }
    scaled_shader_floats
    {
    falloffPower = 3
    falloffScale = 3
    detailDistance = 0.02
    minimumLight = 0.5
    fadeDistance = 100
    rimDistance = 1
    }
    [COLOR="#FF0000"]shader_floats[/COLOR]
    {
    falloffPower = 2
    falloffScale = 3
    [COLOR="#FF0000"]detailDistance = 0.01[/COLOR] <------ try with 1000
    minimumLight = 0.5
    fadeDistance = 100
    [COLOR="#FF0000"]rimDistance = 1[/COLOR] <------try with 0.0001
    }
    }
    }

    Under shader_floats (NOT scaled_shader_floats), you can increase detailDistance and decrease rimDistance. That will make the atmospheric blue layer "disappear" beyond the horizon, until you launch something. It should then fade in gradually from below as you ascend. I suggest going with a factor of ten maybe, until you're happy.

    I fiddle with these values from time to time. Still don't know exactly how they work though.

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