egreSS Posted February 19, 2014 Share Posted February 19, 2014 (edited) Have a small issue with b9 intakes, the inner/darkened section is now white/washed-out. Can I blacklist certain textures as a workaround?N/m found it 24 pages back. Not sure if this is located somewhere else but it would have been nice if this was was easier to find. Edited February 20, 2014 by egreSS Link to comment Share on other sites More sharing options...
sidfu Posted February 21, 2014 Share Posted February 21, 2014 (edited) hopely some more .tcfg come out for more mods. or anyone know how to set up the .tcg to work with other mods? what would be the entry to use then.so making a .tcg of this is good for most?config_enabled = trueOVERRIDES{ ExtraplanetaryLaunchpads/.* { compress = true mipmaps = true scale = 1 max_size = 0 make_not_readable = false }}or should just put the first line of config_enable = true? Edited February 21, 2014 by sidfu Link to comment Share on other sites More sharing options...
FranciscoJavier Posted February 21, 2014 Share Posted February 21, 2014 I have a pretty simple question which I'm sure will cause some of you to fume from the ears so I apologize in advance. I'm running ksp on mac (osx) and was wondering how do I get this to work? please help. I would look through the thread but there's 111 pgs to go through. thanks in advance. Link to comment Share on other sites More sharing options...
Cydonian Monk Posted February 22, 2014 Share Posted February 22, 2014 I have a pretty simple question which I'm sure will cause some of you to fume from the ears.... I'm running ksp on mac (osx) and was wondering how do I get this to work? please help.I'm furious about this question!! Fuming!!! Ok, so not really. Is there any particular problem you're having with this mod? I've had no issues using it (also playing on OS-X most of the time here, too), and did nothing more than merge the BoulderCo folder into the GameData folder of KSP. It does take quite a while to load the first time, but that's to be expected. Saves about 1GB over what KSP normally runs at for my normal mod set. Link to comment Share on other sites More sharing options...
hujgup Posted February 23, 2014 Share Posted February 23, 2014 If I've renamed my folders (to put stock items first in the editors, for instance) do I need to change anything? Link to comment Share on other sites More sharing options...
Virtualgenius Posted February 23, 2014 Share Posted February 23, 2014 Anyone got a good config for the KSO Shuttle my cockpit is very fuzzy and I am guessing its the compression of images thats doing it Link to comment Share on other sites More sharing options...
Proot Posted February 23, 2014 Share Posted February 23, 2014 (edited) Anyone got a good config for the KSO Shuttle my cockpit is very fuzzy and I am guessing its the compression of images thats doing itIt's on the previous page...config_enabled = trueNORMAL_LIST{ texture = KSO/Parts/internalkso/kerbin_lifter_norm_NRM texture = KSO/Parts/internalkso/kerbin_orbiter_docking_mod_norm_NRM texture = KSO/Parts/internalkso/kerbin_orbiter_engines_norm_NRM texture = KSO/Parts/internalkso/kerbin_orbiter_norm_NRM texture = KSO/Parts/internalkso/kerbin_space_station_norm_NRM texture = KSO/RPM/MFD_norm_NRM texture = KSO/Spaces/internalkso/analog_gauges_norm_NRM texture = KSO/Spaces/internalkso/cockpit_interior_lower_norm_NRM texture = KSO/Spaces/internalkso/cockpit_interior_norm_NRM texture = KSO/Spaces/internalkso/RCS_panel_norm_NRM}OVERRIDES{ KSO/Spaces/.* { compress = true mipmaps = true scale = 2 max_size = 0 } KSO/Parts/kerbin_orbiter { compress = true mipmaps = true scale = 1 max_size = 0 } KSO/RPM/[^/]* { compress = true mipmaps = true scale = 1 max_size = 0 }} Edited February 23, 2014 by Proot Link to comment Share on other sites More sharing options...
FranciscoJavier Posted February 23, 2014 Share Posted February 23, 2014 I'm furious about this question!! Fuming!!! Ok, so not really. Is there any particular problem you're having with this mod? I've had no issues using it (also playing on OS-X most of the time here, too), and did nothing more than merge the BoulderCo folder into the GameData folder of KSP. It does take quite a while to load the first time, but that's to be expected. Saves about 1GB over what KSP normally runs at for my normal mod set.thank you! I just had no clue what to do with the files is all and was thinking the instructions would be different for osx. works great! Link to comment Share on other sites More sharing options...
JonoRig Posted February 23, 2014 Share Posted February 23, 2014 Hey, i tried using the thread search, but nothing came up (well, that i understood at least) does anyone else have an issue (and know how to fix) where the ability to name and describe your ship in the vab disappears when using this mod? Link to comment Share on other sites More sharing options...
Virtualgenius Posted February 23, 2014 Share Posted February 23, 2014 Thanks for that I missed that KSO config its in now though Link to comment Share on other sites More sharing options...
tychochallenge Posted February 23, 2014 Share Posted February 23, 2014 when using this mod the surface of Kerbin didn't even appear... Link to comment Share on other sites More sharing options...
Taris Posted February 25, 2014 Share Posted February 25, 2014 Got a problem with Mk. 2-3 pod (that 3 man cockpit)... with Rasterprop mod.Most part of the cockpit blacked out and I cannot see through the window either. Link to comment Share on other sites More sharing options...
Taris Posted February 25, 2014 Share Posted February 25, 2014 Got a problem with Mk. 2-3 pod (that 3 man cockpit)... with Rasterprop mod.Most part of the cockpit blacked out and I cannot see through the window either.I fixed the problem editing 'Squad.tcfg'.config_enabled = trueNORMAL_LIST{ texture = Squad/Spaces/mk1CockpitInternal/model002 texture = Squad/Spaces/mk1CockpitInternal/model004 texture = Squad/Parts/FuelTank/RCSTank1-2/model001 texture = Squad/Parts/Aero/winglet2/model001 texture = Squad/Spaces/PodCockpit/model000 texture = Squad/Spaces/PodCockpit/model001 texture = Squad/Spaces/PodCockpit/model003 texture = Squad/Spaces/PodCockpit/model004 texture = Squad/Spaces/PodCockpit/model005 texture = Squad/Spaces/PodCockpit/model006 texture = Squad/Spaces/PodCockpit/model007 texture = Squad/Spaces/landerCabinInternals/model000 texture = Squad/Spaces/landerCabinInternals/model005} Link to comment Share on other sites More sharing options...
Pigbear Posted February 27, 2014 Share Posted February 27, 2014 Whenever I try to use this only this plugin works and clouds takes 15 minutes to load. Link to comment Share on other sites More sharing options...
KerbMav Posted February 27, 2014 Share Posted February 27, 2014 The first time takes a long time, then it should load faster. Link to comment Share on other sites More sharing options...
sidfu Posted February 27, 2014 Share Posted February 27, 2014 (edited) would be nice if someoen write up a explanaiton of what to do for the .tcfg. i learned the hard way to not add tac to it cause it stop working right lol.just something simple like tell it to do just this folder and to not do this folder and such. ive already skimmed half this thread and nothing concrete yet.what do u normaly skip to keep from getting the textures that are 2 tone and dont reflect? Edited February 27, 2014 by sidfu Link to comment Share on other sites More sharing options...
Harvoification Posted February 28, 2014 Share Posted February 28, 2014 I can't get this mod to work with your other clouds and city lights mod. Can anyone help me? Link to comment Share on other sites More sharing options...
rbray89 Posted February 28, 2014 Author Share Posted February 28, 2014 I can't get this mod to work with your other clouds and city lights mod. Can anyone help me?It just takes a LONG time to load the cloud textures (because they are ridiculously big). Link to comment Share on other sites More sharing options...
Harvoification Posted February 28, 2014 Share Posted February 28, 2014 Ah ok then, damn my impatience! Out of curiosity, do I rename the visual enhancements folder 'Boulderco 2' (so it doesn't overwrite the other), or just place the visual enhancement files into the existing Boulderco folder from this compression mod. Thanks for your help! Link to comment Share on other sites More sharing options...
rbray89 Posted February 28, 2014 Author Share Posted February 28, 2014 Ah ok then, damn my impatience! Out of curiosity, do I rename the visual enhancements folder 'Boulderco 2' (so it doesn't overwrite the other), or just place the visual enhancement files into the existing Boulderco folder from this compression mod. Thanks for your help!Merge them. Don't rename. Link to comment Share on other sites More sharing options...
Harvoification Posted February 28, 2014 Share Posted February 28, 2014 Merge them. Don't rename.Thanks man, much appreciated. Awesome mods, by the way. Link to comment Share on other sites More sharing options...
rbray89 Posted February 28, 2014 Author Share Posted February 28, 2014 Thanks man, much appreciated. Awesome mods, by the way. Haha, thanks! Link to comment Share on other sites More sharing options...
Motokid600 Posted February 28, 2014 Share Posted February 28, 2014 Rbray if you don't already know when there's a vessels below me in orbit and when I zoom away from the active vessel it goes "under the clouds" and fades away. Also so does my trajectory in map view if it passes below the cloud layer ( during a retroburn for instance ). Link to comment Share on other sites More sharing options...
rbray89 Posted February 28, 2014 Author Share Posted February 28, 2014 Rbray if you don't already know when there's a vessels below me in orbit and when I zoom away from the active vessel it goes "under the clouds" and fades away. Also so does my trajectory in map view if it passes below the cloud layer ( during a retroburn for instance ).This is fixed in the dev version slated for the next big release. Link to comment Share on other sites More sharing options...
Motokid600 Posted February 28, 2014 Share Posted February 28, 2014 Can't wait rbray. Good on ya. Link to comment Share on other sites More sharing options...
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