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  1. I'm having an interesting issue with opengl and KSP. When I attempt to run the game at 2560x1440, I get blue/normal flashes at 60hz. If I swap vsync to every 2nd blank, 30hz. At ANY resolution lower than 2560x1440? The game is 100% fine running in Open GL. Looking at EVGA precision, KSP isn't even touching my gpu as far as ram or computational power. What gives? i7 3770k@ 4.7ghz 32gb RAM 2x GTX660ti SLI disabled for KSP. Windowed mode enabled (bug occurs with fullscreen as well)
  2. @Nertea: Thank you so much for this great mod. Building spaceplane with this kit of parts has been a blast. I've searched back through the thread, and found another post dealing with strangeness in RPM for the MK4 Cockpit. I've run into the same thing. I was wondering if you'd made any progress on this bug.
  3. I'm pretty sure ferram is actually like... a team of people with how fast he responds to people/patches this project. Thank you!
  4. I very much agree with Hodo on this. FAR is a mod focused on making Aerodynamics realistic in KSP. AJE is a mod focused on making Jet Engines perform realistically in KSP. I have multiple installs so that I can play in multiple ways. While I understand that this change is probably due to Ferram being tired of people complaining that their spaceplanes rapidly disassemble at 5k altitude flying Mach 2.5, I feel that the proper response is to educate people, rather than play with values on air breathing engines. Regardless, FAR is too good to not have. I'll just edit configs if the popular vote is to keep nerfed jets.
  5. @Alshain This 100%. Honestly look at SSTO designs that other people have put together. My first spaceplanes with FAR were terrible, and barely made it to orbit. As I got more familiar just straight up FLYING them, you get a feel for what the plane is doing when it all goes wrong. This takes time, but now I can go from a pit in an empty hanger to an cargo capable SSTO with enough fuel to do a Geokerbin orbit in a few hours. Fly some of the FAR Stock SSTO planes. Think about how they handle at various altitudes. Look at how many control surfaces they have, where their CoM and CoL are. Personally, I'd take a look at some of Hodo's planes. Most of my superheavy spaceplane lifters are based on how some of his designs look. Reference: http://forum.kerbalspaceprogram.com/members/80282-Hodo
  6. None of my craft have any IR parts. This is a brand new craft, with a brand new gantry.
  7. Hi sirkut. Thank you for putting together such a great addition to KSP. I don't think playing with FAR would be possible if it were not for your mod to let me fold payloads into the KW Fairings. I had been using an older version for a while, and decided the tweakables were worth the upgrade. Because I try to read this thread, I knew that the 16.X update would break my ships, so I removed all IR parts from my ships. I then removed the prior version of IR from my Game Data Folder. Upon installing the new version, I'm having an issue with the Gantry Rail. http://imgur.com/a/u6OdO Not sure if I missed some part editing I was supposed to do... Please advise. EDIT: Ah... you released 16.5 between when I downloaded 16.4 and tried it out. Seeing if 16.5 fixes the issue. Edit #2: Issue persists. I deleted all of 16.4 before I installed 16.5.
  8. @Starwaster & @Ferram4 Ok, I've now updated to ModuleManager version 2.1.0 and I'm still having the issue with NaN electrical charge. I was trying to avoid it, but I've just broken down and done the second fix (modifying the .cfg file for each individual engine) suggested by NathanKill in this post: http://forum.kerbalspaceprogram.com/threads/20451-0-23-5-Ferram-Aerospace-Research-v0-13-3-4-30-14?p=1106997&viewfull=1#post1106997 This fix has finally seemed to do the trick (Thanks goodness!) Back to building Spaceplanes!
  9. @Ferram4 I have one copy of ModuleManager and it is called ModuleManager.2.0.5.dll Perhaps my copy is broken? Any suggestions for where I should get a new copy of it?
  10. @ferram - I'm having issues getting FAR to graph anything in the Sweep Mach or Sweep AOA modes. I suspect that this is due to the electric charge NaN issue talked about by NavyFish here: http://forum.kerbalspaceprogram.com/threads/20451-0-23-5-Ferram-Aerospace-Research-v0-13-3-4-30-14?p=1100336&viewfull=1#post1100336 I have applied the fix talked about here by NathanKell: http://forum.kerbalspaceprogram.com/threads/20451-0-23-5-Ferram-Aerospace-Research-v0-13-3-4-30-14?p=1106997&viewfull=1#post1106997 After I did this, I made a brand new craft, but the issues still happens! Obviously, I can fix it by right clicking on the engine in the VAB and setting the electric power to something other than full, but I'd really like this to work as intended. Any ideas? Also, how do I acquire the output log that seems to be linked so commonly in this thread?
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