StickyScissors

Members
  • Content count

    256
  • Joined

  • Last visited

Community Reputation

126 Excellent

1 Follower

About StickyScissors

  • Rank
    Planet Surgeon

Profile Information

  • Interests Spaaaaaaace!

Recent Profile Visitors

2297 profile views
  1. Wow, i somehow managed to get them mixed up with a completely different pack that i can no longer find
  2. So, the sunfalre that is included with SVE and overwrite's scatterer's native one is causing graphical issues when looking at the sun:
  3. I'm curious if im the only one having this issue with sunflares since updating to 1.3: http://i.imgur.com/m3bbCzt.png Edit: Nevermind, this is an SVE issue, as it adds the sunflare which overwrites scatterer's native one.
  4. Unfortunately, that didn't solve it. I fell like the configs not being updated to 1.3 is potentially the big issue, which is also probably why Eve looks like this in 1.1.x: And this in 1.3 : No config or texture changes from 1.1 to 1.3 EDIT: All issues have cleared up, Eve is back to normal, and im getting normal FPS again. Turns out a GTX1080, of all cards, ant handle 8x anti-aliasing :i Edit2: Nope, still 15FPS >:(
  5. Is anybody else having issues with KSPRC lagging the game in 1.3 a lot more than it did in 1.2 or below? I barely get 15FPS on the surface of kerbin for some reason, while everywhere else i get up to 60. in 1.1, i get at least 30FPS on the surface of kerbin. Nothing in the error log
  6. Well, the issues seem to have cleared up, and i finally got to play for a little bit, and made a Falcon 9
  7. This mod just keeps getting better and better. Too bad the game itself is responding less and less to clicks in the VAB, flight, and menu's every. single. update. And my stupid PC keeps shutting itself off every couple hours ever since i got a new GPU >:I Also, a small note if this isn't already known, or isn't a problem that anyone else is experiencing, but when the game is loading up, the last thing to load, being "SC-C-CM-IVA", hangs for a couple minutes or so, noticeably longer than any parts have in the past. Usually the last part to load only hangs for a second before it's all over with.
  8. Nope, full restart required to get it working again. Also, it seems like a conflict with KCT in another area could be causing this. Having KCT installed alongside FF, and choosing a crew via the KCT menu when launching like usual, is causing crew to not show up in the vessel. Showing this error for each kerbal: Magico13's response from the KCT thread: "That's not something I can fix on my side, at least not on my own. You could try reporting it on the Final Frontier thread, but make sure you mention that it's happening with KCT. The problem seems to stem from the fact that KCT changes kerbal states (assigned, available, etc) in a situation that FF isn't expecting, so FF doesn't have some data loaded. They either need to catch that error and handle it themselves so it doesn't propagate up, or they need to recognize the situation and handle it so the error never gets thrown in the first place."
  9. Looks like it's Final Frontiers causing the issues to me. That would also explain why FF is having a major issue of it's own. Relevant stuff from log: -
  10. I don't really want to bother about old versions of this mod, but as someone who is currently stuck with 1.1.3, i'd like to know if there's a way to fix the issue of the FF window not opening more than once. Literally click the icon to open the window, do whatever, and close the window, try to open the window again and all i get is: KSP 1.1.3 and Final Frontiers 1.0.13-2539
  11. So, still playing KSP 1.1.3 along with this mod for various reasons. However, starting today, i'm having the issue of rolling out, launching the mission, choosing the crew like usual, but when i load into the flight scene, there are no crew at all loaded in. They're back at KSC slacking off while their rocket is on the pad. This usually happens after a launch or two, and can only be fixed by reverting to a point before the mission was launched/rolled out and restarting the game.
  12. This is a fantastic idea! It's like KerbPaint but 1000x better.
  13. I've been waiting so long for a replacement since this stopped working, and linuxgurugamer has gone and sacrificed some more sanity to keep an awesome mod going. Woo! I don't know how you haven't snapped trying to manage so many mods, and i wish i had some extra cash to donate
  14. Any chance that 6.4x scaled stock system (and maybe 6.4x OPM along with it) can/will be implemented?
  15. Mod question! What are you using to scale up the planets to 6.4x? I tried KScale64 in 1.1.3, but it also scaled up the surface rocks 6.4x, which is extremely unrealistic, and doubly awful since KSPRC makes them solid objects.