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Everything posted by HafCoJoe
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Oh nice, that solution could work! Would this work for both side boosters? They separate and land at the same time which makes it impossible to fly them both manually at the same time. Again I'd still like Mechjeb to hand it though, as having them land themselves would be incredible, and I think there's enough time for them to do so before the main craft leaves range. I could be mistaken though.
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Bit of an odd question, but would it be possible to script Mechjeb to auto-land winged boosters while the main craft continues to orbit? Perhaps enable specific modules & settings via KAL controllers? Craft in question (2x, on both sides of main rocket): The wings unfold themselves via KAL controllers shortly after separating turning them into engine-less gliders and they're decently stable in flight. In order to land these, I usually have to swap vessels and them manually, meaning I can only ever land one at a time, and the main rocket doesn't make it into orbit as a result of me swapping away. I'm curious if I can get Mechjeb to do the landing in the background though?
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
HafCoJoe replied to Gameslinx's topic in KSP1 Mod Releases
Greetings @Gameslinx Spectra is finally getting a proper update for 1.12.3 with the help of @Benzo Kerman, and in testing things I found that your bioluminescent beaches on Laythe looks gorgeous next to the bioluminescent clouds in Spectra! I just wanted to comment saying how beautiful your mod is, and how thankful I am that I upgraded to 32 GB of RAM recently, as my usage is sitting at around 18GB of usage with all my visual mods installed...- 2,840 replies
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[1.12.3] KISS - Kerbal Improved Save System
HafCoJoe replied to Aerospike's topic in KSP1 Mod Releases
Greetings! As an interesting note, when I reinstalled this mod via CKAN, it didn't load a settings file and didn't do anything in game — I had to manually copy config.xml from my older game, to my newer one, to make it work. Is this a known bug?- 78 replies
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- kerbal improved save system
- kiss
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If you're able to get them working I'd love to push them in an official release — the module manager patches are only so that EVE can detect when Scatter is installed vs when it isn't and apply the 'non-Scatterer atmospheres' when not, but if you move EVE_atmoScatterer.cfg and EVE_atmo_Stock.cfg out of GameData/Spectra/Spectra_configs you should be able to work with the EVE GUI without messing things up. Keep in mind though that whenever you change a setting in the GUI you'll need to reload the game anyways, as it tends to mess with shaders. ^ Move these two files into a temp location outside of GameData while editing It's been quite a while since I've modified the files so my memory is a bit rusty as to what exactly is broken, but feel free to poke me if you have any questions, I'll try to help
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Hm, what is your OS? Scatterer has had problems before with Linux/Mac so I want to rule that out first before other things. This said though, if there was a change in Scatterer then its very likely this is the cause, since Spectra's sunflares are added with Scatterer. Thank you for giving the example :) I'll have to look into this when I get back to KSP. I've been on a hiatus of late and I'm not sure when I have the time to update Spectra fully.
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KSP Loading... Preview: New Solar Panels
HafCoJoe replied to StarSlay3r's topic in KSP1 The Daily Kerbal
Magnificent! -
This is beacuse TextureReplacer uses a unique Reflection plugin, which has to be updated every update to work. However, TextureReplacer was not updated for a while, which lead to another user creating TextureReplacerReplaced to keep updated while the original mod was not. However the original creator has come back to the forum since than and started up TextureReplacer once again. Its a bit confusing lol
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This mod is more or less defunct now, since KSP now has updated shaders, and I haven't bothered to update the mod in quite a while. I'll change the post title to reflect that. You could still give it a shot, though? I can't say myself if it will work
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Most visual mods are GPU intensive, while KSP itself is CPU intensive. Spectra is actually quite optimized compared to other visual mods, though it will always have some level of lag. Are you running Scatterer as well? Scatterer is the largest GPU hog of all the parent mods, and thus the largest impact on FPS, so you can try uninstalling it and seeing what it does if you want? Also, how many parts is the craft that you're using?