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Darkona

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Everything posted by Darkona

  1. Quoting myself for continuity. I made it to Dres. It wasn't very fun. I made a 240+ parts rocket that took about 10 minutes to reach orbital altitude. FPS from 5 to 7 from the pad to space. Realized RCS also tanks FPS a lot. Multiple engines on the same fuel tank, low FPS. Apparently solar panels also reduce your FPS. However everything seems related. I'm willing to bet that this is a bug and when corrected it will increase performance across the board, so I'll wait and see. And yes, I'm running KSP2 on an SSD, load times are nice.
  2. These are my most important specs, and this is the kind of FPS I've been having. So far I have had a few simple bugs come up but nothing major. No major drop in FPS, will update if that happens. Notice the difference when looking at the KSC and when looking elsewhere, a 20FPS increase.
  3. Also known as IndexOutOfBoundsException in Java or TryingToReachTheDoorHandleOnTheOtherSideOfTheDoor in brain
  4. it already works in 1.12, don't harass modders please.
  5. This has been happening for 10 years and its completely normal. Every time the game updates we must wait for the modders to update their respective children, when and IF they decide to do so. Such is the life of playing modded. For what it's worth, I use close to 70 mods and most of them are working, some of them from version 1.4.4 (!) Patience, friend. Also, part mods tend to work across versions, so you can install them with little issue.
  6. Congratulations Chris, you just achieved 5.555 posts with this update, as well as being one of the first (or maybe the first?) modder to update to 1.12!
  7. I kinda resent that if i'm out of the regions listed i can't even see the preorder button. I can buy stuff and get it in USA even if I don't live there, international mail forwarding services exist. If you can get stuff in US and get it sent to your home country i recommend opening the store page with a VPN so you can preorder your stuff like everybody else.
  8. I have been here reading, watching, downloading mods, and enjoying the motions for 8 years now. I'm eternally grateful to the team at Squad for the hours and hours and hours of pure, unadulterated fun along with education that KSP has given me. Thanks everyone, thanks so much. Now, I'm gonna be completely honest. I'm actually super happy about the last update. I'm glad the team can move to something else. I'm happy if they're happy to have the feeling of final accomplishment. And I'm ecstatic that finally the mods will stabilize. I'm a modded player and I've dreamt for years of not having to worry about constantly changing versions where I have to choose between having the latest features of the base game while being able to play with my favorite mods. Thanks to all modders for their incredible Perseverance all these years as well. Now the mod scene is really gonna look fenomenal, I'm sure!
  9. Trying this in 1.9.1 Part switching does not affect TAC Life Support Solid Waste values. Some other parts regarding TAC LS stuff also don't work. I checked the cfg files and found that in for example the Hydrogen tank, the values are all separated by colon (;) while in the TAC LS stuff, some values are separated by commas (,). Going to try changing the commas for colons and will update this post accordingly. Edit 1: Also the amounts seem excessive even for the smallest version of the parts. Carbon Dioxide at 56400 on first size lasts like 2 years for 3 kerbals. Edit 2: I made some MM patches for the Life Support related parts. I tweaked the sizes to some I feel more confortable with, feel free to tweak them back. But keep the colon separation (;) Enough stuff/space in each container to keep 3 kerbals alive for 60 days. The combination life support can keep 3 Kerbals alive for 13 days (water, oxygen, food) Also added kerbal engineer to the probe cores.
  10. Thanks for the answer, but that's not what I meant, I guess I asked the wrong way. What I mean is how many years in kerbal time have passed since you started in the save. What does the clock say at the end? I have to add, I'm thoroughly impressed with your videos. I can't fathom doing something like that in my wildest dreams. My greatest kudos to you pulling that off. I'm very, very humbled by your dedication and preparation.
  11. I need to ask... How long in ingame time did all this take?
  12. Finally reached Maol Jeb is ecstatic. He was frozen for a long, long time. MAde it there with KSPI, DeepFreeze and a bunch of other mods.
  13. Any chance that the creator makes a ramp for the open cargo section? The normal cargo bays are quite small for a smaller rover unless it is really really tiny. I wanted to carry an Akita in the open bed of the lyns, but can't have a ramp for it
  14. I'm just bumping a bit to share this mod: http://forum.kerbalspaceprogram.com/index.php?/topic/155480-122-stockalike-station-parts-expansion-jan-23/ I didn't see it on the list Kind regards,
  15. Hi all, I tried compiling this for 1.2 and got it mostly working again, plugin-wise. I don't know what I'm doing half the time, because some methods disappeared from some classes in the 1.2 API and I have no idea where to look for them. However, I noticed there are relatively few things to work in to update this mod. If someone with more experience than me could take a look and, let's say, make a pull request (I won't since I don't know what I'm doing) it should be somewhat quick.
  16. My guess is that they either die heroically or go into the dettachable capsule with everybody else if there's time, after setting a safe collision course for the rest of the plane.
  17. I'll just leave a video link so you all can see this magnificent Kerbal approach to saving lives. I
  18. Hello dear reader. This is a thread for organizing and sharing in a single place the work I'm doing to revive, resurrect or maintain abandoned mods. Or anything in general, really. The general idea is to grab old, abandoned, orphan, incomplete or otherwise currently unused mods and give them new life in the current KSP version. I'm very open to suggestions and contributions. I do config file / Module Manager tweaking, and some of coding. I am absolutely terrible at 3D modelling and mediocre at best at texturing, so it is unlikely I'll do any of those. So, without further ado, below is the info on the already resurrected/tweaked/refreshed/updated mods: Current KSP version: [1.0.5] Sam Hall - Kerbonov Kn2 Status: Up to date - Original Thread Kerbonov Kn2 is a parts pack that adds a very nice cockpit with beautiful interiors, a mini jet engine, probe-sized RCS thrustes with monoprop in them, RATOs, a probe-sized decoupler, and some other goodies. Download: Changelog: 1.1: Engines now use ModuleEngineFX The decoupler now has the default KSP sound, because the bundled one wasn't working. All nodes have been checked so they comply to the new attachment rules. Thermal information has been added so things can now explode properly. All credit to Sam Hall Tweaking based on the excellent previous work of aristurtle: Forum post License: CC 3.0 Share Alike with attribution TurboNisu - Stockalike Parts For Useful Aesthetics Status: Up to date - Original Thread TurboNisu made this excellent parts pack that fills some gaps in the stock variety. Download: Changelog: 1.2: Revisited truss attachment nodes. Tweaked all masses. Added missing thermal info. Added License to the download 1.1: Fixed attachment nodes in all girder and truss pieces. Added thermal information Weaked weight for little truss pieces. All credit to TurboNisu Tweaking based on the excellent previous work of a__gun: Forum post License: CC Attribution-NonCommercial-ShareAlike 3.0 Unported pizzaoverhead - Battery Indicator Status: Up to date - Original Thread pizzaoverhead made this very neat little mod that lets you tell at a glance the status of the Z-100 Batteries. He wanted to add more stuff but hasn't touched it in a while so I did. Download: Changelog: 1.5: Added color for locked batteries, defaults to blue. Added a gradient mode for the light so it changes smoothly. Made colors configurable via config file. 1.6: Increased the gradient steps to 8, so the colors will step in the middle of each pair. Added color for full batteries, the default is white. Added a percentage between full and caution, called okPercentage, default is green. All credit to pizzaoverhead License: GPLv2 - Sources included in the download. -- This is my way of saying thank you both to this amazing comunity, and the mod devs who work for no other reason than making more fun available for everyone else.
  19. Hello man,

    I hope it doesn't offend you, I retouched Battery Indicator to make it do what you wanted it to do. Posted in the original thread, kept the license, uploaded to kerbalstuff.

    Thanks for that little cool mod, I've come to depend a lot on it.

  20. Hello all, A little bit of necro posting just to let you know I made a little update to this mod: Kerbalstuff
  21. Thanks, you're completely right. I was so focused on fixing nodes I totally forgot mass. I'll list all the changes you guys find are needed and bump another version soon.
  22. Hello guys and gals, I made a little MM patch to deal with the new buoyancy model and the fact that the Floater parts and the FSbuoyancy module don't work right anymore. @RoverDude will fix that someday I'm sure, but in the meantime these configs should help your stuff not sink or explode horribly. Floaters are supposed to float. @PART[FSfloatEnd] { %buoyancy = 2.5 @maximum_drag = 0.2 @minimum_drag = 0.1 @mass = 0.05 -MODULE[FSbuoyancy]{} } @PART[FSfloatEndTail] { %buoyancy = 1.75 @maximum_drag = 0.2 @minimum_drag = 0.1 @mass = 0.05 -MODULE[FSbuoyancy]{} } @PART[FSfloatGearbay] { %buoyancy = 2.0 @maximum_drag = 0.2 @minimum_drag = 0.1 @mass = 0.05 -MODULE[FSbuoyancy]{} } @PART[FSfloatStraight] { %buoyancy = 2.5 @maximum_drag = 0.2 @minimum_drag = 0.1 @mass = 0.05 -MODULE[FSbuoyancy]{} } @PART[FSfloatStrut] { %buoyancy = 1.0 @maximum_drag = 0.2 @minimum_drag = 0.1 @mass = 0.05 -MODULE[FSbuoyancy]{} } All I did was add buoyancy to the parts, tweak mass and remove FSbuoyancy module.
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