Jump to content

Drelam

Members
  • Posts

    110
  • Joined

  • Last visited

Everything posted by Drelam

  1. Thanks for the link! Are there any other known abandoned mods to plunder? Can someone confim that the original Interstellar is open source? I don't want to get into any troubles just in case. I don't want to annoy you guys but i find KSP license policy a bit confusing to put it mildly.
  2. As a total beginner to KSP modding, i'd like to know if there's some kind of list of mods which are no longer in developement including some decent parts for other peoples use. I'm not looking for something specific i'm just trying to get an idea about this issue. Maybe i'm going to make some little mod for my personal use, but i don't have the time to spend weeks in creating new parts from scratch with more or less (rather less:)) success. (And i must admit i'm a horrible modeler and even worse in creating textures) I heard the original "KSP interstellar" -Mod is supposed to be open source? Are there any other similar mods which are no longer developed containing decent parts? Thanks in advance!
  3. Hey, there! Until now CKAN always worked like charm, but it seems that i have run into a problem suddenly. When starting CKAN it claims that the current KSP install directory is not valid KSP directory.... I haven't changed anything since i last used CKAN, just started my computer and wanted to check for updates. I never got that error and i haven't even installed a new mod. EDIT: Problem solved! It simply couldn't find the games version number in readme.txt
  4. Wow, i can't wait to start building really cool things with these parts!
  5. Thanks for making this mod, stock root selection tool/app/whatever is awful.
  6. So.. plain speaking there's nothing i can do about it, aside from buying a new computer? (just for KSP, lol)
  7. Sounds weird anyway. But if it's for charity i understand of course.
  8. My opinion: New thermo system doesn't add anything interesting/good. If i where interested in a more dangerous reentry system i'd use the deadly reentry mod. Apart from that, it's just a source of even more annoying bugs with no gain of fun or challenge at all.
  9. Ok i'm new to this whole stuff, so let me get this straight. People have to donate money in order to get info from a developer?
  10. Hey, first i want to express how awesome this mod is! I have come across a problem, how do you keep a docked lander on the ship when engaging the warp drive? Even when using the included docking rings the lander just blows up! Am i doing smething wrong or is this intended? How about tweakscale integration for the warp ring and support ring? (I think it would allow much more diverse constructions) Are warp nacelles possible as a alternative to the ring?
  11. There are 7. I can't get around the impression that it has something to do with parts heating up or solar radiation. I have completely reinstalled KSP (downloaded from Steam and reinstalled mods via CKAN), but no improvement as far as i can see. EDIT: There's one funny thing i have noticed. When i put a lander on eeloo, framerate went up to 55 again. But when switching to the mothership in orbit the FPS goes down to 5 again...
  12. Yes, opengl is enabled and "max peristent debris" is set to 0.
  13. I'm using Mechjeb2 2.5.3, the version CKAN has installed. I have no idea if CKAN downloads dev versions of mods or not. I'll try to reinstall MJ2 again, let's hope there's any improvement. There shouldn't be and debris at all, since i'm simply testing stuff over and over again, to get the game running smoothly.
  14. Here's the Output.log file you requested. (I'm sorry i haven't included in the opening post) Thanks in advance!
  15. Hello guys, i have been struggeling if i should open this thread in the first place, but to be honest i don't know what else i should do anymore. My problem is i get really low FPS when playing KSP. Space center view, in SPH and VAB, i have cozy 55-60 FPS. Even if i build very large constructions (500+ parts) i never get less than 25 FPS there. The first thing i was suspecting was that wher just having too many part heavy mods. The strange thing is when i'm on ground (Launchpad or Runway) FPS doesn't go lower than 25, but as soon as the ship (any ship or size) enters space or high altitudes (around 50Km) FPS drops to 5-8. (...and that's just one space ship at a time, not mentioning if two are in proximity or even docked) My second thought was the physics was overstrained, but "KerboKatz - SmallUtilities - PhysicalTimeRatioViewer" doesn't indicate any big FPS drop from this side (being constantly around 95%). I have been running many mods for a long time, but i haven't encountered this kind of problems before. Reinstalling KSP didn't help and resetting the Settings.cfg didn't help either. -force-opengl didn't had any apparent effect too. Mod list: Active Texture Management - Agressive BDArmory v0.9.6 Chatterer ClampsBeGone CommunityResourcePack CommunityTechTree ContractConfigurator Contract Pack: Advanced Progression Contract Pack: Anomaly Surveyor Contract Pack: Base Constuction Contract Pack: Field Research Contract Pack: Innitial Contracts Contract Pack: Kerbin on Fire Contract Pack: Kerbin-Side Jobs Contract Pack: Rover Missions by Whyren Contract Pack: Useful Space Stations Contract Window+ Crew Manifest Crossfeed Enabler Editor Extensions EVAManager Extraplanetary Launchpads FantomWorks - MK2 SR-71 Field Experience Filter Extensions - plugin Final Frontier Firespitter Core Habitat Pack Heat Management Interstellar Fuel Switch Interstellar Fuel Switch Core KAP Pack 1 - Early Tech KASHCorp shared Assets Kerbal Foundries Wheels and Repulsors APLHA Kerbal Joint Reinforcement Kerbal Konstructs Kerbin Side KerboKatz - SmallUtilities - Disable TempGauges KerboKatz - SmallUtilities - FPS Viewer KerboKatz - SmallUtilities - PhysicalTimeRatioViewer KerboKatzUtilities Klockheed Martian General Plugin Functions - Gimbal module KSP AVC Landing Height Display Layered Animations Lithobrake Exploration technologies LLL LLL Extra Parts Makr IV Spaceplane System MechJeb 2 MK2 Stock-a-Like Expansion MK3 Mini Expansion Pack Module Manager ModuleRCSFX Near Future Construction Near Future Electrical Near Future Electrical Core Near Future IVA Props Near Future Propulsion Near Future Propulsion Extras: Reduced Thrust Configs Near Future Solar Near Future Spacecraft Parts OPT Space Plane Parts Procedural Parts Procedural Parts - MainSailor's Gamma textures RCS Build Aid Solaris Hypernautics Spacetux Shared Assets StageRecovery Star Trek TOS colored Space Suits Stock Bug Fix Modules Stock fuel Switch Stock Plus Stockalike Station Parts Expansion SXT - Stock eXTension Texture Replacer Toadicus Tools Toolbar Tweakable Everything - Engine Staging Toggle Tweakable Everything - Fairing Staging Toggle Tweakable Everything TweakScale - Rescale Everything Using CKAN v1.12, so all of them should be up to date CKAN file: LINK Many mods are simply there, because of dependencies of other mods. KSP 32bit Computer: NVIDIA GeForce GTX760 4GB 16GB Memory AMD FX-8350 Eight Core Processor Windows 7 DXDiag: LINK Any help would be appreciated!
  16. Aside from changing the "Micropulsed Magnetic Drive", i think many people could use a big Liquid fuel tank. I don't want to dwell on the "Micropulsed Magnetic Drive" subject too much or annoy you with it, i actually think that you're on the right direction with it. Maybe you could add some magnetic charge storage (not refillable on VAB/SPH) and a seperate device which specially creates magnetic charge for the magnetic drive engine. This would make it a whole different propulsion system, instead of "just" a booster-like engine. (Idk if that's your plan, so forget it if it's nonsense. ) Btw, the "Micropulsed Magnetic Drive" model looks really nice! Something different: I'm not a programmer so idk if that's nonsense or not, but if you want to go the Sci-Fi route, why not create a device which does reduce the ships mass? (The more power you pump in, the lighter the ship gets. Activatable at an altitude of 500km+) Of course that's just a wild idea and every hardcore KSP player would frown upon it, lol.
  17. Interesting new engines. I'm looking forward to give them a try! EDIT: After a couple of hours of tinkering, i have difficulties to see the point of the new "Micropulsed Magnetic Drive" to be honest. Their fixed DV doesn't make them very attractive to use and i fail to see any area of application for them. It'd be a bit different if there where some kind of devices which could store amounts of magnetic charge which the engine could have access to. The new "Solar Wind Panel" are a nice addition and have already proven to be very useful. The "Zurbin Nuclear Drive" is awesomely powerful, i assume that's their point, right?
  18. I forgot something, it's nothing game breaking or something, but would it be possible to give the KannaeDrives (cruise mode) some (low) sound? It doesn't have to be something loud like a Mainsail sound, but some feedback to notice that it is active would be appreciated. (a low sci fi like sound would be nice). A bigger (more volume) version of the virtual particles tank would be also welcome (maybe a longer model?) Like the old Kerbal guide for spacefaring says: bigger is always better (also known as "moar boostas!") Some random ideas: - How about creating a really huge interplanetary drive based on the virtual particle technology? (maybe something in between a alcubierre drive and standard accelation engine?) - A Vtol engine which gets more powerful the closer it gets to the surface. (IDK if that's possibe) The idea is a engine which can lift even super heavy ships about 10 meters or so, but not higher. - A system of energy generation based on space dust. A heavy generator that runs on space dust (+a little ore for ex.) which can produce high (excessive) amounts of electricity but also produces a lot of heat and is really heavy (very heavy!). With space dust collectors the generator could basicly run indefinitely if there's also a little ore present (or something else, maybe karbonite, maybe?). - You could also introduce a new resource that needs to be refined first and made to plasma later, to power some of the big engines i mentioned. (There's also the option to do something with virtual particles, like making them supercharged or something like that)
  19. Yeah, the "Indominus" is really massive that's true but in my Sci fi like game build, i was trying to propel my ships with Kannae Drives. A big ship (500+tons) would need a massive amount of those little Kannae Drives, which fill the whole left border of the screen and making my computer stuttering, lol. So my thought was to use 2-4 much bigger engines of the same type. Surely i could use "Indominus" type engines or something similar, but to reach other stars (KerbalGalaxy 2 mod, for example) i'm looking for a kind of engine with a more regenerative nature. (very, very late end game )
  20. @Carbonjvd Nice additions you made! It's nice to see this mod growing. I don't want to annoy you but what do you think about a tweakscale integration? (this would be helpful on some rediculus big ships ) @IcepickJosh To deal with the energy problem you could add some other mods, like "Procedural Parts - Parts the way you want 'em" (batteries) and/or "Near Future Technologies" (reactors).
  21. That'd be perfectly ok if the mod had enough real stars to fill the galaxy in the first place. But 7 Stars are simply to few to consider the sky to be "filled" with stars imo. But hey it's your mod, i was just wondering.
  22. Just a quick question, is the sky supposed to be pitch black (except from a few Galaxies here and there)? Is there a way to get the normal KSP Sky back somehow?
×
×
  • Create New...