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WWEdeadman

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Everything posted by WWEdeadman

  1. So I just tried it with the 64 bit workaround. Looks amazing, and works in high-res without any problems. (I love that I don't need active texture management anymore) Can't wait to record my next let's play episode with this. So much better than V4. I didn't put in the sun flare though, cause it seems like a lot of work to get that in, judging from the tutorial you linked. I like the white color of Kerbol though. much more blinding close up than the original.
  2. Thanks for the mediafire link. I guess this is one reason people don't like curse... So, let's see if this works with the 64 bit workaround.
  3. I feel an urge to go blow up the dropbox headquaters No, but siriously, since when does dropbox have traffic limitations like that?
  4. Kerbal Alarm Clock works. EVE works for me without any issues. So does the Better Athmospheres add-on for EVE. Moreover I don't have any issues using: -Distant Object Enhancement -Universial Docking Ports -Cool Rockets -Hot Rockets -Kerbal Engineere Redux -Kerbal Joint Reenforcement -Kerbal Attachment System -Toolbar -Texture Replacer -Docking Alignment Indicator I had a problem with Procedural Fairings, where the fairings would only decouple, but not eject with any kind of force, so they end up hitting the rocket. This isn't in any way consistent for me, though. Some work, some just don't. I haven't actually tried using B9 parts much, but everything loads fine.
  5. That might be because of the wrong unity version. Make sure you downloaded Unity 4.3.3 for KSP 0.23.5 (ARM-patch) Also: I just checked, and 0.23 uses Unity 4.2.2, judging from the KSP.exe version number, so if you're using that...
  6. Procedural fairings works fine for me. EDIT: Found out what causes this bug. At least for me it does: When you load a rocket you had saved before, the fairings will only decouple and not fly off. If you just built it, or replace the Ring and fairings on an old one it works fine. EDIT2: Could also be that it only works if you use 6 nodes on your fairings... In any way, there are problems with this specific mod.
  7. In case anyone wants to see what it looks like for me, with 19 mods installed, no active texture management, no texture reduction of any sort (even Texture Replacer set to never compress texture), here is the latest Video of my Let's Play, using this 64 bit workaround: As I said previously, only the astronaut complex flashing in between changing screens, and the music changing abruptly are noticeable bugs.
  8. Hot rockets works without problems for me. Apart from that I can say the following work fine: -Environmental Visual Enhancements -Better Athmospheres -distant object enhancement -B9 Aerospace -Cool Rockets -Texture Replacer -Kerbal Engineer redux -procedualr fairings
  9. Just tried it out. Works amazing. -Stock, no mods, fresh install works perfectly fine, much higher framerate, much smoother in general. Just a bit of screen-flashing in physical time warp was all I could notice when it comes to bugs. -Tried adding all mods from my current install (19, including EVE, Better Athmospheres, distant object enhancemet, B9 and texture replacer) without the Active Texture Management, and it worked fine. -Tried launching a huge ship, that brought the stock game down to a slideshow, with all the mods, and it wasn't more of a slideshow than on 32 bit stock. Love it. I will definitely post if I encounter any more bugs though.
  10. I'm so done with Eve. Now, after all of the stuff I described in the previous post, I now had a Kerbal become a Base after exiting a Command Seat, then 2 became debris after falling out of command seats, and one Kerbal fused with the Ship and became a Part of it after getting knocked around in a Command Seat. (I used Whack a Kerbal to make him debris, rest was solved with save file editing) Bugs that I have not encountered before suddenly just happen on Eve. That purple piece of garbage...
  11. OK, I never activated the hack gravity cheat, but somehow that seems to be the reason. I can't seem to get that work without it... Weird. o_O Nevermind this thread then. close please.
  12. Somehow I managed to get this thing from the launchpad to an orbit, in a single stage, with only 4 ion engines, and ended up only goijng ~200m/s in orbit... http://www.youtube.com/watch?v=vxkyOKUvZys
  13. For me it's Eve. Ever since the first mission I sent there. Quick list of failures so far: 1. forgot ladders on lander, got Jeb stuck outside his ship on the surface, no way to transmit any science. (I never "finished" that specific save) 2. tried to make an Eve-base, got the second module over (a radiotower, so to say) and coudn't move it because it was couldn't go uphill on Eve. 3. a redesigned version of that radiotower knocks off the docking ports I was going to use for the base, trashes the entire base in the progress. 4. An exploration plane I sent over randomly lost a wing while flying, killing the Kerbal inside on impact. 5. I sent a science-rover over, to pick up the crew from the base, but ended up landing so far away, I had to drive around eve for multiple hours. 6. I sent an extremelyx huge "Eve Escape Vehicle" over to get my Kerbals back to end this careere mode, it looses one of it's NASA-pack SRBs on "landing", also landing so far away I need better transportation than the rover. (also getting the thing over took me hours, with 2 big NASA-pack tanks with 9 Nuclear engines attached pushing it over) 7. I got my "Eve taxi" over, which is a Ion-powered plane, and had to land without SAS on, since the SAS makes the plane go faster somehow, so I never got to landing velocity, and kept accelerating instead. (I have it landed only 3 km from the rover, and will try to fly my Kerbals over to the escape vehicle next. I hope that doesn't end in a tragedy)
  14. So, I think I found the reason for the only 2 effects thing on the engines. If you look at the model.mu file in CoolRockets/FX/cryo-1m then (if you open it in the editor) it has "PreLaunchEffectEngine1" and "PreLaunchEffectEngine2" in there, which probably means the names are defined there, so any other names (numbering them 3 and 4 e.g.) won`t do anything. Now, this is complete speculation on my part, I have litterally no idea if that has anything to do with it, and since we can`t edit .mu files we can`t really try it.
  15. Hey guys, So, I don`t know if this will help much, but I was trying to get the effects in for the ARM-patch Engines, and I also ran into that "only 2 effects at a time" thing. The thing is, the game somehow doesn`t recognize effects that are numbered higher than 2. I tried to add the effects to the cluster engine, and it would only show me the 2 effects that have their name end in 1 and 2. So I tried around a bit with the naming, and the only thing that ever loads are the effects named "PreLaunchEffectEngine1" and "PreLaunchEffectEngine2". So I tried using those twice each. Result: In the VAB the effect works as it should, on all 4 nozzles: But on the launchpad it adds the effects with the same name together to one, adding up all the parameters: So, I guess the game really doesn`t recognize the effects if they aren`t numbered 1 or 2, why ever, I`m no expert of any sorts on this... But I did get it for the other big Engine: @PART[Size3AdvancedEngine] { MODEL { model = NASAmission/Parts/Size3AdvancedEngine/Size3AdvancedEngine scale = 1.0, 1.0, 1.0 } MODEL { model = CoolRockets/FX/cryo-1m/model position = 0.0, -1.0, 0.0 scale = 1, 1, 1 rotation = 0, 0, 0 parent = thrustTransform } MODULE { name = KM_PreLaunchEffect effectName = PreLaunchEffectEngine1 checkBottomNode = true width = 0.5 height = 20 xOffset = 0 yOffset = -0.6 zOffset = 0.1 numP = 40 speedX = 0 speedY = -0.2 speedZ = 0 size = 1.8 } } And the big liquid boosters too, but of course without the exhausts, since it won`t do more than 2 effects: @PART[Size2LFB] { MODEL { model = NASAmission/Parts/Size2LFB/Size2LFB scale = 1.0, 1.0, 1.0 } MODEL { model = CoolRockets/FX/cryo-1m/model position = 0.0, -1.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = thrustTransform } MODULE { name = KM_PreLaunchEffect effectName = PreLaunchEffectEngine1 checkBottomNode = false width = 0.1 height = 10 xOffset = 0 yOffset = -3 zOffset = 1.2 numP = 25 speedX = 0 speedY = -0.2 speedZ = 0 size = 1.5 } MODULE { name = KM_PreLaunchEffect effectName = PreLaunchEffectEngine2 checkBottomNode = false width = 0.1 height = 10 xOffset = 0 yOffset = -3 zOffset = -1.2 numP = 25 speedX = 0 speedY = -0.2 speedZ = 0 size = 1.5 } } I hope someone figures out how to get more than 2 effects to work.
  16. This is probably a texture glitch, that makes this area look like a parallelogram-shaped lake. (from the angles I took the screenshots it looks like a square) It counts as the "surface" biome though, and ou can drive on it. There's even rocks on it, like on the normal surface. I just wanted to share this little "anomaly" with you. Have you ever found anything similar?
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