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nedlee

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Posts posted by nedlee

  1. 10 hours ago, NippyFlippers said:

    Somehow only the the MK1 S39 is showing up in my part browser.

    Anyone else have this problem?

    Looks like there is some typo in the cfg. Typhoon and Mirage cockpits should have TechRequired = advAerodynamics instead of Advanced Aerodynamics, and Su-30, Interceptor and Trainer cockpits should have TechRequired = supersonicFlight instead of Supersonic Flight. Simple fixes, probably you can do it yourself.

     

     

     

  2. I have a little suggestion: it will be possible to have HX parts scaleable? This will be very useful in the new release...

    Well you could always get Tweakscale...worked well in 0.90 so I think it will work as well in 1.0.

    Anyway those new Mk 2 parts are so nicely designed. Really appreciate that you're spending time on churning out such great parts. Shame you have to abandon the old vertically asymmetric cross section - while I understand it works better for gameplay reasons, it just looks cooler and feel more realistic to me.

  3. Had good fun mostly ignoring boring contracts and doing science instead (especially with new mobile lab that is a great idea I must say) but it seems that this mod has broken my career save now. Trying to recover vehicles with science data shows only crew has been recovered with 0.0 reputation, which is not properly processed that tourists are not removed from the roster, and the craft remains at the place with no way to recover. It happens in the new game too. Removing the mod seems to solve the problem, but there are a lot of error in the log fil e after removing the mod. Can you please look into it?

    MissingFieldException: Field '.GameEvents.OnScienceRecieved' not found.

    Contracts.ContractParameter.Unregister ()

    Contracts.Contract.Unregister ()

    Contracts.Contract.SetState (State newState)

    Contracts.Contract.Update ()

    Contracts.ContractSystem.UpdateContracts ()

    Contracts.ContractSystem+

    .MoveNext ()

    NullReferenceException: Object reference not set to an instance of an object

    Contracts.ContractSystem+

    . (Contracts.Contract )

    System.Linq.Enumerable.Count[Contract] (IEnumerable`1 source, System.Func`2 selector)

    Contracts.ContractSystem.WithdrawSurplusContracts (ContractPrestige level, Int32 maxAllowed)

    Contracts.ContractSystem.RefreshContracts ()

    Contracts.ContractSystem.OnReputationChanged (Single newRep, TransactionReasons reason)

    EventData`2[system.Single,TransactionReasons].Fire (Single data0, TransactionReasons data1)

    Reputation.AddReputation (Single r, TransactionReasons reason)

    ScienceFunding.ScienceFunding.ScienceReceivedHandler (Single science, .ScienceSubject sub, .ProtoVessel v, Boolean whoKnows)

    EventData`4[system.Single,ScienceSubject,ProtoVessel,System.Boolean].Fire (Single data0, .ScienceSubject data1, .ProtoVessel data2, Boolean data3)

    ResearchAndDevelopment.SubmitScienceData (Single dataAmount, .ScienceSubject subject, Single xmitScalar, .ProtoVessel source, Boolean reverseEngineered)

    ResearchAndDevelopment.onVesselRecoveryProcessing (.ProtoVessel pv, .MissionRecoveryDialog mrDialog, Single recoveryScore)

    EventData`3[ProtoVessel,MissionRecoveryDialog,System.Single].Fire (.ProtoVessel data0, .MissionRecoveryDialog data1, Single data2)

    VesselRecovery.OnVesselRecovered (.ProtoVessel pv)

    EventData`1[ProtoVessel].Fire (.ProtoVessel data)

    VesselRetrieval.recoverVessel (.Vessel v)

    VesselRetrieval.recoverVessels ()

    VesselRetrieval+.MoveNext ()

  4. That's quite smart uses of stock part models. Also, peristaltic thruster looks like a good enough way to dump excess fuels. However, there are a lot of weird mods like ion engine rebalancing and KAS stuffs that are not stated to be included in the file. I think they can cause troubles.

    @vardicid : He added afterburner mode with lower efficiency and higher thrust, just like you did.

  5. Wow, Roverdude you never cease to amaze us. ;^)

    A great mod, which hits the right place between TACS and Snacks as you mentioned. I repurposed some modules in universal storage to store supplies and recycle mulch, and so far seems to be working pretty well!

  6. Thank you! It feels so good when there are working screens and HUDs to look at.

    But I have a question: How do you guys move props around in IVA? I want to see MFDs more clearly due to my small laptop screen, and rearranging MFD props would be a good solution. Editing XYZ and rotation values in internal.cfg files do seem to work, but without any way to visualise it is just a very tiresome trial and error process.

  7. Hello, I've been building mini sized jets and rovers with this mod and it's good fun. However, both AES and HERP pods are killing my fps...having one attached to a ship gives me a siginificant performance drop, and when I put several in one screen the framerate crawls into a single digit number...there is no error in the log, so I assume this has to do something with transparent window in both pods. Does anyone have similar issues?

  8. Removing some of the mods made lags happen less frequently, but did not eliminate them. After some extensive testing it seems that I have this problem in vanila game as well, but just much less noticeable; I found very subtle lags in every 30 seconds or something while looking at a stock craft sitting on runway in a newly installed game. Installing mods lowered framerate quite a bit and made the periodic lag issue quite annoying.

    Thanks again, and maybe I should format my HDD and reinstall everything this weekend.

  9. Problems:

    Modded gameplay is choppy, game often freezes for a very short time in every 7~8 seconds in VAB, SPH, or while flying.

    Also, performance is very low; sometimes get 10 FPS while flying in kerbin atmosphere with 100 parts ship. Sometimes I get bit better FPS(~40) upon restarting the game but not sure why. Vanila game does not have similar issues. I've tried to run games with few selected mods and compare performances, but failed to find out what mod is causing problem.

    Finally, I've played previous versions (0.23.5 and 0.24) with some mods like KSP Interstella before, and sometimes had very low framerate (~10) as well. I'd like to know if I've got too many mods for this laptop or I have some sort of mod conflicts.

    Mods installed/used:

    All of mods are of current versions.

    Active Texture Management

    B9 Aerospace

    Contract Window 2.2

    Deadly Reentry 6.2.1

    Dmagic Orbital Science 0.8.6.1

    Docking Port Alignment 4.0

    Editor Extensinos 1.4

    Fine Print 0.59

    Kerbal Attachment System 0.4.9

    Kerbal Joint Reinforcement 2.4.4

    Kerbal Alarm Clock 3.0.1.0

    KW Rocketry 2.6D2

    Mechjeb2 2.4.0.0

    Mk 2 Lightning Cockpit 1.3

    Near Future Pack 0.3.0

    NEAR 1.3a

    Precise Node 1.1.1

    Procedual Wings 0.9

    Procedual Fairings 3.10

    RasterPropMonitor 0.18.3

    ScienceAlert 1.8

    Toolbar 1.7.7

    TransferWindowPlanner 1.1.0.0

    Universal Storage 0.9.0.242

    My System:

    Windows 7 64 bit

    Intel i7-4701MQ

    8GB Ram

    NVIDIA GTX 850M

    Running 32 bit version installed on SSD

    Logs:

    http://www./download/t5jlfaybf9v8yx8/1st_log.7z

    The first log is from a short session of loading up a ship orbiting Kerbin.

    http://www./download/d493mcowv1hpjt2/2nd_log.7z

    The second one is where I load up SPH, launch a jet, and fly around a little bit.

    Thank you.

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