Jump to content

lextacy

Members
  • Posts

    877
  • Joined

  • Last visited

Everything posted by lextacy

  1. although the official has 5x the frame rate , I get 3 times more crashes than the workaround. I dont know weather to chalk it up as you cant have you cake and eat it too , or maybe the fact the official should actually perform with re-guards to a 40$ price tag.
  2. I have RSS with 91 mods, runs like a screaming horse around 40-60 FPS. What is your specs?
  3. I guess you cant argue with the folks at ULA. So what is the deal with the partnership? Is this to promote something? I heard the Delta II is retiring around 2017. Tis will be a sad time
  4. I guess you cant argue with the folks at ULA. So what is the deal with the partnership? Is this to promote something? I heard the Delta II is retiring around 2017. Tis will be a sad time
  5. Okay good to know! Im curious....why are you completely re-doing the modeling for the Delta? Is this for ULA reasons? Or did the mesh/colliders not play well with 1.1 ?
  6. Oh good point. Well patches arent gonna hurt I guess You can reproduce the "bug" of the menus disappearing by right-clicking to camera pan around your craft in VAB.
  7. Loving the Atlas V redux ! However there was a small mistake you made in the fairing nodes on the SEC (centaur 2nd stage tank) You made 2 nodes "fairing01" and "fairing02" but you had them share the same Y coodinate of "7.267629". This results in only one fairing shell to eject and the other to stick to the 2nd stage. Ive done a fix by creating a 0.1 space between the nodes. If anyone is interested ill post the fix. Then there is a more easy way to fix it , just use the offset tool and spread the 2 fairings a bit . Your mileage may vary. Thank you for the update ! Looking forward to the Delta stuff? From ULA ? So Atlas and Falcon are the only 1.1 compatible launch vehicles if im correct?
  8. does 1.1.2 fix the inability to scale a part that hasnt been mounted yet?
  9. tried the 1.1 release. GOod stuff here. My wish come true about the node changes being visible in VAB. Can I make another recommendation? What is holding back the ability to have the new node creations being saved to the original parts .cfg? Id like to have the change be "live" without having to do a "MMreloadCache" Also a bit of an anoyance : The gui goes away constantly when you mouse around in VAB. It acts exacty if the way the stock right-click part menus work. Could you make it so the node helpers gui sticks in the air?
  10. as jacksepticeye would say........................"GIVE EM' THE KLAMPS!!!!"
  11. i only say please include the ability to change nodes in VAB graphically so I can visualize the change of the node in VAB.
  12. Really sad to see a changelog in 1.1.1 and 1.1.2 addressing petty "bugs" that ONE guy will submit in the tracker. Also considering that these bug fixes are the lowest common denominator. The obvious priority here is the VAB CRASHING IN 64bit. Unstable .25 builds from 2014 ran alot more stable than this. And the funny thing is modders would not touch it. I will say that Squad please take yur much needed break. You deserve it. When you come back please address the real problems with the game. The thing about the QA is people are just using it to play the game rather than truely test it. Fresh install do this NOPE! core i7 4770K 16 DDR3 Corsair AMD 7870 Win 10 CRASHES after every 7th part in VAB and 40% CTD when changing scenes Game is simply not addressing memory correctly. Its like the game code is ignoring the fact its 64 bit DITTO , your not the only one Squad needs to address the game inhibiting issues and stop wasting time on wheels. And to think that all that work on wheels was a waste due to them needing even newer version of Unity to pull it off. Just focus on what you can fix and stop the nonsence hotfix hyper releases that keep putting bandaids over the top of bloody bandaids. Heres an example of a bug fix that seems to be such high priority over serious CTD problems: * Fixed an issue where Kerbals were able to be renamed through KB. Seriously? I do wish Squad all of luck. Constructive critic out
  13. okay sounds cool! cant wait for thy toootorial !
  14. Ok, made a whole new arm and even did a full EVA installing the P4/4 truss. Did I make the arm right? http://s1164.photobucket.com/user/chadro_6963/slideshow/ISS%20CANADARM%202%20Journal One thing is I have done is go back to the ISS after the landing of the shuttle (post-installation of truss) and the ISS loads with the arm fully intact. BUT! I have not tested moving the arm in a different position , then save the game, then load it to see if arm will warp. That will be for another day I was really impressed with how this mod actually installed this truss ; cheated a bit by KIS'ing the truss due to truss issues.....get it? pun of the day. This mod fricken rules! Keep up the good work !
  15. SAME here! This build crashes more often than the non-supported 64-bit people ran back in the day. We now have massive performance, but the code was never updated to fix the crashes. Its unstable due to Unity not EVER playing well with windows. I bet 1.1 on linux is stable as hell, but if you play on linux you lose that performance gain you had on windows. I wish Squad would take this seriously.
  16. goodluck ! the other alternative called action group manager extended is also out of date. We will have to live with the stock system.
  17. could I screen shot you how I put it together? And see if I did put parts in the right connectors. AFAIK I was connecting a gold plated end to a non-gold plated end using the official spec sheet on how the arm is built. I whipp this up tonight and have you take a better look
  18. nope and nope! I built it fresh using KIS/KAS . I then saved, played other vessels, and then came back to ISS and the arm is all warped and separated.
  19. KSP 1.1 does this to IR and makes arms now stupid on the ISS
  20. Will the final 1.1 release finally address this problem many are having with thier parts? even stock IR parts are guilty of doing this as well. Something to do with IR not xyz'ing the part locations correctly when reloading a save.
  21. Was one of the reports that the airlocks dont work on the PIRS module? If not I would like to let be out in the know lol Speaking of airlocks, anyone else having an issue where you can EVA out the shuttle airlock, but cannot go back in. The press "F" or press "B" to board is missing. My kerbals get trapped out in space now and cant get back in the shuttle. Im sure that makes a good plot line for Gravity 2. BAHAHA
×
×
  • Create New...