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    Assistant to the Regional Rocket Scientist

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  1. There is an additional situation where I can reliably reproduce the sound cutting out issue. Can reproduce by doing this: 1. Load a game with only Stock stuff (with expansions, in my case) and TimeControl. 2. Start hyperwarping at any accelerated speed. 3. Switch to map view and back. If you switch while hyperwarping, it will cut out sounds. If you switch when NOT hyperwarping, it won't.
  2. Zip here: https://www.dropbox.com/s/n8j9j8hc097a70l/GameData_AVC_ZeroMini.zip?dl=0
  3. I receive the same error with fresh - deleted old folder, installed the new. Log: https://www.dropbox.com/s/ye0j7mbn2thqypq/Player_log_KSPAVCinstall.log?dl=0
  4. Gorgeous! With respect to the EVE stuff, my current best guess is the second number in one of the volumetric layers settings, and also the fact that GU has two volumetric cloud layers VS. one in AVP. In GU's Kerbin clouds definition, the lower volumetric layer is set with: "area = 15000,4", whereas AVP uses "area = 15000,3" - the new version of EVE Redux suggests (through their testing) that increasing these numbers has a very significant impact on performance, because when they tested with "area = 18000,6" it massively reduced frame rates... Perhaps that's what's going on, although I don't really know what those numbers are doing, so... Have not yet had a chance to test changes either.
  5. I'm not sure if it's the same thing as Trappist-1e, but I'm also noticing perhaps slightly less performance of GU graphics stuff (compared to something like Astronomer's pack), and my uneducated guess is it might have something to do with the settings for volumentric clouds (or something like that) in the GU EVE configs - at least for Kerbin. Just a possibility, or possibly subjective and meaningless.
  6. These are fantastic! Am I correct in assuming they'll be outer-ish planets, or will some of them be in between the existing bodies in the Kerbol system?
  7. Huh... well, in that case, then just allowing for setting up the auto-trim for level-ness and the total ballast to neutral, then keeping things that way (not disabling on keypress) should probably be enough, then, I imagine...? Easier! Hooray.
  8. Very cool! A couple suggestions, if you're open to them: Both Maintain Current Depth and Auto-Trim are switched off if the player presses any keys (i.e. WASD) - however, sometimes you want to help the system out (get your ship to level itself faster?), or make an adjustment, or deviate for a time from your depth for some other reason (avoid hypothetical obstalces - do those even exist underwater?) without having to re-set the system after. It would be great to allow user inputs (and allow for accidental key presses too) without disabling the systems, which would then try to return to depth X / attitude Y after the user is done doing whatever it is they wanted to do. Would be handy to be able to set the depth (numerically) to maintain as well Adding a button to maintain neutral buoyancy (adapting to depth as the player zooms around underwater) would be a really cool feature, allowing the user to effectively point themselves in a direction and apply thrust to go where they want - especially for zippy little crafts. I imagine this would combine features of auto-trim and dive control - the sum of all ballast required to keep the ship neutrally buoyant at Depth X is distributed in ballast tanks such that the craft would, if stationary, have a level posture without roll (à la auto-trim), or something like that... Then you can flip your craft around, roll, dive, climb, etc. at will, and while the total ballast changes to keep you neutrally buoyant, the ratios in the tanks stay the same so that you don't have pitch/roll forces on the craft other than the ones you apply (I think). I dunno, could be really neat.
  9. Unfortunately there appears to be an issue with spawning Kerbals for contracts - when you accept a contract to retrieve Kerbal X, that kerbal appears in the roster and what appears to be a copy of that kerbal (same name) also appears on the map/in the flight scene. It is possible to load your target kerbal in your craft before taking off as a result. Perhaps there's a way to make only one of them?
  10. With the prerelease installed, I am noticing an issue with science: after installing the prerelease, when a kerbal goes on EVA from a rover while around the KSC, the EVA-ing Kerbal will be able to run a whole heap of experiments (plant life, something related to big and small icebergs, object analysis...). The experiment text on some experiments mention 'cells in the "tree" are similar to ones on Kerbin' and the body Blalo, so I assume this behavior is caused by something in how GU is setting up experiments, and I haven't noticed this behavior before. Anyone else notice this in a career game w/ the prerelease GU? Also, just a suggestion - it would be nice to decouple GU scatterer/EVE visuals, specifically for the stock system only, from the rest of the package and make it optional - if (for instance) you are using OPM alongside GU, packages like AVP have configs ready-made for OPM planets while GU does not. It's certainly possible to go pull out only the OPM planets stuff from AVP, but it would make more sense just to allow the user to install something like AVP (or whatever other stock visual pack) and GU, with GU stock visuals being an option if the user wants to go that route. EDIT AGAIN: I do notice, however, that it appears you can just delete the _stock folders in the GU EVE/Scatterer folders; maybe that's the easiest option?
  11. Some MM errors on the newest version (hopefully) of OPT Reconfig - relevant portion is here, I think:
  12. It's conceivable (but I don't know for sure) that any issues with Pood's OPM VO could cause general problems with scatterer/eve - might affect GU's stuff as well. Just one possibility among many. I am not the best diagnostician, to start with, and it's also pretty hard to say much without a log file (which I only know how to read in the crudest possible way). Others will be more knowledgable, hopefully.
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