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Akira_R

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About Akira_R

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    Sr. Spacecraft Engineer

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  1. I know Nertea made some of the resources not transferable or not transferable unless there is an engineer present etc. Although usually Nertea is pretty good about mentioning such things in part descriptions however in this case there doesn't seam to be much information available, at least not that I have been able to find...
  2. You put the mod and all of it's dependencies in the GameData folder... Not trying to be snarky here but you didn't give us much to go on lol. Exactly how does it not work? Is your game crashing? Are parts not showing up? Are features not working?
  3. Just as an FYI that legacy version is literally nothing like the current version, Nertea scrapped everything and started from scratch so just be aware of that. Additionally it had this anti-matter generation system that if I remember correctly was kinda bugged out. Additionally it tried to utilize the stock heating system which was massively problematic, the huge heat out put of many of the engines was just way to much for the stock system to figure out especially in regards to various catch-up situations when coming out of an on-rails situation and explosions due to this were a very frequent
  4. hmmm mkay well that's not that bad, that can be easily cheated around so long as I keep my self honest and make sure I am meeting the requirements just for RP's sake. I might give it a shot then.
  5. Absolutely bloody brilliant!! Great story telling and amazing screenshot sniping skills!! Just one question @lemon cup, are you using the base TUFX config or do you have a custom one? Any chance you can share it? Those screenshots from your intro are truly beautiful and despite having nearly identical visual mods I still can't quite get that look
  6. So Nertea mentioned that the new version of System heat may not work in older KSP versions because he is using some new API calls, are you on an older version of System Heat or will the newer one still work? I was thinking about building a new 1.11 install but would prefer to continue in my 1.9.1 install as one of the primary mods I have been using in that save has not been updated for 1.10+ and is looking like it won't be any time soon.
  7. So has any one made patches for any contract packs like Anomolay Surveyor or GAP? Technically the contracts all mostly work, but because a number of them reference specific coordinates on stock Kerbin there isn't really anything at a lot of the coordinates they give. A quick search didn't turn up anything, so I was kind of hoping someone had already done the leg work here lol. Does JNSQ even have anomalies around?
  8. If you change the mount type for the LR81 you will have access to smaller diameters, it defaults to that 3:1 or whatever mount option.
  9. So I'm having an issue with performance around added launch sites that seems to be related to terrain scatters. I am running a pretty heavily modded install. When I launch a plane from any of the airports around kerbin that JNSQ adds my frame rate tanks to 5fps. I am launching via the KCT menu but I don't think that should have much impact on this. If I fly far enough away (roughly 40km or so) from the launch site the frame rate comes up to 10-11. If I then quit and reload I'm up in the 20s but it will rapidly drop to 10-15, not ideal but doable. Flying back causes the frame rate to drop back
  10. So I'm having an issue with performance around added launch sites. I am running a pretty heavily modded install, of note are JNSQ and KCT. When I launch a plane from any of the airports around kerbin that JNSQ adds my frame rate tanks to 5fps. I am launching via the KCT menu but I don't think that should have much impact on this. If I fly far enough away (roughly 40km or so) from the launch site the frame rate comes up to 10-11. If I then quit and reload I'm up in the 20s, not ideal but doable. Flying back causes the frame rate to drop back to single digits, interestingly if I fly low and appr
  11. Wow. This looks super awesome, unfortunate that the tessellation extent will need to be limited to prevent too much clipping as you can make really awesome looking terrain features with tesselation. In the last 4-5 years there have been some solutions that allow for performance friendly calculation of collisions with tesselated meshes but the ones I'm aware of were built in CryEngine and rely on RK and offloading the RK collision handling to the GPU. Stuff the would likely be completely impossible to implement in KSP by a modder lol. Wish you luck and really hope Galileo will conside
  12. I kind of figured as much, but using MM to clone and patch template files is actually exactly what I wanted. I hadn't thought about it mostly because the "templates" that we get with RealPlume are actually just big MM patch files themselves, and as far as I'm aware you can't patch a patch file lol. I feel a little bit dumb now for not catching that lol
  13. So after looking through the documentation on GitHub it looks like this is going to be way easier to work with than the current standard of patching with SmokeScreen and RealPlume. I do have a question/feature suggestion @Nertea would it be possible when using templates to allow us to override or add specific parameters? An example to maybe help explain: so some one comes up with a template that we want to use with an engine, we use the position and scale parameters to get the effect lining up and looking good but what would make it look GREAT is if we could additionally just scale and reposit
  14. Damn it Nertea, I finally get fluent and confident with customizing SmokeScreen configs so I can make all my engines have pretty plumes and you just have to come along with THIS and make all of that work mute. I swear you and ShadowMage just can't be content with the good-enough status quo can you guys, you just gotta come along with this "I can make a better system" big coder energy and give us fancy new stuff that blows the old way of doing things out of the water. Now I have to spend a bunch of my free time learning this new system and coming up with patches for all the various engines I us
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