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Errol

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Everything posted by Errol

  1. You realize that Apollo barely even relied on manual flying? The main actual hands on stick moment is just the final descent, most of the flight is automated. Also, using an autopilot doesn’t just require “one click” because you first have to design and build your craft.
  2. I think that @linuxgurugamer is a better person to ping for that.
  3. Thank you, I appreciate this high level summary. As an end user, rather than a dev or even a modder, explanations like this help to guide my limited understanding of what goes on behind the scenes.
  4. Honestly I'm a little apprehensive about this. Last time they tried to add an essential mod to stock, betterburntime, to be specific, they rather botched it. Sure, it LOOKS slick, but the stock implementation is slow and generates unnecessary garbage. In fact, I still use the mod version because it improves performance over the stock option. So this time, yeah, great, we get some stuff that looks all shiny and new, but I will reserve my opinion for when I get a chance to actually test this out.
  5. @linuxgurugamerFeature request, could the button to turn the graph off be made something other than alt + (numpad) * ? Those of us on a laptop with no numpad are unable to close the window without an external keyboard connected.
  6. Does anyone know what is with this? https://spacedock.info/mod/2026/[x] science updated (is that spacedock one better than this one in some way?)
  7. My bad, sorry for the confusion, that is an option I never use and didn't quite realize what it was for.
  8. @GalileoI think you are missing a few lines in the file "Scatterer_EVEShadows.cfg" for OPM integration; OBJECT { body = Plock caster = Karen } OBJECT { body = Karen caster = Plock } I've added them and tested it my game, seems to work as expected, with sigma binary installed too! EDIT: Also, out of curiosity, why is the duna dust storms stuff commented out in the clouds cfg?
  9. I think that's just how the USI kolonization stuff works. Does it do the same thing without EarnYourStripes installed?
  10. Wouldn't it be -5 657 995? That's the sidereal rotation in seconds from the wiki: https://wiki.kerbalspaceprogram.com/wiki/Eve EDIT: Interesting, my number seems to make the planet rotate too slowly....what units is the rotationPeriod reading? Radians or something? Anyway, I tried -80500 and that seems very close to the forward spin in speed, so good enough for me. Thanks again.
  11. Thank you very much, I was just looking at the .cfg included with opm and was wondering if there was a parameter under Orbit{} for it. Makes sense that I couldn't find it. Will test this now.
  12. I'm posting here because I can't seem to find the kopernicus thread. IT seems like all links that lead to it are broken, probably due to some forum change. My question is; is it possible to use kopernicus to reverse the direction that a planet spins? And if so, how would I do that? I want to make Eve spin backwards, like Venus does.
  13. I seem to be missing the altimeters in the stock mk 1 command pod. This is the second time I'm setting up a 1.6.1 install, didn't run into this the first time, and have no idea what I did differently this time, anyone have any ideas? So I figured it out before I even posted this. Still posting for anyone else, as it wasn't immediately clear to me what I was doing wrong. You don't just need the ASET props pack, you also need the ASET avionics package: https://spacedock.info/mod/1213/ASET Avionics
  14. Downloaded that and am using it now, it's great. Noticing that it doesn't seem to work with parts that have the new stock texture switching (many of the rocket fuel tanks)....any suggestions on how to fix that?
  15. D'oh....I was scanning posts a few pages back, closer to when you posted those screens and completely missed that. Thanks.
  16. Add them back in chunks of ten or so at a time and test in between each. You can use the cheat menu built into the game to get into orbit faster than actually launching, for testing purposes. Once you find a group that makes it stop working start over with just stock ksp, planetshine, and that group of ten, test to see if it still is borked. This is just to make sure it isn't some weird combination of two other mods that is causing your problem. Then remove those ten mods one at a time, testing between each, to see which one is the culprit. It is very tedious, but if you manage to find one specific mod that borks planetshine, you'll know where to post your logs (here and that mod's thread). It may not throw any errors in the log, but at least this will get you on the right path.
  17. Are you using anything like light ambient light changer? Have you tried it in a fresh stock KSP install, no other mods? Also, FYI, the effect from this mod is very subtle, and only visible while in low orbit on the day side of a celestial body.
  18. This mod is already working in 1.6.1, just drop it into your game data folder like normal. Ignor the wrong version warning during the game's loading screen, it works fine.
  19. Hi, welcome to the forum. As is the case with all internet forums, it is generally advisable to read some of the thread before posting questions. At least the last few pages. This specific question has been asked, and responded to by the mod author, numerous times in the past. The short answer is, scatterer is already well optimized for what it does, and there is no easy performance lever that blackrack can pull to magically make it run faster on low end machines.
  20. Seems to be working for me, but it looks like the auto-strut issue that was supposed to be fixed in v1.6 of this mod is back.
  21. Congrats on the new adoption. Will let you know if I run into any bugs.
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