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Insanitic

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Everything posted by Insanitic

  1. I would keep using Linux if the AMD graphics drivers weren't so s**t. If the opengl performance on Linux miraculously comes within a few FPS when using DirectX, then I'll use Linux again. Other than that Linux (Ubuntu for me) is lightweight, fast, and intuitive to use.
  2. Does anyone know what the closest type of engine to the Ranger SSTO in the Interstellar Movie that Interstellar Extended offers? A plasma/aerospike engine capable of using oxygen in an atmosphere to power it?
  3. Yes I noticed that with a 100 ton payload, after SRB jettison, I end up flying with a TWR of only 0.80 only 2 minutes into the flight. My vertical speed plummets. Even the EUS has a low TWR (for me around 0.38) with 4 RL-10b's. I find that reaching orbit is pretty tough with the SLS.
  4. For me I can't move the rocket to go above the buildings for some reason. I select the whole rocket by holding down shift and clicking, but my rocket won't budge above the building.
  5. I don't know if I'm installing the linux version incorrectly or something, but RVE doesn't seem like it's working at all, no effects, no nothing, although I copied the RVE folders into Gamedata correctly.
  6. I see in my KSP.log that "SCANsat resource celestial body config: [Ganymede] is empty; something probably went wrong here" and this happens to all other planetary bodies including earth. Are there Scansat resource configs included with RO? Or even biomes on each planet?
  7. Is there any chance of Tweakscale integration with the latest version?
  8. I'm not an engineer, comp sci, physicist, or mathematician. But I love space! I'm a biochemist and I'm addicted to KSP . It shows that KSP can pretty much appeal to anyone who just loves space in general.
  9. Noticing something weird with the RS-68 engines. Not sure of it's my install, but the engines work, but there is no gimbal animation, even though the flame exhaust is clearly vectoring and the rocket turning. And I noticed there is no launch smoke. Is that expected with real plume?
  10. Alright, thanks for confirming. I guess I can handle the lag, for the awesome looks of your models!
  11. Umm, just a quick question. Are the windows supposed to completely transparent? Because mine is, and because it is, I think it's cutting my FPS to about half because the interior view is so detailed that it too is being loaded in full.
  12. I experience this EXACTLY, to the TEE. When not staging, or just after liftoff, everything is perfectly fine, no overheating, nothing, both in atmosphere and in space. But as soon as I decouple my core stage, my payload after around 30 seconds real time, start having temperature gauges pop up everywhere, in all the parts, even after I extended 4 medium radiators and turned off my engines. I disabled max temp but the parts still stay heated for no apparent reason. I deleted FAR and ModularFlightIntegrator just to see what happens and all heating problems were gone. Radiators were doing their job and the temperatures after burning the engines, were going down.
  13. I can confirm this. I'm using Kerbal Engineer to monitor which parts have max temp, but suddenly, a docking port here, a battery there, randomly started exploding due to them "overheating" even if they weren't the hottest parts according to KER. The new heating system has a mind of it's own and it's really frustrating.
  14. For some reason, the Sabre M engines are not cooling down even after I have cut their throttle and placed stock radiators on them. The skin temperature keeps going up. I noticed also that in the atmosphere, the temperatures stay perfectly constantly, but in space, it starts to go up after I have used the rocket mode. Any insight to how the heating works for these engines? Or is it still buggy and needs to be configured correctly?
  15. Love this addon! But I noticed something weird, and I'm not sure if it's just me not using the mod right: So my plane is climbing at a constant 30 m/s set by the vertical speed holder with the mod. But whenever I set the target vertical velocity to something higher like 35 m/s, my plane pitches down. I don't have the throttle autopilot on, so I'm not sure why it's doing this?
  16. For all those who are dealing with self-disabling mods, use this: http://forum.kerbalspaceprogram.com/threads/113069-KSP-x64-Total-Unfixer As for me, x64 is a dream. I play at 60 fps+ with a gamedata folder of 3 gb+ and using Astronomer's Interstellar Pack and no gamebreaking/crashing problems. Some mods are borked though but probably due to asset incompatibility. If this is a taste of what x64 Unity 5 will be like, I am willing to donate more of my money to Squad so they successfully port the game to U5.
  17. Ahh thanks I'll try that with Unity. But I have a feeling I know why Procedural parts/realfuels etc. doesn't work in 64 bit. It's not because it's disabled, but jrodriguez, the guy who developed the unfixer explained it like this: Hi Schpulke. I already mentioned before that the unfixer is not going to do magic I'm going to try to explain my self. Modders use different libraries from KSP, from Unity, etc. Some instructions directly or indirectly used by developers work fine on x86 but they don't on x64 platforms. Most part of the mods even those the modders have decided to block the x64 platform, work fine with x64. But some of them have issues (e.g FAR with Drag curve charts, voxels debug..etc. Tweakscale with the scale of some pods, etc) Is there any way to fix these issues? I'm not a modder but I'm a Software Engineer working with C# for the last seven years. I'm guessing that if there are alternative methods, instructions within the APIs to achieve the same results but that actually are compatible with x64 then it could be fixed, otherwise...I don't think so
  18. I've been looking around the web and can't find an easy, lightweight way to decompile, modify, then recompile a plugin's dll. I want to modify the .dll myself so I can get mods like Procedural Parts to work. Anyone know how to do this?
  19. Will this mod be integrated with other Kolonization mods as well? I want to use OKS/MKS and I hope this mod will also give those parts radiation shielding also.
  20. Procedural Parts for me is completely borked. All different types of Procedural parts, batteries, fuel tanks, etc. all have the same model and don't function as intended.
  21. Oh, so just to clarify, if useVelCurve and useAtmCurve are both set to true, and each atmcurve and velcurve have their own thrust multipliers and therefore thrust values, the two thrust values are multiplied for the total thrust? Sorry if my question sounds wordy, I just want to make sure that you know that I'm not questioning about how for example, velCurve modifies thrust, but how the both atmCurve and velCurve gets "summated" to give the total thrust when both are enabled.
  22. So here's my question. How does the thrust factors in atmCurve relate to the thrust factors in velCurve? Are they added up in game?
  23. The Sabres gimbal for me. I know since I tested it out in orbit and used the rocket mode and my ship turned without any RCS/reaction wheels. All part attachments so far work well for me too in the latest dev build. Maybe the gimbal issue has to do with people having different versions of KM_gimbal?
  24. Yup, just tried them and they work as expected. Now, just to get Procedural Parts and Modular Fuel Tank working........ Windows 64 bit performance is INFINITELY times better than Linux 64 bit, but some of my mods are still not working properly even after the fix. Procedural Parts doesn't allow me to modify dimensions at all, and Modular Fuel Tanks doesn't seem like its running at all.
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