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barfing_skull

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About barfing_skull

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  1. Well, starting from scratch, adding RSS, then my other mods, seems to have solved the immediate problem and it works well with fast FPS and looks fantastic. Although I'm still getting the popup about no RSS textures installed, even though they are. I'd love to have clouds and the like, but from reading back, the only thing I see is RSSVE as an add-on to EVE, and that no longer works from what I read? Are there any other visual enhancements for clouds or the like that work with the current RSS? I have scatterer and EVE there, but I think they'd need configs for RSS. Cheers,
  2. Yeah, from a few posts above it was noted that it should work with 1.11. I'm not seeing any actual problems other than the huge FPS drop. I actually added RSS to an existing installation with other mods already in place. Again, no problems with that other than the expected odd placement and disappearance of vessels when their planetary bodies are moved or no longer exist. I think a lander I had on Mun ended up on Titan, presumably because the configs just renamed it. Perhaps I should start with a fresh install and add mods from there. I don't care about my savegame much, but I do wan
  3. So this is one of those mods I've known about for some time and finally wanted to get around to trying it. The installation seems like it worked properly, although it gives me a popup about not having textures installed. They are installed under GameData/RSS-Textures, right where the documentation says they should go, and the textures look like they're present in-game, from what little I've looked at it. So any idea why the warning for no textures? But my big problem is a huge drop in FPS when entering any flight scene with physics, to the point of being unplayable. With the stoc
  4. Found this mod while looking for planet packs and from the descriptions and from what I was able to try of it, it looks really cool and really promising. However, while I can see the new planets in the tracking station, they appear pink/purple when on the surface. I can think of two reasons for this, one, that I'm on KSP 1.11 or two, that I'm on Linux. I suspect it's the latter. I got the version of Kopernicus (build 58 I think) that was compiled for 1.11. Everything seems to work except for the planet surfaces, and it gives me errors about BeyondHome and Parallax not being installed upon
  5. I think this is the thread already, looks like the same issue I saw: https://github.com/KSP-CKAN/CKAN/issues/2481 I'll see if I can add any relevant details since it looks like the initial report was OSX.
  6. (Sort of) answered my own question. Looks like installing the .deb works, and CKAN launches. I had downloaded just the .exe which worked in the past. I think originally while I was futzing around with trying to get the newer version of Mono to work, I abandoned the .deb. So I'm not sure why it didn't work from the 'mono ckan.exe' command line, but at least the .deb seems to work. Thanks! I have no idea if this is specific to the new version, as I haven't fired up CKAN or KSP for quite some time....but I'm unable to get the version I just downloaded to run with mono
  7. So I've been trying this out with 1.3, mostly to see how it's working there. I loved the mod with 1.2.x and I've just started trying to play again after a hiatus, so wanted to go with 1.3. I realize the mod likely isn't stable or completely ready yet. So far my attempts have left me at the spinning Loading... graphic indefinitely after trying to load a save or start a new game. The log has an endless stream of these types of errors: [EXC 11:25:55.204] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate
  8. Greeting! I upgraded to 1.12.12 from 1.12.11 on CKAN. However, it appears my graphene radiators on existing vessels have stopped cooling NearFuture reactors. I haven't tried this on other parts, so I don't know if it's a cross-mod thing or if the config for the graphene radiators is having problems everywhere. I downgraded to 1.12.11 and low and behold, the radiators cool my reactors again. No other changes to other mods, so I'm pretty sure this is the culprit. I did a diff and the only significant thing I can find for the radiators was this in the config
  9. Greeting. Maybe I'm missing something here, but extra cooling I try and add to the Rontgen doesn't seem to actually be cooling it. I have NFE installed, so it's configured for that. I put a couple of extra stock radiators on there - attached directly to the Rontgen, but it doesn't cool down any faster than it does when the radiators are shut off. Unless I have the engine going, it doesn't seem to cool much at all when the reactor is at 100, and even then, it's insufficient. How do I cool this thing off more quickly? Obviously since it's in-atmosphere, any deployable radiat
  10. Yeah, it was a case of too many variables at once to pin down what was going on. My general approach to planet packs has been to load them, and go to the tracking station to see if I can see all the added bodies. I'd seen similar behaviour before in thick atmospheres, but didn't think to look for a rogue, invisible parachute. It was the RealChute mod that changed the stock parachute configuration, and must have broken it for at least the Mk16. As an aside, I noticed your initial post in this topic mentioned stripey planets with Linux/Mac. I do not have that problem out of the b
  11. Gah, I think your mod is fine, after doing a bit more research I'm pretty sure it's not the atmosphere, but a problem with a part. After enabling the aerodynamic overlay, the Mk16 parachute is acting as if it's open at launch. This both explains the slowness, and a propensity to immediately tip over. When I remove the parachute from the vessel, it flies about according to expectations. There's no animation or graphical manifestation of it being open at launch, but the aerodynamic overlay clearly shows a huge drag coming right from the tip of the vessel. I have a ton of part pac
  12. Greetings, and thanks for this mod. Playing with the same planetary bodies over and over again makes the game a bit stale. Perhaps this has been asked before, but what exactly changed about Gael's atmosphere? I read on the wiki that it might not behave like stock, but this seems radically different. Vessels that would have no trouble making it to orbit in stock barely make it to 15km, and often then they flip over much more easily. Gravity lists as the same in the stats. The atmospheric stats don't seem all that much different, the scale height is slightly higher... So I'm wonde
  13. Cool, I installed this and it's mostly what I've been looking for. However, as mentioned previously, it probably should be modular and read the parameters dynamically, so new planet packs don't require any modification or manual editing. I know they're there in the config files for each body. You mentioned module manager earlier. Might Kopernicus have something like this as well, hooks into planet parameters? Maybe a way to render the planet the same way the game does for the graphic of each, but I think that's less important than getting the characteristics? Seems like there should
  14. Went back a few pages, sorry if this has been addressed. Only mention I saw was changing the config to make the top speed a lot faster. I'm trying this with Extrasolar Planets Beyond Kerbol. Thing is, if I'm counting correctly, Valentine is 1.05 ly away. At the max speed of 40c, that means running the game for 9-10 days while it gets there (remembering to refuel with exotic matter every now and then). I also think it was mentioned that you can't keep the FTL velocity going during time warp and while the ship is not loaded. Is this correct? I actually tried warping while the s
  15. Ah, so if it weren't for the memory thing, it would almost make sense to go with PNG as a best practice in planet packs, given both the Mac/Linux and dx11 proclivities for choking on dds. Memory was never a problem for me, I'd start becoming concerned at about 20-24GB of usage for the game. I do wonder if there's some other way to package the mods so that they're platform agnostic? Oh, the Perl script calls sed to modify the .cfg files. It would have taken a lot more work to actually use the file I/O in Perl when you can just launch a system command from the script to do the
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