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hypervelocity

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Everything posted by hypervelocity

  1. ok so I have been messing around with this mod and I just cannot believe your work, you've definitely taken KSP to a hole new level!!! question/suggestion: would it be possible to edit the curve shape on the long axis so as to be able to make, for instance, round-tipped cones? this mod is a masterpiece, thread of the year incoming!
  2. what a lovely model & texturing!!!
  3. I think you can rest assured that your good intentions are crystal clear visible to anyone that reads you
  4. hey @R-T-B I just saw your post over at Principia's thread and let me tell you, I just love it! The way you introduce your work, the utter respect for the mod devs and your pure and humble offer to help is just lovely and the thing I love the most about this community. Just wanted to say I really appreciate endeavours like yours, so thank you very much!
  5. @campbelldw one further recommendation would be to move the KSP folder out of your Steam Library so it doesn't receive any automatic updates that might damage your modded install. To find the folder: on your Steam Library, KSP > Properties > Local Files tab > Browse Local Files.
  6. @campbelldw, did you buy via Steam? If so, you can revert the game to 1.8.1 which is the latest KSP version supported by RO. On your Steam Library, right click on KSP > Properties > Betas tab > Select 1.8.1 on the dropdown menu > Close. Give it a few moments for Steam to update your install and you should be ready to go.
  7. thanks guys! Although I did update my PC a year ago (I'm sporting an i9 9990k @ 5ghz, RTX 2080 TI & 64gb DDR4 @ 3200mhz), the single most game-changing event in terms of performance was the switch to KSP 1.8 and onwards. The changes introduced to Unity really are game changers, I now have a 100+ mod install that boots up in a lightning-fast 2.5 minutes and framerates do not go below 60 even with 200+ parts ships. I feel like after 5 years of struggle I have now finally constructed a KSP install with the mods I like that is actually playable. @Jansn67 - 4790k @ 4.6ghz and getting 1.225V on the Vcore? I think you can turn that up a notch if you are good temperature-wise. Push it to 4.9-5ghz and make sure you stay below 1.42V. If you are below 80C° on full load you are safe! I was getting 1.4V on my i9 but last week Aorus Z390 Elite Bios was updated and now I don't go over 1.27 @ 5ghz - simply a beast!
  8. @Dukemaster's issue (micro freezes in short intervals) sounds like Unity's garbage collection process. I've read your specs and although you have a good CPU this problem would be tied to your memories, which I see are running in Single Channel mode at a modest frequency. I would suggest you to refer to the HeapPadder and MemGraph mods (both available in these forums). Also, I would look into the Hyperspace mod which improves loading times on HDD (given your SDD size I am assuming your KSP install is housed on your HDD). @EdwardB3020 I am running KSP 1.8.1 with RO's latest version and I have TweakScale installed, hence this proves both mods work fine together. I would suggest you provide more information on the error you are getting so you can get appropriate help. Note there is a procedure in place to request support, try to find that out in the OP and in the forums so you provide whatever's necessary to get help (usually KSP.log and reproduction steps to trigger the error you are experiencing). Also, if you suspect TweakScale to be the culprit, I would take the query to its forum thread, currently maintained by Lisias.
  9. although it is not recommended by the Realism Overhaul crew, I have had no issues with it whatsoever
  10. @EdwardB3020, you can install TweakScale via CKAN and it will work with KSP 1.8.1 & RO's latest version
  11. wow today is not my day, sorry, meant to say KRASH - is there a way for KRASH to pick up KK-configured launch sites?
  12. hi! I wondered if there was any way of using Kerbal Konstructs launch sites with TestLite KRASH. I am working on very big spaceplanes that do not take off from the short & buggy stock runway and I would like to test them by taking off from a bigger KK runway. Thanks in advance!
  13. arghhh I'm so stupid!!! you are absolutely correct, I confused TestLite with KRASH!!! sorry for the waste of time! :$
  14. hey @soundnfury, thank you for your reply! KK enables the placement of statics, which in turn can be configured as lunch sites, just like the stock launch pad or runway. regarding TestLite, I am referring to the option of selecting where to start the simulation from (launchpad, runway, orbit). it would be great if TestLite could pick up these KK-configured launch sites and allow for the simulation to start from one of these. in my particular case I am working in SSTO spaceplanes in RO/RSS and required vessel dimensions are prohibitive for the stock runway (which is not only short, but bumpy)
  15. hi! I wondered if there was any way of using Kerbal Konstructs launch sites with TestLite. I am working on very big spaceplanes that do not take off from the short & buggy stock runway and I would like to test them by taking off from a bigger KK runway. Thanks in advance!
  16. wow, this is awesome!!! I will deffintely try it out! thank you @peteletroll!!!
  17. @ThatGamerFTW, any luck with the RSS configuration endeavour? I feel this mod belongs to RSS by nature.
  18. I have noticed the same, and thought it was strange as my PC handled Principia pretty well on older KSP versions. Overall feels sluggish and scene changes take 2-3 mins.
  19. what a nice surprise to read this @Starwaster! thank you for the time you are putting into this!
  20. @Ciko, sadly an usual coplanar Hohmann transfer won't work for interstellar travel. The only way to effectively reach these targets is by using relativistic propulsion systems and "simply" pointing straight at the target.
  21. @AloE, very interesting what you point out in terms of clearing Kopernicus' cache. I did not try that before reverting to original RSS-Textures but I did test with previous versions of Vannadin's pack & concluded versions 1.2.1 & 2.0.0 work just fine - seemingly v 2.1.0 is causing the issues I described. I am in the process of generating a save file for @pleroy to analyze using the faulty texture pack - I have created a github issue over at Principia's repository if you want to follow the case. Thank's everyone, what a great community!!!
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