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Li0n

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Posts posted by Li0n

  1. 4 hours ago, deathdruid said:

    Can't figure out why but my performance significantly drops from over 100 FPS while around Kerbin then when I get within Mun or Minimus influence I get less than 15 FPS. Nothing else is running on the PC. Using EVE (Bolder Co.), SVE, and Scatter. Playing on a Dell XPS with an i7 3770, GTX 1050Ti, 16GB RAM. All prerequisites for Parallax are installed. ( Kopernicus, Stock textures, and Core). Running KSP Version 1.8.1. I made sure all my mods were the right version for my Ksp version.  Any Suggestions?

    You need KSP 1.9 or higher. This mod need Directx11 and it's only available on KSP 1.9 and onward.

  2. 21 hours ago, Gotmachine said:

    This being said, we should probably have a support patch that remove the Tweakscale module from all parts that have an incompatible Kerbalism module. This way, end users would still be able to use it for other parts (structural, tanks, etc...) while preventing the (not very obvious) issues.

    This would be very useful, while your on the subject, are stock solar panel resized with TweakScale well treated by Kerbalism planner ? I know they produce EC but I've never checked carefully the numbers :rolleyes:

  3. 4 hours ago, smotheredrun said:

    Am I missing something?  Shouldn't there be just a simple menus "somewhere" that lists my servos, and then I can tell them to move manually?  I know I could do that with old IR, but I'm very hesistant to go back to it.  IIRC, some of you mods have a simpler GUI for moving parts?

    I've never used this mod, just browsing the forum ;)

    But I've seen this comment from the author of the mod, might help :

    On 8/3/2020 at 8:44 PM, Angel-125 said:

    No "How to" guide except what's in the KSPedia for robotics. My parts just use stock robotics, though the servo manager is custom. The way it is set up, you need to add your target angles and target extensions for the robotics parts into the KAL-1000 before my servo manager will be able to control them.

     

  4. @Lokesh_Mars_Gen

    looking closely at the screenshot of your gamedata I think you have a lots of mods that are wrongly installed. No mod (that I'm aware of) is writing their version number on their folder. Ie : the correct folder for Parallax is "Parallax", not "Parallax1.1.1" etc...

    I guess you download your mod from github but not from the release, I guess you clone the repositories and copy it to your gamedata. You need to download your mod from the release section of github.

  5. 2 hours ago, Lokesh_Mars_Gen said:

    Yes, I have installed kopernicus BE. I actually have been playing KSP for quite a while. It's just that I am new to the forums. I do have quite a lot of mods, hope you don't mind. And thx for the help.

    Link to Game Data folder: https://drive.google.com/file/d/1j_1tVf5py3vODkfkJ9JcJd1D-GPFOLdg/view?usp=sharing

    Link to KSP.log: https://drive.google.com/file/d/1TEB3oThhHg9LiGkuAJRAFoZcNb80KX0W/view?usp=sharing

     

    Edit: Do we have to also download Parallax Stock textures. If yes, I am downloading it now. Should that resolve the problem?

    It seems your install of Kopernicus is wrong. Delete the folder "kopernicusBE_1101_release47" from your gamedata and reinstall it. You can download the latest version here : https://github.com/R-T-B/Kopernicus/releases Copy the content of the gamedata folder to your gamedata folder, you NEED ModularFlightIntegrator, it's included in the kopernicus release you download from github.

    And yes you absolutely need the Parallax Stock Texture too. (unless you play on another solar system than stock).

  6. Hi guys

    For whomever be interested I've made a whitelist patch for SSTU : (copy it to a .restockwhitelist file in your gamedata)

    Spoiler

    Squad/Parts/Utility/ServiceBay/
    Squad/Parts/Resources/MiniDrill/
    Squad/Parts/Utility/commsAntennaDTS-M1/
    Squad/Parts/FuelTank/RCSTankRadial/
    Squad/Parts/FuelTank/RCStankRadialLong/
    Squad/Parts/FuelTank/xenonTankRadial/

    :)

  7. Hi SSTU's fan :)

    I'm using SSTU alongside ReStock and I've found some issue : ReStock blacklist some model/texture to save memory, unfortunately some of them are used by SSTU.

    To prevent this I've made a whitelist patch for SSTU, to use it copy the six lines below to a file with the extension .restockwhitelist and place it in your GameData.

    Squad/Parts/Utility/ServiceBay/
    Squad/Parts/Resources/MiniDrill/
    Squad/Parts/Utility/commsAntennaDTS-M1/
    Squad/Parts/FuelTank/RCSTankRadial/
    Squad/Parts/FuelTank/RCStankRadialLong/
    Squad/Parts/FuelTank/xenonTankRadial/

    Happy flying :)

  8. @Gameslinx I've found another armless bug / NRE spam :

    As soon as a ship enter the sun's SOI the log get spammed. Like with the map view log spam it don't seem to break anything.

    Here is a log on a clean install : https://www.dropbox.com/s/67vlmozfpps8kap/KSP.log?dl=0

    I can add those issue to your github if you want, it may be more convenient than to track down forum post ;)

  9. Amazing work, truly bring KSP to a next level :D

    @Gameslinx I've found an issue tho, every time I open the map view the log get spammed with NRE. It didn't seem to break anything, the texture are still there and the log spam stop the moment I exit map view. Happen both on the ground and on orbit. The tracking station is not affected.

    Here is a log on a clean install, NRE starts at line 7592

    https://www.dropbox.com/s/qu6m452dinlduwn/KSP.log?dl=0

    Again not a big issue as it don't seem to break anything.

  10. Hey guys

    I made a small patch to enhance the support for SSPX (Station Parts Extension Redux). It adds an Habitat module to the different pressurized crew tube, pressurized conical adapter and station core. All those parts don't hold crew but they now add their volume to the available living space, making building space station more interesting, IMO. (Also make it practical to do the FLOAT experiment earlier, as it require a 100m^3 craft :P ).

    For example this space station now have a habitat volume of 124m^3 instead of 42m^3 :D

    qKIVZUW.png

     

    I also add a greenhouse module to the aquaculture part (copy-paste of the greenhouse module of the 3.75m greenhouse, just change the growing rate and crop size to show 4 culture surface instead of 2).

    And remove the ability for the 3.75m greenhouse and the aquaculture part to level up crew.

     

    This is my first playthrough with Kerbalism so I hope those changes aren't too OP. I'll like some opinion of long time user of Kerbalism before I propose a pull request for it.

    You can download it here on github.

  11. 1 hour ago, Kilo60 said:

    So you can't click and drag to build the fairings anymore?

    That's the stock fairings.

    With PF you can tweak the shape via a slider in the part right click menu (don't sure if it's a right click on the base or the fairings tho.)

  12. 23 hours ago, Sir Mortimer said:

    It should be compatible with every mods, except RemoteTech and Kerbalism

    Actually I can't think of a reason why this should be incompatible with Kerbalism. This might be old info: Kerbalism once had a signal implementation similar to the stock CommNet, I guess that didn't work with AntennaHelper. However, signal has been dropped for a couple of releases now.

    Not really my concern anymore but for clarification : I personally never used Kerbalism, the incompatibility was reported to me on the forum. Best thing to do is you give it a try and report here how it goes.

  13. Hi guys

    I decided to stop maintaining my mods, I don't have the will nor the time to do it properly.

    I've spent a great time with the KSP community and hopefully some of you enjoyed playing with my mods. I'll be very pleased if someone would take over their development, if you are interested send me a pm.

    Here they are :

    Antenna Helper will be taking over by @linuxgurugamer

    (this last one should not represent a lot of work if any)

    @linuxgurugamer I know you already have a lot on your modding plate but still tagging you in case you're interested.

     

    Thanks again Squad and KSP community :)

     

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