• Content Count

  • Joined

  • Last visited

Community Reputation

41 Excellent

About Vegetal

  • Rank
    Spacecraft Engineer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I don't know if it's the same issue, but here's my situation: Playing a modded game, having no problems while my probes fly around to survey planets. As soon as I send kerbals, the game runs fine for some minutes and then the frames get really bad. CPU also spikes to 100%, all the time, it gets unplayable. I had a suspicion it was Snacks causing this, so I backed up my save and deleted it. No more problems now. So, I'm pretty sure this problem is related to Snacks, I just don't know if I can help with anything. I tried resetting the simulator as well, to no avail. My guess is that it's related to the background processing itself, and that it's a leak of some kind, because I can run the game fine for a while, and then it gets really bad. When it gets to that point, it's still bad inside the VAB/SPH. Does Snacks run the background calculations while there? It's my understanding that the game is "paused" when building crafts....
  2. Hey there, great pack! I think I may have found a bug. I was testing a vehicle on atmospheric descent on duna, when my fps tanked HARD. Upon checking the console, I found this: Kopernicus is spamming something. As I haven't seen this happen before with other Kopernicus mods, I thought I would post here. I'll gladly give more info if needed, see ya.
  3. Hey man, I tested the speed toggle, and it didn't work for me. I selected the desired speed in the VAB, but when launched, the speedometer reverts to default (limited to 1000), and the limit now becomes 1000m/s, as it's the highest. I think this could be a small fix on your part, but if you need screens, logs, mods, whatever, just ask and I'll post here.
  4. Well it's plenty for my uses. You, sir, are awesome.
  5. Switching engines and other shenanigans with spaceplanes. 1000 is slow for spaceplanes
  6. Is there a way to change this? I mean, 1000 is pretty low...
  7. Is the speed controller limited to 1000 m/s max? I can't seem to get it at a value greater that this...
  8. Hey, just noticed something: I think the radial container should have 0.015 dry mass, not 0.15, in order to stay on par with the standard containers. I changed it myself on the .cfg files, just a heads up.
  9. You have to change shape from cylinder to cone. There are other shapes as well.
  10. That's what I was thinking, I'm just not very familiar with module manager patches, I just made some reaaaally basic ones. I'll see if I get the mass ratios. Here's some data from the "resources" file on Snacks: RESOURCE_DEFINITION { name = Snacks density = 0.001 unitCost = .5 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true volume = 1 } RESOURCE_DEFINITION { name = Soil density = 0.001 unitCost = .5 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true volume = 1 } And from the SnackTin1500 (the 2.5m container), I see in the files 0.15 mass (I guess empty), and it carries 1500 Snack units. I dunno if you have enough info there, but I guess that knowing resource density, volume and amount is enough? Let me know if you need anything else. EDIT: The 2.5 container has 1.125m in height. Just measured it by putting a LFO procedural tank on it's side and tweaking the length.
  11. Hey, I use Snacks and was wondering, is there a way to include a procedural snacks tank in this mod? I mean, by myself actually, I'm not very used to tinkering with part modules and such, but if someone could give me a hand I could try that.
  12. Heeey that's a nice bonus feature there! Good work mate, will download now.
  13. Just tried out, it seems to be working as intended. One thing I noticed that I just remembered: Pressing plus to select the next camera, the game pops that message about no nearby vessels (but works anyway). When pressing minus, it works, doesn't pop the message, but the mouse pointer disappears and I usually bring it back by pressing ESC ang going to the menu and back again. Dunno if that's a feature I'm not aware of but.....
  14. To be fair, it's actually the Mk2 clamp-o-tron that has the "control from here" function upside down, at least if you compare it's exterior model to the other docking parts. No biggie actually, but these other issues on the most recent patch are quite game-breaking, so I'm reversing to the previous one. If I can help by posting logs or my mod list somehow, just say. Thanks for keeping all these mods active my man!