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Jimbodiah

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Everything posted by Jimbodiah

  1. Realplume Stock is mod that has SS/RP plus some configs to add it to stock parts as well. If you install that you get RP needed for SSTU but also get it added to stock parts. It's how I run the mod (1.8.1) at the moment and it works just fine for SSTU as well. I've not tested all the engines though.
  2. Is there a way to lengthen the recoloring UI to show all my crayons like in the old cfg file?
  3. You only need RealPlume Stock 3.0.1, it has all the dependencies. Works just fine for me.
  4. For years I loved playing KSP, but only with your mods and those like SSTU, RSS and a bunch of smaller mods. Since 1.3.1 I've not really updated to a newer version as every time most of the mods I use were up to date, squad came with another version, and another, and another, each time with mods playing the catch up game... Now 1.9.0 has been released and I find that I have already given up on this game several versions ago and can no longer be bothered. I can only imagine how demotivating it is for modders that need to spend so much time updating the mod instead of enjoying making new content/features. The utmost respect for you, sarbian, shadowmage, roverdude and all the others out there, spending their own free time making a meh game into something truly awesome... Thank you.
  5. Should work with all versions of KSP as it only changes the engine stats. Unless Squad renames the modules, this should last forever.
  6. Just a quick but super big THANK YOU for keeping all these mods alive. Guru, you are AWESOME!
  7. Quit your job and move out. A man's gotta have his priorities straight.
  8. IF current KSP is anything to go by, your GPU is irrelevant as everything is reliant on single-core CPU performance. I doubt KSP will be any different judging from the footage they have released.
  9. The devs don't know the current bottlenecks in KSP1, which is why we need modders, so they are just implementing them into KSP2 and calling them features. KSP2 will be stillborn.
  10. IMLL... there were no other mods supporting TU at the time. Seuche: This is not a mod, it's just a config with color presets for TU.
  11. This only changes thrust/ISP on all engine modules, it's not dependent on which mode you play. If it is then you have another mod set up that is interfering.
  12. Why not just copy an existing SSTU engine that looks a bit like it? It's easy to rescale and chane the thrust/IP or even fuels.
  13. Vanilla KSP is not worth playing to me, certainly nothing close to the hours I have spent on it. I think just tuning all my MM scripts for all the mods I run has over 500 hours in it. One step forward, three steps back.
  14. I still keep by my old saying that the likes of @sarbian, @RoverDude, @Nertea, @Shadowmage and some others should make your own version of the game
  15. Yeah same here, the never-ending updates that break each and every mod is what caused me to stop playing. The last stable build I have with all the mods I like is 1.3.1. Tried 1.4.x and abandoned it as most mods were not updated when 1.5 came out. Tried again in 1.6.1 when RSS supported it, but before I could get all my mods, they released 1.7 (no to mention all the in-between updates).... It's like Squad is intentionally trying to break the will of modders in the hope they abandon the game. So many mods have been discontinued by modders just giving up or leaving. Perhaps 1.3.1 will be my last version of KSP as it works despite all the issues with performance.
  16. This game should not be CPU dependent and have the GPU just sit idle. The wobbly joints mean the game will have the same detrimental effects like ships/stations shaking apart for no reason (especially when loading in), and the stuttering plus low fps means we will again need the likes of MemGraph to alleviate bad programming. I still don't see the point of making a new game when you make the same mistakes as Squad has done for years now. No doubt they will still use endless text files to store all game+craft data in... This game should be running 60fps+ with ease, 100fps+ unless you have huge part counts (which is also a sign you're doing it wrong IMO) , so I don't see why people are actually happy they are only getting 10-30fps, like it's something to be proud of and defend. We already have KSP 1 for potato gameplay.
  17. After seeing this video and the same problems with sloppy joints as KSP1, there is no way in h€ll I am buying this game. I've seen two videos now of KSP2 pre-alpha gameplay and the fps were absolutely horrible with the same stutter and low fps as we already have. If they are not going to learn a single thing from everything wrong with the current KSP, then what is the point of making a new version?
  18. Re KSP issues: This is a video of KSP2 gameplay (pre alpha). Same wobbly joint and resulting self-destroying vessels as ever... Guess they really didn't learn a single thing. No KSP2 for me it seems.
  19. True on the balance. It was an old example I had dating back to KSP1.3, thanks for the correction! Side-note: I had FFT running on 1.6.x, but any chance of some sweet lovin' for this wip mod, or not in the planning?
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