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gliese-aerospace

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  1. Just a few problems I've come across: Like others have said, it's an absurdly imbalanced mod — a fully built rocket has 8 km/s of ∆v. Far too much for LKO. Also, the lighting and reflections seem... odd? The surfaces seem too smooth and shiny compared to stock/stockalike parts. Not a huge deal, but aesthetically out of step with the rest of the game IMO. It also needs a better flight model in the atmosphere; as it is it flies like a mix of an Extra 300 and an F-22. This is more a nitpick than anything else, but the older alcor IVA was much more functional and useful, if not as aesthetically appealing. Also, the navball prop doesn't work for me in the new one. Is there a way to bring the older IVA back?
  2. Is the extinction shader fixed for OpenGL/Mac yet? Still getting the same edge artifacting issue even after the silent patch... Also I totally understand if this isn't a priority right now because of the fried GPU and other RL responsibilities I'm sure; it would just be nice to have the latest version work flawlessly since it's so close to being perfect
  3. Sorry for the necro, but yes I don't really see Bigelow's stations getting off the ground unless they have significant ESA/NASA/PKM support, which honestly I don't see happening until well into the ISS's remaining years begin to diminish. It's the same thing with Commercial Crew — Boeing, SNC, and SpaceX all saw little to no incentive to produce a manned capsule until NASA gave them the opportunity to build and manage one.
  4. I'm surprised no one has mentioned MechJeb — there's a module called "smart RCS" which disables RCS for rotation and enables it on the fly when you need translation authority. Try that, maybe?
  5. That fixed it, and nearly all of my problems with other mods, too! Thank you so much!
  6. Wouldn't a full engine upgrade including optimizations + 64 bit pipeline + increased VAS sort of just improve performance by default though? The Besiege speed-ups are a little insane but I think we can expect at least a modest bump in performance and enough optimization that mods don't become burdensome.
  7. Hi! For some weird reason my game always hangs on loadup. Here's a console log showing the details: PartLoader: Compiling Part 'FASA/Apollo/FASA_Apollo_Eng/LFE_H1/FASAApolloLFEH1' (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) *U* Ullage constructor called on FASAApolloLFEH1 (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartLoader: Part 'FASA/Apollo/FASA_Apollo_Eng/LFE_H1/FASAApolloLFEH1' has no database record. Creating. (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DragCubeSystem: Creating drag cubes for part 'FASAApolloLFEH1' (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) MissingMethodException: Method not found: 'ModuleEngines.Flameout'. at RealFuels.ModuleEnginesRF.GetThrustInfo () [0x00000] in <filename unknown>:0 at RealFuels.ModuleEnginesRF.GetInfo () [0x00000] in <filename unknown>:0 at PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: 4294967295) Missing method ModuleEngines::Flameout(string,bool,bool) in assembly /Users/[user]/Applications/Kerbal Space Program/KSP.app/Contents/Data/Managed/Assembly-CSharp.dll, referenced in assembly /Users/[user]/Applications/Kerbal Space Program/GameData/RealFuels/Plugins/RealFuels.dll It says there's a missing method in the ModuleEngines class, but I don't understand how this could be the case since I have the latest version of RealFuels and the latest version of Solver Engines.
  8. I'm not sure if you're totally serious but mother of all that is holy are those benchmarks even real? If they are 1.1 cannot come soon enough
  9. I got a chocolate bar and a new backpack! Yeah, it might not sound like much but it's better than nothing! ☺️
  10. I'd have to agree, I don't see any blurriness in the top pic. That just seems to be the atmospheric scattering shader making the mountains less visible — unless you're talking about what seems like black aliasing on the mountaintops, but that would be a separate issue and not really blurriness at all.
  11. Hi! Sorry if this has been covered before, but I get weird jaggedy artifacting near the edges of the planet in orbit and mapview modes. This seems to be a problem exclusive to the 0.0218.x releases; I never had this issue in the previous version of scatterer (though the ocean shaders seem to be greatly improved in this version — there's no black dots in waves anymore). In map view, the situation looks something like this: If I play around with the atmospheric/rim exposure settings enough, I can mask the color difference. The effect is almost like I've put foundation on blotchy skin; it's very hard to see the jagged edges, but look closely enough and they're still there: This makes me feel like there's some sort of discontinuity between the mapViewRimExposure variable and the mapViewExposure variable, because changing the values of both helped to put a band aid on the situation temporarily. There's no workaround for orbit mode, though; no matter what I tried the atmosphere always rendered like this: I'm running the 64-bit OS X version of KSP 1.0.5 with zero mods apart from scatterer installed. My graphics card is the standard integrated Iris Pro unit that comes with the 2014 MacBook Pro — but since 0.0216 worked perfectly for me (besides the Sun showing through Kerbin issue which was both acknowledged and resolved in this current release), I don't think my graphics card is the problem here.
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