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emerald

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Everything posted by emerald

  1. ... and it also disappears when switching from map mode to normal mode, which typically happens when doing rendezvous ... The maneuver nodes are a lot of fiddling, when carefully aligning the prograde and retrograde vectors will also get you very close to a ship. But this requires knowing the distances, and also frequently switching to map mode and back. ... I really need to find a picture to illustrate my point
  2. Indeed it is, I was not aware of that. I always know there was a small display (might have been a mod in ksp1) which showed the distance to target right next to the navball, that made rendezvous handy, now I'm always searching for the target craft to look at the distance, I've not only missed the final rendezvous burn just once while fiddling with the distances (vectors, closest target distance in map mode) and the actual craft distance (normal mode). This get lost when switching back to normal mode when searching for the target again, and then the nodes stick that close together it's hard to pin one and actually see what's written there... I might have to do some screenshots to show the issue.
  3. Please add a highlight of the vessel selected as target in map mode, as well as a highlight in normal mode as well, it's hard to know which one is the target if there are (e.g. station building) multiple vessels float around close by. And, if possible also a target distance display at close range, so when trying to dock one knows the distance to the docking port/vessel. Some better distance display in map mode would be much appreciated as well, it's hard to fly the craft while always hovering the mouse over the potential rendezvous node markers in order to see the final distance.
  4. I'm running KSP2 reasonably well on a Xeon E5-2699A v4 (22 core, 2.4 GHz), 384 GB RAM, and a Geforce GTX 1070 8GB at 1440p, under Linux using wine 8.21 and dxvk 2.23. The thing I observed while getting the game to run (took like 2 days of experimenting) was that KSP2 handles out of VRAM situations not gracefully, but it just closes without any message or anything if VRAM allocations fail. I'd assume in such situations it might be helpful to leave a message, or possibly try to free unused/cached stuff on the GPU and not just quitting silently. I know it's Early Access, but in case of an error any message is better than no message at all.
  5. Just let people specify how many quick saves they like to have and rotate them accordingly, then everything is fine.
  6. Some parts seem not to scale with the NearFuture Electrical Mod installed, so the ELF Engine still requires 6 GW, and the Computer Core 5MW as they do without NFE.
  7. Using WarpPlugin with B9PartSwitch together with Nerteas CryoTanks breaks installed TalisarParts fuel tanks and USI Kontainers liquid tanks (e.g. C3_RTank_06): ModuleCryoTank is being added twice to the config: MODULE { name = ModuleCryoTank CoolingCost = 0.09 CoolingEnabled = False BOILOFFCONFIG { FuelName = LqdHydrogen BoiloffRate = 0.05 } } MODULE { name = ModuleCryoTank CoolingCost = 0.09 CoolingEnabled = False BOILOFFCONFIG { FuelName = LqdHydrogen BoiloffRate = 0.05 } It seems CryoTanksFuelTankSwitcher.cfg from CryoTanks adds the ModuleCryoTank and the same file from WarpPlugin does so too. ModuleManager.ConfigCache: https://drive.google.com/file/d/1pXRW0zEX3-5z8Nlpb81MUXariH10eTTs/view?usp=sharing I tried to fix the TalisarParts using this: @PART[TAL.*.Tank.Fuel]:FINAL { -MODULE[ModuleCryoTank] {} ModifiedByEmerald = True } @PART[TAL.*.Tank.*.Fuel]:FINAL { -MODULE[ModuleCryoTank] {} ModifiedByEmerald = True } it's preventing the Part from breaking but it's not working with the fuel tank config it should be (from WarpPlugin).
  8. The optics are good only for the stock (or a similar sized) system, a system modifying mod with kopernicus (other worlds, ...) will easily reach distances where the optics magnification is not enough. Ideally there should be another optics with a much higher magnification but very expensive and/or very energy hungry so one has the possibility to operate it under higher difficulties.
  9. I experience the same frame rate issue, documented with plain KSP 1.4.2/1.4.3 with the only mod installed ShowFPS (https://forum.kerbalspaceprogram.com/index.php?/topic/172692-141-showfps/) and either once without Kopernicus and once with Kopernicus. https://imgur.com/a/hpxaBwm The frame rate is displayed in the top right corner.KSP 1.4.3 with Kopernicus displayed a considerable frame rate drop. Player.log of 1.4.3 with Kopernicus https://drive.google.com/open?id=1e1LicezgB0y3tLhitYMCqlavAJaUAlYQ
  10. It will probably not prevent a memory crash, since 24GB of RAM is not so much anymore, applying some padding will easily increase the RAM usage of KSP (with many mods) to 50+GB.
  11. Just use the CKAN menu and set compatible version to 1.3.0, install it, be happy. it will not be automatically uninstalled even if compatible version is restored to 1.3.0 not being compatible again.
  12. The integration patches should exclude all parts with WBIConvertibleStorage module installed, so !MODULE[WBIConvertibleStorage] is missing in the list.
  13. Its a problem in KSP itself, not the parts on their own (every crewable part without a hatch has the same risk), a mod 'KSP Rescue Pod Fix' by shadowmage45 fixes this.
  14. Set the angle snap to 'no snap' before repositioning and they will no longer move into a snapped position.
  15. I've just seen now, FOR: on patches is seen quite rare and most people expect it to do domething else than it does - it makes the patch behave as if it were (in this case) USILifeSupport or at least part of USILifeSupport and not just modifying some properties! FINAL: is just bad behaviour, FOR: is outright dangerous if not known exactly what it does.
  16. Only use :FINAL if you are absolutely require this patch to be the last and you have to deny further modifications! Otherwise use AFTER and co.
  17. There are alot of traces coming out of X-Science: [LOG 21:25:46.852] [6/18/2017 9:25:46 PM [x] Science!]: <Trace> (StatusWindow) - ScienceThisBiome: 5 / 0 [LOG 21:25:50.012] [6/18/2017 9:25:50 PM [x] Science!]: <Trace> (StatusWindow) - Finding Module for Science Report: SRExperiment03 [LOG 21:25:50.012] [6/18/2017 9:25:50 PM [x] Science!]: <Trace> (StatusWindow) - Running Experiment SRExperiment03 on part SR.Payload.01 [LOG 21:25:50.012] [Experiments]: Setting FX Modules to 1... [LOG 21:25:50.012] [Experiments]: FX Modules set: 1 [LOG 21:25:50.702] [6/18/2017 9:25:50 PM [x] Science!]: <Trace> (StatusWindow) - Finding Module for Science Report: SRExperiment04 [LOG 21:25:50.702] [6/18/2017 9:25:50 PM [x] Science!]: <Trace> (StatusWindow) - Running Experiment SRExperiment04 on part SR.Payload.02 [LOG 21:25:50.702] [Experiments]: Setting FX Modules to 1... [LOG 21:25:50.702] [Experiments]: FX Modules set: 1 [LOG 21:25:51.284] [6/18/2017 9:25:51 PM [x] Science!]: <Trace> (StatusWindow) - Finding Module for Science Report: SRExperiment01 [LOG 21:25:51.284] [6/18/2017 9:25:51 PM [x] Science!]: <Trace> (StatusWindow) - Running Experiment SRExperiment01 on part SR.Payload.03 [LOG 21:25:51.284] [Experiments]: Setting FX Modules to 1... [LOG 21:25:51.284] [Experiments]: FX Modules set: 1 [LOG 21:25:51.821] [6/18/2017 9:25:51 PM [x] Science!]: <Trace> (StatusWindow) - Finding Module for Science Report: SRExperiment02 [LOG 21:25:51.821] [6/18/2017 9:25:51 PM [x] Science!]: <Trace> (StatusWindow) - Running Experiment SRExperiment02 on part SR.Payload.04 [LOG 21:25:51.821] [Experiments]: Setting FX Modules to 1... [LOG 21:25:51.821] [Experiments]: FX Modules set: 1
  18. Ok, so as long as the energy of the charged particles is converted there's no energy left to convert in the first place, heat and charged particles are not treated as different kinds of energy and counted and treated separately of each other. I misunderstood the direct energy conversion, which i assumed would only ever convert charged particles and leave the thermal energy to be used/converted otherwise. Thanks
  19. For me the KSPI category (group in 'filter by function') went missing And the KSPI custom category with subcategories is missing many parts, e.g. the Tokamak/Stellarator reactors are nowhere to be found in those. Is it intention, that the stellarator reactor in proton-boron11 fusion mode (andprobably others too) does provide whether charged particles to be converted (direct converter) or thermal energy (KTEC solid state converter) but not both at the same time? I would have expected of the reactor to always provide thermal energy and with the right fuel charged particles too.
  20. I just wondered, as far as i've seen there's no part to attach the cylindrical liquid storage/logistics tanks to the ship?
  21. Beautiful mod , I'm definitely going to use it The asymmetrical hull looks great, very different but probably not so much off of a possible future real space ship design. How about a FSFuelSwitch config to change the fuel in the hull of the ship if karborundum is not desired? And possibly an engine cowling with nodes to attach 'regular' engines, like LFO engines, nuclear or engines from Wildblue Industries (e.g. Supernova Fusion Engine) or from KSPI-E (fusion engines and such).
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