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c_space

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Everything posted by c_space

  1. Ok, I investigated some more and found, that only three engines still have their stock plumes: the Swivel (Kerolox-Upper), the Reliant (Kerolox-Lower) and the TwinBoar (Kerolox-Lower). I also found out, what the issue was: some update gave those three engines a *_v2 part respectively, but RealPlume Stock had no _v2 configs for those. After I created the configs matching the updated part names, now I do see real plumes for those engines. The only thing now is: one of the plumes for the TwinBoar is offset behind the nozzle. So the TwinBoar now has one plume starting inside one nozzle, and the second plume starts outside of the other nozzle. If someone knows how to fix this, I'll gladly take a hint.
  2. @KrazyKerbinaut How did you resolve it? I'm having a similar issue and I cannot figure it out.
  3. Is it intentional that the KR 2042 b does not fit exactly to 0.625m parts? It seems to have a diameter of 0.5m or something. Would I get side effects if I changed the rescale factor in the part cfg? Edit: I changed the rescale factor in the part.cfg to 1.25 and now it fits perfectly to mk0 parts. I played for a couple of days now and have not noticed any side effects.
  4. How do I install? Dump the contents of the two zip files into your KSP install folder. Make sure to delete any old GameData/EnvironmentalVisualEnhancements or GameData/BoulderCo folder before install. Just put it in "game data", so the resulting structure is named as stated above.
  5. Love this mod! Thanks a lot! I am using it with 1.1.2 quite successfully. Has anyone noticed in 1.1.2 that the AP hold time sweet spot seems to be around 50-55 seconds and for sensitivity it seems to be around 0.3 or 0.35? After I figure out a turn angle and start speed, this shaves off more dV. Tried with the KerbalX and my own craft.
  6. Stock bug fix does indeed help with this! I tried the KerbalX final stage (pod) with it and jitteriness is reduced to a minimum. "Yay" for bug fixes! There is a statement that it does not work for the Mk1 pod, haven't tested that so far. Still: "yay" for bug fixes!
  7. Tweakable Everything does not work for me; for one reason or another the camera focuses on the center between the rocket and the launch clamps... must investigate further. Another thing I tried was to use the remote control units, since they provide less torque than crew capsules. Et voilá: the final stage tracked all markers smoothly! This fits me, since I tend to use mostly unmanned control units. Still I'm left to wonder, why do high torque stages not track smoothly?
  8. On the crafts I tried out, I only had one reaction wheel. I tried putting more mass on the last stage and it did reduce the jittering, so that would be an indication of too much torque, I guess. I agree that this does not make the game unplayable, yet to me it is more than a minor inconvenience. I do not want to make a fuss, just note that this behaviour shows up. I did not see this in 1.0.x versions and am used to playing with prograde/retrograde hold. Just to be clear: I like the 1.1 update in general as I get such a boost in performance :-)
  9. I have this, too. It shows when I staged everything from the craft except the command pod. While there are still tanks and engines attached, SAS follows the markers precisely; when only the last stage is left, it only follows marker positions very roughly. Encountered in 1.1.0, 1.1.1 and 1.1.2; fresh stock install. Can be reproduced by building a very simple craft and also e.g. with the KerbalX: - fly to orbit, stage until all tanks are gone -> wobbly-wob KSP for OS X, downloaded from KSP store.
  10. Thank you for that explanation! I mixed that up... I do take 1.1.0 as a big improvement, though.
  11. I think there is some confusion on measuring performance. In 1.0.x I was getting an FPS count of very stable 25 fps; yet the game was slow. An ascent to LKO took me about 15 to 20 minutes real-time ( during which 6-8 minutes of ingame time passed). This was due to the physics load, not graphics, and I saw an indication of this in the color of the time-display, which would be red rather often. The game would respond sluggish to input, too. That was expected, though, since I ran some mods. The game was slow, yet video was rendered at a good 25 fps. Now in 1.1.0 I can run SVE and scatterer, and despite physics being strained a bit, the game goes smooth. I can steer in realtime, ascent takes me 6-8 minutes. The fps counter shows 16 fps when facing Kerbin, physics is showing some stress (I increased delta to 0.06), the time is displayed in yellow. Yet the game runs smooth and I totally can steer in realtime. I do count this as a performance boost! tl;dr: fps is not the only performance indicator.
  12. I currently run KSP on two different MacBookPro models and I notice performance increases on both. One is a 15" Mid 2012 the other is a 15" Mid 2015. I do have glitches on both, which I can either work around or do not consider game-breaking. @justspace103: What is your OS version and your Mac model? Did you do a fresh install or update a previous version? Steam or KSP store or ___? Modded or stock? Do you use saves from previous versions?
  13. I have the same issue on a mid 2012 MacBookPro, Game loads fine, but when resuming a savegame (created in 1.1.0, mind you) it freezes and has to force-quit. Deactivating edge-highlighting in the graphics options made this problem disappear for me.
  14. Currently I can compare two MacBook models side-by-side. I experienced the glitches described by OP on a MacBook Pro (Retina, 15-inch, Mid 2015), Intel Iris Pro 1536 MB, OS X El Capitan 10.11.4. In the VAB and the SPH the flag shows oscillating glitches, in the SPH the lines on the ground as well. These glitches do not appear on another MacBook Pro (15-inch, Mid 2012), Intel HD Graphics 4000 1024MB, OS X Yosemite 10.10.5. (This one doesn't like activated PPFX, KSP then crashes when loading a savegame and has to be force-quit.) KSP is the same on both: Build 01230, no mods, fresh install, nothing transfered from other installs. The graphics options are equal on both: Scenery options max Rendering options max, everything active Video is windowed 1280x800, 2xAA, V-Sync every V-Blank, FrameLimit Default, PixelLightCount 16, ShadowCascades 4 Experimenting with the settings doesn't remove the glitches on the Retina-Iris-Mac. I will attach logs from both machines soon. I pasted logs, both from the Retina Macbook showing the glitches. KSP.log http://pasted.co/4fc7275b Player.log http://pasted.co/c8c55b37 If you need additional information, let me know
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