Jump to content

Not Sure

Members
  • Posts

    253
  • Joined

  • Last visited

Everything posted by Not Sure

  1. This used to be a previous bug, but it was fixed when Kopernicus and Module Manager was updated. Make sure you have the most most up to date versions of those two as well as moduleflightintegrator
  2. Hm, the stars are changed, but the light is still coming from Kerbol. I visited one of the blue/white stars in one of my screenshots, even orbited as low as i could with no change. Whatever is Actually supposed to switch light sources is not working.
  3. No, i think it's still the same as before. If you were aiming to fix planet lighting in flight mode, then you may have done that (partially) but vessel lighting is still a big no.
  4. Tested it, no luck im afraid Planets, however, do have correct lighting! Then it broke, but it came back again by timewarping some more?? Gotta admit it is very pretty when some of it works. And if you do get the stuff working, may i request that you make it brighter?
  5. Version 10.12.6, seanth has stopped development because his mac updated and wine didnt work anymore. Its been a while though, not sure why it hasnt been fixed.
  6. You have to have it set to execute file (installer) in the installation mode just loaded it up for myself, lighting still isn't fixed, wich is a bummer, so you may just be disappointed Lighting still isn't fixed, sad, but ill always be keeping an eye on this mod because its just so cool. (second picture i like, dont fix that pls)
  7. Im on mac and it just requires a pretty handy program called "winebottler" to turn the EXE into an app. Download it and go to the advanced or custom thingy and create it as a new item, when its done make sure its still in the TBG folder, should work just fine.
  8. Ive got a problem setting a vessel as a target. After setting the vessel on the ground as my target, the expected green cross and nav guidance does not show because i cant press "set vessel as target" in the target tab. Tried to get around this by setting a waypoint at exactly where the target is, but the resulting target is on the other side of the globe. I hope to see this fixed sooner than later.
  9. Im getting a pretty devastating bug and i've been hunting down how to reproduce it all day. Uninstalled all mods except for FMRS and still found this. When building a FH type craft (all stock) it will work the first few times perfectly, but as soon as you restart the game, it will no longer work. The stages are not registered even when Recovery Controller is set to "FMRS". And also, before restarting the game and rebuilding the craft you want, Recovery Controller has 4 options, FMRS, Stage Recovery, Auto, and None. When you restart it goes to 2 options, FMRS and Stage Recovery. Perhaps this has something to do with the newest ModuleManager as that is what im using (3.0.4) The craft that I experience this with:https://kerbalx.com/Pyro_Fire/BX9-IV-Heavy-lifter-WIP Its seemingly craft specific? I'm trying to find a pattern now, i've rebuilt the booster above about 4 times and each time i get the same result. However I rebuilt it as a 1.25m booster with all the same elements (just to test what's making things screwy) it works flawlessly. Oh and also, even without stage recovery and recovery controller, the stages still do not show up on FMRS.
  10. So i've been messing around with FMRS and reusable stages. In combination with this mod, you can get some pretty accurate and consistent missions. My only problem arrives with my heavy version of my lifter. (FH inspired) and the issue is the auto staging. To trick the program, you can lock the fuel flow so that it thinks its empty and stages when you really save some fuel for landing. This works when you have the rocket inline (Like FH core) and have no fuel lines, but when you do it with the side boosters it will not autostage. Boosters with locked fuel next to a burning core = no staging. Boosters with no locked fuel next to core = staging. Having fuel pumps feeding into the center does not affect the auto staging. But to repeat, the core, with locked fuel or no locked fuel = staging. I could just press space manually like i have been doing so far but i decided to point this out as it may affect certain crafts for other players. Oh and also this mod really doesn't like vector engines much. Lots and lots of overcorrection, even if the gimbal is turned down or off.
  11. Snark on top of it every time lol. But this method is my favorite. The cheapest fins on the top of the booster will do wonders at a super low cost.
  12. If you've played DMP a reasonable amount you'll see the "this vessel has been changed in the future" message, which locks your controls until you are past the point that the vessel has changed. A little annoying, but simply syncing ahead before launch could stop the whole ordeal. Thankfully, every time you join a server you get synced to the person farthest ahead. What happens to A after the station is destroyed? Nothing. (If they have taken fuel and undocked) they continue on their way because in their time frame nothing happened. Say we go back. A docks with the station. B, a couple minutes behind, docks to the same port. B cannot take control so he warps ahead, but what happens to A? I don't see anything happening to A as the entire station is now his vessel. They may loose control, but they each kinda have their own craft now, and the one farthest in the future is synced to the server. I'd give room for freedom, if you want ultimate realism, you can talk to the other guy who is docking and dock to different ports.
  13. Well said. In a game sense, waiting for a consensus on a feature of the game that is supposed to save time sounds like an oxymoron. I find myself constantly warping here and there because floating through space isn't that interesting by itself. Just about every approach to this has some major downside. Perhaps the reason squad isn't very exited about implementing it is because of how the community would react. "Bah, it could have been done better.."
  14. But consider the freedom of time frames. Also, a 2k part craft will slow down the time speed of your computer in order to not have as atrocious FPS. In the co-op system you would either be directed with worse FPS I'm general or slowing down every body else's already slow game. I guess it's a matter of opinion, but a small paradox here and there isn't an issue for me.
  15. What about F5 and F9? All I see when I think of the cooperation layout is the exact opposite. Over the internet, is anybody really cooperative? (Ironic isn't it)
  16. I would just like more people to acknowledge the way DMP handles warping. It doesn't seem like most people know that it's a possibility. Imo, waiting to warp? Some rando could go afk and now all your work is waiting on them to agree to warp, which they really don't have to. Trolling is easier than ever.
  17. Every time I browse the suggestions thread I see a multiplayer thread and decide to check it out to see if anybody has even played the already existing multiplayer mod. Timewarp timewarp timewarp... If you don’t know how DMP handles timewarp, it’s a little tricky at first and isn’t very orthodox. But it works. Basically. Every person gets their own time reference frame. You can warp just like in single player, but you disappear to everybody else not in that time frame. When you get out of warp, people will be behind you in time. Don’t think about it too much, just as long as you can’t travel backwards in time (wich you cant) there won’t be any huge paradoxes. Other people can view the multiplayer menu and “sync” to your time frame. Now you can see each other again. They get pulled very rapidly into the future and everything is dandy as long as you aren’t sub-orbital. If they warp ahead, they can no longer see you, you have to warp to them. You cannot sync to people in a past time frame, they have to sync to you. mods? Mods are easy to handle. Have stock servers and modded servers. Have a mod list for each server (only part mods matter). What’s wrong with DMP then? It’s biggest issue is that it’s a mod, it’s not stock. (It’s got framerate issues and teleportation bugs and whatnot) The games code could easily be optimised and tweaked to work well with multiplayer, but you can’t tweak base code from a mod. All squad has to do is adopt the mod like they did for so many others, and all will be happy. Imagine it though.. building a base with your bud on pol.. or maybe a rival space administration.. The KSP system is too big to explore it all alone.
  18. I swear.. people, please don’t talk about time warp until you have used DMP. Time warping isn’t an issue.
  19. Just recently i *kinda* broke the speed of light many many times over, full stock, no cheats, and everything was still controllable. the key is to get an escape trajectory around the sun (super easy using a jool assist) and switch you velocity mode to surface. Warp a couple (hundred if you use mods) years and you are well above 300m m/s. I got a speed that was 17 digits long (10000000000000000) before my game softlocked and refused to let me load a save game.
  20. I sure hope so. Should have an orbit going up from kerbin to around dres and an empty kerbal space suit or something. Would be the best easter egg in the game lol
×
×
  • Create New...