Jump to content

scottadges

Members
  • Posts

    754
  • Joined

  • Last visited

Everything posted by scottadges

  1. Hey all, love the mod and really can't play without it. Great work to the developer(s). As a kind of PSA, thought I'd share my recent experience figuring out why I couldn't see the Trajectories mod button on the Stock toolbar (hoping others don't make the same mistakes!). When you set the mod to show on Blizzy's toolbar in the Trajectories settings: Remember what the little icon looks like... So when you forget that and later decide to reconfigure your whole toolbar... and then wonder why you can't see the "Traj" button on the stock toolbar which you kinda remember ... but hey, where did that go anyway... it's installed right... then DON'T freak out and uninstall/re-install Trajectories trying to get it back again. Eventually, I remembered what the button looked like. And now I'm all good again.
  2. Something else to note, in this playthrough I've been using Kerbalism and I think it made the situation drastically worse. For example, I was attempting to do a Mun flyby with a craft that had only 1 part seriously clipping. And then I noticed randomly, it would shudder and non-clipped parts would be slightly off-kilter. After a few re-loads, I also noticed each time that this one clipped part was further and further away from the craft (but still attached). The whole thing became seriously unmanageable (remember, only 1 clipped part) until the point when upon re-load it just kept exploding. Restarting the game didn't fix it either. That craft was borked. Anyway... I turned off the malfunctions capability in Kerbalism and since then, no more shifty-explodey-nonsense.
  3. I think this is something to do with the 1.4.x version(s) of KSP since I was experiencing the shroud problem as well (tho different than my shifting problem in the OP) but didn't notice it in 1.3.x I found this mod and it eliminates this by not using stock shrouds: It's actually really a great mod and allows for much more control over shrouds when using decouplers. Doesn't apply to engine or heat shield shrouds as far as I can tell though. That sounds similar to what I was experiencing. I'm trying to see if using girders to attach things when I'm clipping into other things will help "stabilize" them so they don't shift like that. So far, it seems to be helping. I'm in the same camp, using auto-struts keeps my craft from getting all wobbly. Although I could probably try without and see how it goes. I can't stand external struts connecting everywhere either.
  4. I know this is an old thread, but it actually saved me a lot of frustration to get the information about Save / F5 to complete the contract. Thanks!
  5. Are these in the latest v13 update? (I haven’t been able to download yet) Are they batteries or solar panels? They look like batteries?
  6. I think that’s what I’m saying. It’s hard to explain. Like, the root piece will be in place, but a clipped piece will be off apart from it but still “attached” while floating a ways off. I figured it’s physics related, but it’s really random, so it’s hard to pinpoint if it’s a stock thing or maybe mod-related. Anyone have suggestions to minimize this?
  7. Hi, not sure where this should go, and not finding a relevant answer, so thought I’d ask the question. Sometimes when using girders and other parts surface attached or clipped into another part, after a while it will completely change location. It will often be 1-2 parts that maybe after time acceleration or completing a burn, I’ll switch scenes and find a part jutting out at strange angles. (I can provide screenshots once I’m not on my phone) Is this known behavior when clipping? Or maybe I’m dealing with a bug? Reloading from a save or going back to Tracking Station won’t fix it. Once the part dislocates, it stays that way forever. FYI I’m running KSP 1.4.3 with a number of mods. (Again, I can provide more details). Thanks!
  8. Thanks for posting this, it really helped clarify in my head how this could work in my own latest playthrough. I'm wondering if you (and anyone else) could help me understand some use cases for having it drilled down to "321 Mun orbital, 322 Mun Surface". Are there functional uses having ground-based vehicles on one frequency and orbital on another? At some level, is it just differentiating the colors and lines in Map View? Using your example, having Mun ground-based craft on 322 and orbital craft on 321, does that mean they can't communicate with each other? (still getting my brain about the functionality beyond just organizing the connections) Also, more generally, do specific craft have to be connected to a main frequency as well as sub-frequencies in order to have signal control? or this isn't directly related to signal control from CommNet?
  9. Good to know, that makes sense then. Thanks for your comment. So I guess that means Kerbalism is now actually fully working. I hadn't noticed anything that wasn't working, but then I'm just starting to get into my new career playthrough, so what did I know?
  10. To provide some closure on my issue, I went ahead and replaced my backup version of the "Settings.cfg" file and only changed the size from 1.0 to 4.0 and voila, it was huge in the UI. So it was likely one of two issues: I previously made some other change (which I don't remember, maybe) in the file without my knowing it and this prevented the game reading the CFG file as @PiezPiedPy suggested Also, I did have a copy of "Settings - BACKUP.cfg" in the main "GameData/Kerbalism" folder... so maybe having two CFG files in there caused a problem? Everything else with the mod seemed to be working, just not the UI (i.e. makes me think it's the 1st point) Anyway, looks like I was able to make the UI bigger as I was wanting. So that's a good thing! Appreciate everyone's responses.
  11. Ahhhh... OK. So the problem was between the Chair and the Keyboard. Thanks for your reply.
  12. Has anyone else gotten this to work? I've downloaded and installed where it should go, but I don't see any changes to the Load/Save window. Maybe I'm doing something wrong?
  13. Actually, that made a bit of difference (although it was still set to "100" in the Settings.cfg). I set it Apps Scale to 105% and it's much more legible. It does make the other mod buttons a bit bigger, but I can deal with that Thanks for your help!
  14. Sorry to beat a dead horse.... I've been playing with the UI scaling in Settings.cfg, but it hasn't made difference in the UI. Is there another way to do this? Is there something to change related to the KSP base UI settings? The comment regarding "relative to KSP scaling settings" is what I'm wondering. UIScale = 100.0 // scale UI elements by this factor, relative to KSP scaling settings, useful for high DPI screens UIPanelWidthScale = 100.0 // scale UI Panel Width by this factor, relative to KSP scaling settings, useful for high DPI screens So far, I've tried "2", "10", and now "100" but nothing changes. Anything else I can do to increase the font size and panel width?
  15. Thanks, appreciate your response. I'll keep playing with it until I can "see" it
  16. I'm wondering, is it possible in Flight mode to move the main Vessel Monitor panel from the upper right corner? It's conflicting with the Alternate Resource Panel and I'm having a challenge switching between the resources and vessel monitor. I know you can "middle click" to pop out certain sub-panels, but the main panel is what I'm trying to figure out. Also, changing the size of the text? I see you can adjust the UI scaling, and I set it to "2" (instead of 1) but it still seems super small. (I don't have young eyes any more... too... small... to read...)
  17. Hi all, thought I'd share my experience working to install Kerbalism running KSP 1.4.3 today. I've been wanting to use this mod for a while, and finally decided to install it. But when I installed onto my main KSP install (admittedly, quite a few mods on it), I couldn't get the buttons and resources to work properly. I used the version from CKAN (I think it's 1.7.1) but it just seemed like it wasn't working. So I tested a clean install of 1.4.3 and found that once I used the 1.7.0 version (from Spacedock here: https://spacedock.info/mod/1774/Kerbalism/download/1.7.0) it actually worked better. I could see the buttons in Flight/Map and VAB/SPH whereas in my other install they weren't showing up. Not sure if there's a difference there somewhere between 1.7.1 (for KSP 1.4.4) and 1.7.0 (for KSP 1.4.3) but that was my experience. YMMV though...
  18. OMG - I can't believe I didn't realize there was an OPM version! I've been running OPM for a while but only made a couple attempts out that far. This will make it soooo much more efficient. Thank you!
  19. I've been really noticing this problem myself (guess it wasn't an issue in 1.3? 'cause I didn't notice it there). I'm specifically have this problem with shrouds on Heat Shields, not just engines. It seems pretty inconsistent, too. Sometimes a craft will load just fine, run for a while, then boom the shroud gets wonky. Has anyone else used the Decoupler Shroud mod?
  20. I thought I'd share images of the craft and a space station I've been building primarily using Tantares (also Tantares In Colors). I really love this mod and can't believe I only recently started using it! See below for photos (didn't want to long-spam the thread). Also, sorry if this is off-topic.
  21. Are these retextures of the existing parts (that's what it looks like), or new parts? Looking pretty sweet!
  22. Really interested to try out this mod. I'm building a 1.4.3 install around KSPI-E and looking for destinations. But a question, wondering why the use of GoogleDrive to provide the files rather than Spacedock? (I'm not stating a preference, just asking your reasoning?)
  23. I felt the same way when I was trying to upgrade from 1.3.1 to 1.4.3. So I only installed "the basics" which IMO are essential functional mods, not mods that dramatically change gameplay or add a lot of extra parts. My 1.3.1 save is the farthest along, with about 20 flights in progress and a couple really huge space stations. But I can't make that one run yet in 1.4.x because some mods were still updating. So I did a completely fresh install for 1.4.3 and a brand new save game. I was determined to only add only the basics. I actually found the game runs really smoothly. With only my basic mods installed, it's lightweight and doesn't chew up that much RAM (which the parts mods or heavy functionality mods tend to do. My 1.4.3 game loads in like 3 min vs. 10-15 before). For reference, here's my essentials list, I think a majority of these are upgraded even to 1.4.x right now: The other nice thing about going from 1.3.x to 1.4.x is that they fixed a number of annoying bugs (a few mentioned in the thread above) that I didn't notice too often in 1.3, but would run up against every now and again. I would agree newer isn't always better, but this has been a nice upgrade for me. Really like what you've got there! Can you point out some of the functionality for this ship? I can tell most of it, but wondering how you're planning to use it all?
  24. Thanks! I updated with what you added (according to GH) from 23 hours ago. Looking forward to working with those parts. Спасибо!
×
×
  • Create New...