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Posts posted by OswaldiusB
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I don't know if it is just meant to be this way, but for some reason my install has fairly low delta v stats for each of the rockets - Falcon Heavy has only about 6000 m/s dV with no payload, and Falcon 9 has only about 5500 m/s with no payload when I would expect them to have probably at least 7000 m/s empty (?). Is there any way I can manually modify the parts to increase the delta-V so that I can lift heavier payloads into orbit?
Thanks a lot.
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22 hours ago, Aelfhe1m said:
One way to reduce its impact on a struggling PC is to turn down the particle count in SmokeScreen. From the RealPlume's continued OP:
OK thanks a lot, I'll try this later.
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Hi all,
Sorry if this isn't the right thread to post this in .
I want to install Realism Overhaul with RSS, but RealPlume is causing me some difficulty - not because of any fault of the mod etc, but because while I love how RealPlume looks and the enhaced realism it gives to KSP, my PC isn't powerful enough to run it at an acceptable framerate. The question I am asking if whether RealPlume can effectively be disabled after installation, so that it still satisfies the dependency for Realism Overhaul, but has no actual effect on the game and therefore won't reduce the framerate?
Thanks.
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4 minutes ago, MeCripp said:
I don't see the plugin in the download anymore but if you can edit a cfg your looking for the MODULE[ReflectiveShaderModule] or you might be running some cfg the using TextureReplacer if that's the case your looking for MODULE[TRReflection] you could write a MM to delete both if there found hope it helps
MODULE
{
name = ReflectiveShaderModule// Lower values for performance, higher values for aesthetics (you shouldn't ever need to go higher than 1024).
CubeMapSize = 8// How deep the reflection will be ("how far the reflection camera will view")
FarClipPlane = 500000000
// How far away must something be before it is reflected
NearClipPlane = 2// Set to false to render all 6 faces of the CubeMap at once (six times slower~)
OneFacePerFrame = true// The shader to find. The reflective shaders are:
// Reflective/Diffuse
// Reflective/VertexLit
// Reflective/Bumped Diffuse
//Reflective/Bumped Specular
ShaderName = Reflective/Bumped Specular
realTimeReflection = False
// The height of the parallax map. Values are accepted between 0.005 and 0.08.
ParallaxHeight = 0.01// How reflective the reflection will be (Weakest 0.0 - 1.0 Strongest).
ReflectionStrength = 0.25
//ReflectionColor = 0, 0, 0, 0// Use this variable to specify which meshes to apply the shader to.
// Not using this variable will default to the first found mesh.
// Use the actual mesh name for the value. Or you could use:
// all - to replace the shader on all meshes in the model.
MeshesToChange = EngineBits// How shiny the specularity will be (if specular).
// This value will be automatically set if it already exists on the previous shader and is not defined here.
Shininess = 1.0
updateRate = 42// These variables should be used together only.
// These values will be automatically set if they already exist on the previous shader and are not defined here
SpecColorR = 0.8
SpecColorG = 0.8
SpecColorB = 0.8
SpecColorA = 0.8
rimFalloff = 5.0
rimColor = 0.8242, 0.6445, 0.1914, 1.0
ReflectionColor = 0.6242, 0.6445, 0.69, 1.0
}To clarify, I should just delete all the text you put in the hidden contents section?
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Hi, apologies if this has already been asked in this thread, but does anyone know if there is a way to disable the Apollo CSM reflections in the VAB and flight? I don't have a particularly powerful PC and they make KSP much more laggy, especially in the VAB.
Thanks!
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52 minutes ago, Drew Kerman said:
bummer. You'll just have to place the graphic there yourself is post-edit. No one will know if you're off by a few pixels
Fair enough ¯\_(ツ)_/¯
Request to the mod-maker - please make viewing centre of mass, lift and thrust in the renders a feature!
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17 hours ago, Drew Kerman said:
It shows part nodes, so have you tried just toggling the CoM, thrust and lift balls visible and then opening the KVV window?
I just tried this, it only came up with the yellow crosshairs that outline the CoM, but not the centre of thrust or lift
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Hey, sorry if this has already been asked, but does anyone know of a way to display the centre of lift, mass and thrust in the Kronal screenshots? I'm using KSP to demonstrate some concepts for a physics project, and I think the orthographic, plain background view of KVV looks more 'professional' than just standard screenshots. Thanks!
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On 6/11/2017 at 6:30 PM, TheRagingIrishman said:
You can use the PermaPrune feature of Janitor's closet to prevent the parts from loading at all.
Ok thanks a lot, I didn't know about this feature
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52 minutes ago, TheRagingIrishman said:
I already use Janitor's Closet, but I'd just prefer not to have the parts at all as they cause the game and part menus to load slower.
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Hey @YANFRET, do you know is there an easy way to delete parts from this pack client side? I love it, but a lot of the parts I just don't use, and they make the game load so much slower. Thanks, and apologies if this has already been addressed in this thread.
[1.7.2] KK Launchers - Delta, Atlas Pack
in KSP1 Mod Releases
Posted
So when I'm in the part config, I'm just editing the mass = 22 section on the F93_S2FuelTank cfg (for example)? Is this the empty or full mass of the part? What do you recommend I change it to?
Thanks.