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FasterThanFlourite

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Everything posted by FasterThanFlourite

  1. No, I just downloaded via the link that you provided up top and copied the folder (which is why the copy&paste error with the logo happened). I just checked, the current mass and TWR values are the same for both the stock display in the VAB and for KER, but are slightly different in RO.
  2. Just imagine how amazing Kerbin would look if @Gameslinx made city texture as clean and crisp as Parallax ones instead of the washed-out lob that are the cities from scatterer .
  3. Whoupsie. After fixing the copy&paste mistake, I can confirm the icon shows up just fine. Speaking of, I found a small typo in the toolbar controller: I really do appreciate how lightweight the mod is and how it gives me a concise overview of resources in a draggable window. Saving the position would be great quality of life improvement, indeed .
  4. Suggested features: making EC, LF, Ox, SF also toggable changing font and spacing (I find KER's much easier to read) 3. saving state and position in each scene (so you don't have to drag it to your favourite position each new launch)
  5. Thanks for adopting and updating this mod .I do like the mod, it's very light-weight. Some issues I encountered: 1. button image not loading, but that maybe also my messed up modded install: 2. In the VAB the calculated TWR isn't very helpful, at least in relationship to Kerbin, imho. 3. In-flight KER and RO seem to show slightly different values for the current mass and current TWR: ä
  6. I've got a weird issue. I assume it's due to my heavily modded (~150 mods) install, but when I try to change the key in QuickExit and if I empty the "key to exit" field, I get the following EXC log spam, as you can see in my log. And I can't assign any F keys, only standard alphanumeric characters ([a-z][A-Z][0-9]). Pressing the standard F7 still works, I just can't reassign any new key outside alphanumerical ones. Do you have any idea what's causing this, @linuxgurugamer?
  7. @Sir Mortimer May I request a feature for this already amazing mod? Would it be possible to add other components to the scripts, too? So that it's possible to turn off the engines when unlinked?
  8. Edit: I'm leaving this up just here for anyone who runs into the same problem. I just realized why I was getting a "no storage space" error message when trying to collect Bathymetry Data. I've started a new career with Kerbalism with several other mods, including the PBC (Probes Before Crew), so I have only the Probodyne OKTO available right now. I can do the Mystery Goo Observation without problems. But when I try to conduct the Bathymetry Data experiment from the DMagic Orbital Science mod (supported according to the wiki), it simply says "no storage space". As I realized seconds after posting here: While the OKTO does not have a sample capacity slot, the Mystery Goo carries its own Hard Drive with a 1 slot sample capacity (for its own experiments only). The Bathymetry Data experiment needs a sample slot, but does not come with its own hard drive and the OKTO has none either. Edit: Mystery solved. Thanks @FasterThanFlourite .
  9. If I am in Space Center view and have the KCT window open (symbol with red clock arms), then go into R&D view and then back to the Space Center, the KCT window has closed (white arms) and I need to open it up again. Is this intended behavior, @linuxgurugamer? If this is normal, would it be possible to change it so that KCT always stays open, unless one specifically clicks the KCT button?
  10. I absolutely love your Quick mods! I refuse to play the game without QuickStart and QuickExit. Baffling how such fantastic QoL features are not in the base game. While using QuickMute today, I wondered, how about creating QuickMuteMusic, @linuxgurugamer? If I play with the base game soundtrack, I really can't stand that one song in the VAB anymore .
  11. If I read this one correctly, it would also instantly damage engines any land them, right?
  12. I do understand that other things have priority and thanks for taking a look at it nonetheless . Would it be possible to maybe alleviate the problem in the meantime with a quick fix? I've noticed that when the bug occurs it loops over the same parts IDs for that particular vessel over and over again, as highlighted exemplary here for a random vessel / part: So until you find the time to rework that part of the mod, would it be possible to implement a quick fix so it aborts / stops the loop, @zer0Kerbal? It would be greatly appreciated if we could generate the error message for each ID just once instead of 14.000+ times each.
  13. Fair enough. I guess with having the option of starting experiments automatically, that's what most people do anyways.
  14. I can't wait either for the new update with foliage! It's ready when it's ready, I guess, but a rough ETA would be awesome, too. So, which plants will be on the Mun ?
  15. Oh, wow. I totally missed the Auto tab. Thanks for the hint! But I still have to watch that manually, right? Or is there a way to get a message when a science experiment becomes available in-flight, like ScienceAlert does for the standard science system?
  16. You can see my settings, craft and mods used for the test above. Playing at 3440x1440 with AVP, Parallax and the likes wrecks the FPS, since so much terrain and so many atmospheric effects need to be calculated all the time. With the 5600x I got 100 FPS on launchpad with the 266 parts Saturn V replica, but only had 40 FPS with all the visual mods installed, while the graphic card was still idling.
  17. Well, it turns out it does! 3440x1440 with all the graphic mods: AVP + TUFX + Distant Object Enhancements + Planetshine + RealPlume + Engine Lighting Relit + Parallax and the Saturn V replica (~266 parts): With 5600x, 32 GB RAM and RX 6800 on : 40 FPS at launchpad lpad -> 50 FPS at lift-off -> 40 FPS going straight up // 30 FPS if turning east and staying close to water [RX 6800 running only at 40 - 70%] WIth 5800X3D: 60 FPS at launchpad-> 70 FPS at lift-off -> 50 FPS going straight up // 40 FPS if turning east and staying close to water
  18. 1) Where exactly do I find the option to automatically trigger science instruments? 2) Is there an option to have an alert message when a science experiment is available? 3) If not, can I see which science experiments are available *right now* ?
  19. After further testing: It's not restock. Without restock still getting the same error messages: _____________ After having dug further, I found out that ScrapYard has passed from @magico13 over to @severedsolo and now to you, @zer0Kerbal. And this issue is certainly different conflicting mods, see here and here.
  20. Now trying to start a new career playthrough, after having abandoned the previous one. I still get the same issue with quick apply not working correctly and having the same issue as before with: Any idea what causes this @zer0Kerbal? So far I've mostly downloaded all the graphic mods (AVP, TUFX, etc.), Restock(+) and Nertea's part packs and KCT. I feel this list isn't too outlandish. I'll have to cut down on the mods tomorrow and see if I can figure out when this issue stops. No KSP.log, no support, I know! Could it possibly be that Restock(+) is messing up the part names? Or is it KCT somehow messing with the ids? I've found an old backup of KSP from two years ago playing with nearly the same suite of mods, including ScrapYard. I checked the log from two years ago and the [ERR 01:57:08.641] [FlowGraph]: Graph already contains item! didn't appear then yet, @zer0Kerbal, if that's of any help.
  21. Now that the first wave of reviews for the new AMD Ryzen 7 5800X3D are out, can our programming gurus like @linuxgurugamer, @Nertea and @Gameslinx tell us whether Kerbal Space Program would benefit from the extra cache? I know that KSP is single-core bound, but does it benefit from extra cache?
  22. After some testing I found out that AmpYear sadly was a massive FPS drain. Removing it improved my FPS by about ~10-15.
  23. Wow, thank you for the near instantaneous reply! Executing the .bat got rid of those error messages. Instead I get this error message instead: KSP.log Can this one be ignored then, @linuxgurugamer?
  24. @linuxgurugamer, does BetterScienceLabsContinued work for 1.12? The title here says 1.9.x, but you've updated the version file for 1.12? And when running KSP: unmodded, 1.12.3 Better Science Labs Continued: 0.2.1, installed through CKAN Error in KSP.log :
  25. Oh, have I misunderstood it? I thought no collision meant not colliding with rocks on the surface. I presume the floating / sinking into the parallax ground was a bug?
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