Jump to content

Diggz81

Members
  • Posts

    8
  • Joined

  • Last visited

Everything posted by Diggz81

  1. Ok, will see if i can post one to you when i get back home. Stuck at work for 2 days... I kinda noticed on the last one i tried, the first mode had the visual animation(nozzle lights up effects), the second one had no sound or visual effects, then the 3rd mode had only sound but now visual. I kept reading your first post and i did notice it saying: for moduleEngines....and for moduleEnginesFX, but dont know the difference. Im sorry if i sound really dumb with what im referring to, im asically self taught on how to read this code. I grew up realizing i could tweak games by changing values but i was never formally taught. Any help would be greatly appreciated. I will get back to you w an example when i get back on my pc.
  2. Great mod, I'm liking it. Not sure if it has been asked, but what exactly do I have to add to an engine's confg file? I've tried adding/changing multiple combinations of modules, even copying/pasting from your raptor cfg to see if that works but not able to switch or add correctly. Is there a way you can show me an example for adding this to a LFO type and an open cycle/closed cycle? I tweaked a few of the stock squad engines but would like to add this awesome feature, just not sure what i'm missing. much appreciated.
  3. well thats good to know. I can at least stop racking my brain so much over changing/tweaking settings, resolution, etc. At first I thought I had OD'd ksp with mods since I never saw any issues with skyrim or gta v on my pc. I appreciate your input, i'll just have to make do with trimming some of the mods i can live without..Thanks
  4. Steve, thanks for the info, and heads up. I did do a benchmark last spring, seemed to do really well. I just did a new one after trimming a few win10 features. I think this link should work: http://www.userbenchmark.com/UserRun/7766832 In regards to mods I have the standard ksp fan: kspie, opt,parts/PW, kjr, kis,kas, KSS systems, and assorted parts mods. I also have this on my mech drive, didn't see a whole lot feedback on having the game on a mech as opposed to an SSD in terms of running. Sure its a little longer for startup but only gets laggy when i'm out of the hangars.
  5. Hi to all again. I'd really like to give this thread a chance again. I posted back in the summer last year and didnt get a reply. Just wanted to see if it was user error or setup error that i still get laggy gameplay. Just built my pc yr and a half ago, figured it should run this game well. I run in 64bit, i do have quite a bit of mods, but i get alot of stutter and lag even with 60-70 part crafts. Ive tried adjusting res, gpu settings, cpu is OCd at 4.9, gpu is also OCd, and running XMP. I've pretty much reached the extent of my pc modding skills... I attached a link of a list of my pc components: https://pcpartpicker.com/user/Diggz81/saved/ If the link is dead or i posted in the wrong forum, lmk. Looking for some help, thanks.
  6. having an issue as well. Upgraded from 1.3 to 1.3.1, all mods were tested individually to make sure they worked w 1.3.1. i also got the forever loading screen when I reinstalled IAR. Also tried using an older ver of kopernicus just incase but i know that its game version specific. anyone have any ideas or experience the same issue?
  7. Forgive me if this has been clarified with this, but I didn't seem to find any solution to it. I've also activated SAS, tried turning on/off RCS as well, selecting hold current trajectory instead of selecting target on the navball. For me it seems to get really unstable around 32.00c. I usually activate warp when i'm outside of eeloo's orbit too. Also seems that the parts of the ship are jumping around, some of the rcs nozzles sliding off of the ship too. If I save, then reload it goes back to its normal position, but I've had a fuel tank slide off of the back of the ship, then explosion..
  8. Thank you so much jade, putting in perspective like that makes a bit more sense now that i think about it. Ill be looking at ways to tweak the wheels now. :-)
  9. Quick question, i dont know if anyone else has experienced this, and im at a loss of how to stop it. Im using the k series w/cargo bay and tail ramp. I try to put a rover in it, by launching rover first, then parking it off the side of the runway and loading up the plane second. Im able to dock it with dock ports on the floor of the bay, and one on the bottom of the rover. When i get to my landing site, i go to decouple the rover and it launches it up into the air....these are docking ports too, not decouplers. Didnt know if im missing something, anyone else experience this? Im using mks rover parts too.
  10. Ah, Gotcha. Since I downloaded both legacy and new opt parts i got confused on which one is which. thank you!
  11. Hi, new to posting on here but have been addictively playing ksp for 6 months now. Firstly Both OPT and OPT legacy mods are friggin awesome. Kudos to you guys for your work, it is really awesome. I wanted to let you know that the "humpback class tail cargo ramp" has a slight issue, not sure if you already know about it. If so please disregard; but when opening it, there is no " slow animation"(i'm sure you know what I mean). It just kinda slams open. Closing however is just fine. It just opens like it does when in editor mode. If you need a list of what I'm running please let me know. Thanks again.
×
×
  • Create New...