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Everything posted by StoneWolfPC

  1. Not a developer so I will defer at that point. I just wanted to give a couple examples lol. Targ and Opt (target and options). Target gives you the ability to set a rendezvous target for matching planes during ascent rather than after establishing an orbit. Options I believe is the options to, if you click that, it may just take out some of the things that you need it to in order to press engage. But my guess is it's going to be your screen resolution that's causing it to not fit....... though I could easily be wrong and I apologize if not. I don't have a clue how to fix it though.
  2. There are many cases where using electric limit can keep you from running out of electricity during ascent, at the moment you begin your autowarp after engine cut off to circularize the burn. Smaller vessels in particular. And in cases where you can't safely have external solar panels (all of mine always break if they aren't stowed safely, especially when using FAR) so this button helps keep it from dropping too far by automatically doing whatever needed to keep above the minimum. At least that's what I've noticed it do on mine (not sure that's entirely the intention ). Throttle limit, for single stage to orbit is going to help keep you from using too much fuel, and also maintains a bit more control, not everyone uses 100% all the time. In fact there are many times I've dropped to nearly 30% throttle to keep from burning up on atmospheric exit. I'm not sure on hotstaging. Anyway, I just wanted to let you know how some of us do use it.
  3. I'm sticking with 1.8.1 for a bit. Feel free to take your time and do things however you need guys. lol. I'm quite happy with your work and effort, and as soon as I have some cash come in I'm going to send a donation. Kopernicus is a must have. I would revert all the way back to the beginning if it meant using it still. To all of you visual mod creators and mod authors that work so hard on all of the mods (I use so dang many) you have no idea how much you are appreciated by me. The game is great without them, but with them it's become by far the best game I've played to date. Thank you all! Oh and Galileo, your attention to detail is seriously under appreciated!
  4. I've had the same thing for a long time, but I noticed every time it drops from warp it adjusts the ship just a fraction. It's not much, but it adds up. I believe it's the calculations adjusting in preparation for things like drag if you go into atmosphere, and it treats each landing the same. I'm no expert though. Just wanted to let you know you're not crazy for seeing it
  5. This mod is such a must have, I consider it complete. It's pretty much perfect. lol
  6. I'm sure you already noticed but FAR is not compatible with 1.9. I tested it just to be sure, and prior to uninstalling it, during reentry the aerodynamics caused me to maintain steady acceleration all the way till impact on a horizontal plane. I had opened a new game, so nothing broke lmao. Just wanted to let everyone know. If you would like me to try again and then upload logs I can and will, just let me know! Edit: Apparently I didn't click submit last night when I typed this. Anyway, I have reverted to 1.8.1 until a few other mods get brought to 1.9, as my career save would be broken otherwise. I don't wish to risk it. Parachutes also did not show as deployable in any form. I'm sure that covers exactly the issues you're aware of however. As soon as I can get at least scatterer for 1.9 I will report my findings for this mod with the pre release (or full by that point but lets hope not) lol. Just wanted to let you know your work is appreciated!
  7. Didn't have a chance to test this with new parts but 1.9 it's working. However there is a new cheat ui for dropping objects that works extremely well, but you have to know the exact coordinates first. This is still much nicer, but I thought maybe jrodriguez might want to know, if you don't already.
  8. I just wanted to thank you for this mod. I love it. I have had it downloaded for a while and hadn't messed with it until tonight, when I realized I need a refueling station to be built, and I have no idea how I'm safely going to transport it to minmus........ Low and behold I was able to do so without the fear of aerodynamic destruction! Talk about a life saver!
  9. See I'm not a modder so I don't know how the rules work very well when it comes to working on a mod and taking it over. lol. I get what you're saying now. After reading what others have said, and after playing again with your beta 3 now that kopernicus is out and I have Astronomers Visual Pack........... man did it dent my performance....... but it was so beautiful. Absolutely amazing with that added in. I'm also currently using outer planets mod. There aren't many features added to those planets in terms of clouds from what I saw, but it almost appears to have been intentional. Needless to say............... if you ever get the desire to work on your own, or do this, please make sure I get invited to the release party. I love visuals. The higher the quality, and the more cinematic the better. I'm not as concerned with pure realism, as I hate not being able to see in the dark (for me it's just infuriating and pointless, unless I have at the least some outlines to work with). I wish I had the skill to work on this stuff myself, because I have some ideas and appearances I'd love to see and make happen, but........... without knowing what I'm doing to begin with, it's too daunting for me lmao.
  10. *mind explodes in joy* loading KSP at 2 am simply because I NOTICED it was updated thanks to facebook? Yeah..... I should be in bed............ who cares. I can sleep when Jeb's dead right?
  11. Just to make sure you understood me properly because my wording was off and I sincerely apologize. I really did appreciate the work you put into the beta. If it weren't for your work I would never have discovered the mod to begin with. Thank you very much for your effort!
  12. I completely left out a chunk of what was running through my head........ but you pretty much just added it thank you! lmao
  13. Let white guardian work guys. If lots of people have posted about your issue, but no one has responded with a fix the odds are it's being worked on. Something will get posted. Mods like this take a lot of time, and with 1.9 coming around the corner it's already planned to break a lot of mods the way 1.8 did. I suspect a lot of authors are taking their time so they can keep from doing the same work twice, spending as much time just after the update as they did on this one. I tried the "beta 3" which I'm appreciative of, because I didn't see this release for 1.7.3 when I had it, and the splendor that I saw made sure it's worth waiting for. I sincerely appreciate the lack of patience, because it is a gorgeous mod and if you're used to it............... not having it would be a real blow. My advice is to load a separate instance of KSP where it's compatible with the mod, and or wait for the mod to be compatible with your current release. lol. I know that sounds a bit sarcastic here, and I'm sorry but I see a lot of authors not getting the proper thanks for all their hard work. Drives me nuts.
  14. StoneWolfPC


    I just linked this mod to a guy for this very purpose, asking him to make some borg ship textures for this. Between this and Octo sat, it should be simple to build entire borg fleets. The guy I sent the link to is the mod author of PureElectricEngines. Seriously, if we had a group of star trek fans get together to recreate the series via KSP I would probably be willing to buy the pending DLC they created together for more than the original game lmao.
  15. I agree with the overpowering. I love your mod though regardless, but I've found myself using it and only it for engines, because............. well they're the only engines I can currently reach deep space with and NOT run out of DV....... using KSPInterstellarExtended, and NearFuture mods for electrical...................... yeah it's almost (not quite because at a certain point you still run out of power) a cheat. Anyway........... I found this today on CKAN, thought you might be inspired to make some serious borg ship textures with it? If so, please please let me know!
  16. As long as it's good and isn't full of major bugs, I don't care if it's another 6 months away! I hope not........ but I'm very happy to have it whenever it releases. Knowing that 1.9 is coming as well, I could understand developers waiting to fully release mods this large until that releases. All in all, I'm excited beyond what it seems here. But I understand that mod authors aren't paid often times for their work. I can't do this stuff myself, so waiting is fine by me when needed.
  17. Go with 11. I have 16 gigs ram, and it pushes 90% from the moment I fire up KSP till it closes. During launch, I use 97% ram as well as VRAM and I'm running a gtx 1080. My next upgrade will be something with higher vram, because I never max my gpu, but the vram always gets used up. lmao. I'm using heappadder so that may be part of it, but without it my cpu does 10 times the work, and the ram barely moves....... fps drops to unstable levels and I crash a lot........ 151 mods will do that though. I need to get another 16 gigs ram, but I'm waiting till I can build my new pc. Will be all around more powerful and I'm planning to oc the cpu to 5ghz lol.
  18. I saw no one responded. I am not offering support for the issue as I am not a modder but..... to include your logs you need to upload them to a place like google drive where you can provide a link to them. You copy the link, and paste it as a comment here. Hope that helps!
  19. This is why people like you are hero's to people like me. I'm hoping to learn how to code and stuff eventually, but for now.......... I'm just grateful to have the chance to play this awesome game with mods awesome people like you have made. I love how this mod makes some things look. It's too bad more of the mods I use don't integrate it because the look is absolutely stunning.
  20. No offense or arguing intended here, so please do not take it as anything more than a personal opinion. lol. But has anyone realized that almost every major title has major bugs throughout it's history, and only gets ironed out YEARS after it's release (with very few content updates being free these days to top it off)? Fallout 4 is a prime example. Still has a lot of bugs, and it's getting updates consistently. However most of their updates and bug fixes are addressing the store items, not the actual game. I've only been playing KSP since 1.7.3, and it was only a couple months before the release of 1.8. I'm grateful for what they are doing. I hope they don't stop honestly because I'm in love with this game. I've already gotten 789 hours of gameplay in. I have just shy of that on Fallout 4 and I bought that 2 months after the initial release! Constant updates is a hard thing to find in anything but massive multiplayer pay to win games these days. Wow stayed popular for so long because it had so many quality of life updates tossed at it, to keep the crowd buying more. They had to. Kerbal isn't like that. At all, yet they release updates as often as possible with no more than a hope that more people will buy the game. That's, to me, how it should be. That's how it used to be. Modders are doing the same thing. There are more quality mods for Kerbal than I have seen for any game (and they are almost entirely bug free if you don't download a conflicting set of mods). That's impressive. I am grateful for the mods I use, as much as I am for the game and the dlc. Then again maybe it's the era I grew up in. I come from the original NES generation. I bought my first NES with allowance money, when games weren't easy to come by and were still brand new ideas. We didn't know what updates were. Most of us didn't know you could play games on a computer either, nor did most of us OWN a computer yet. I didn't get one in my home until 98. lol. Anyway I know that dated me a little (36 btw, so I'm not that old yet but it sure feels it some days). But the point of the entire thing was that we need to appreciate things more. We need to accept that what we are getting is great, and take responsibility. Play it and be happy, or be happy you had the chance and move on, right? Support the developers. They have skills so many of us will never be capable of achieving. And even if we did, they did it for us. This game is for US as much as as it is for their pocket. That's saying something.
  21. That may be the problem. I DID use tweakscale on that particular part to enlarge it (wanted extra thrust for the rcs as this craft is heavy and hard to maneuver. My FIRST attempt at warp drive isn't going so well lmfao. First, it didn't have enough power, now I can't connect using the docking port sr. to the main warp "station". Too many parts, and is lagging as is, but I'm trying to build something way beyond what I read about Looking for an over the top build, and if I can get this part of things to connect, it will be 3/4 done. Just need a lander and mining rig set up to go full interstellar and finish off some of the career
  22. I came across a minor issue.......................... This is the RCS arcjet and it IS attached to the ship, but it's free floating away.................... while attached...... I thought it was a fluke but reproduced it nearly every time. I put it on the ship, one on top, one on bottom, the bottom is fine, the top.......... well............ Log file located at
  23. I'm trying to track down a potential mod problem, and I doubt it's this one, but I would love some advice. I've rebuilt, and redesigned several craft, then cheated them into space to reenter to test this and almost EVERY craft has the same problem......... During reentry, I'm using only sas and rcs. I turn off all assistance from mechjeb and far. At the first point the atmosphere thickens, sometimes on Kerbin, but WAY worse on Eve the vessel begins to violently spin (counterclockwise in all cases), but not flip. These are not shuttles, they are reentry rockets, with the all points lined up according to many builds I've seen working (with tutorials for FAR). They begin to spin almost as if they hit something, not slowly rotating, and then no amount of rcs thrust will slow them down. If I have it pointed towards retrograde, it will begin spinning even wilder if I decide to do an aerodynamic reentry using only fins to the point parts fling off, as the physics can't handle what is happening (which pushes my cpu to max before it's over and drops frames to about 5 fps or so). Mind you during this, I have usually slowed down to nearly 0 horizontal velocity, and less than 100 vertical sometimes. I can supply logs, but do not know how to take screenshots in game. If it's not this mod, my apologies. I highly doubt it is, but as it's physics related from my guess, I figured where better to start? My logs aren't showing me anything that make sense in my mind, but I'm no coder or modder. Also, when it happens, textures at ground level will shake. Something I didn't experience in 1.7.3 (but I didn't have FAR installed then either). I'm on 1.8.1 on Windows 10. Counter intuitive thought, but has anyone experienced it with a part mod? If so, I've got a lot more digging to do (99 mods). >.< EDIT: I fixed it....... it was my fault. It looked like physics but I didn't factor in that I had tail fins, instead of standard rocket fins. When they adjusted direction to "guide" they created a spinning force........ so it hasn't got anything to do with mods and I feel dumb. lmao
  24. Makes perfect sense. Back in high school (class of 01) I learned q basic. I've forgotten all but if then statements. >.< lmao. It helped I had a commodore 128 that ran off q +. lmao. I have ADD and ADHD so my brain will actually try moving too fast. Please do pm me those youtube's I think I'm going to give it a real go soon. My son is 5, and his birthday is too late for kindergarten this year so not quite ready for that. He still doesn't have the coordination for keyboard and mouse just yet but is slowly getting there. He can handle a touch screen though. lol.