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Warringer

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    Sr. Spacecraft Engineer

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  1. These are my stats and FPS... About 20 to 25 FPS while in orbit and on launch. And I have to say that I am perfectly okay with it, since I'm running on max settings with 4X antialiasing and on 4K!
  2. I did mess around for a bit and discovered that the new rover cabin makes for a very nice cockpit for an inter-orbital crew transfer vehicle. And I really need to get used to normal KSP scale again after a long time with RSS/RSO... >_>
  3. AMD Ryzen 7 2700X 64GB DDR4 AMD Radeon RX6700XT Manjaro Sway 22.0 Kernel version 6.1.12 Works well for me with Proton out of the box. Does not work on the SteamDeck yet though.
  4. Please for all that is good and holy in this world and for all the players of KSP... Do not sell out to Epic with KSP and do an exclusive after Epic throws money at you. PLEASE!!!
  5. Question on KSCSwitcher. Is it possible to turn a launch site by 180 degrees? It's very disconcerning of the sun raises on the other side of the launch complex. (I'm using SKY.)
  6. Okay, I've done a Launch with the KerbalX, using FAR. I had about 640 m/s left after burning into a 150x123 km orbit at 7° inclination. So I guess that you need about 5700 to 5800 m/s of delta-v for the ascent.
  7. I have encountered this bug for a while now and it does not matter whether the install is modded or not. Every one in a while I get a 'sticky decoupler' that simply doesn't decouple when I stage it or click 'Decouple' in the context menu. I thought that it might be a case of the acceleration wedging parts together (somehow), but a launch after revert always goes on without any problems and the decoupler decouples. I would be thankful for any help.
  8. *thanks for ckan* - AdvancedAnimator autodetected dll - AGExt autodetected dll - AntennaRange autodetected dll - AutoAction autodetected dll - BandwidthFix autodetected dll - BDAnimationModules autodetected dll - CommunityResourcePack 0.4.0 - ContractsWindowPlus 5.0 - ControlLock autodetected dll - DistantObject v1.5.3 - DistantObject-default v1.5.3 - EVAManager autodetected dll - FirespitterCore 7.0.5463.30802 - KDEX v1.04 - KerbalDebrisFix autodetected dll - KerbalEngineerRedux 1.0.16.3 - KerbalJointReinforcement v3.1.3 - KerbalMechanics v0.6.4.1 - kOSVoidAction autodetected dll - KSPAPIExtensions autodetected dll - KSP-AVC 1.1.5.0 - LifeSupport autodetected dll - MechJeb2 autodetected dll - MiniAVC autodetected dll - ModuleCargoBayFix autodetected dll - ModuleJettisonFix autodetected dll - ModuleManager 2.6.1 - ModuleParachuteFix autodetected dll - ModuleProceduralFairingFix autodetected dll - ModuleWheelFix autodetected dll - ProceduralFairings autodetected dll - ShipManifest 4.1.4.4 - StickyLaunchPadFix autodetected dll - SymmetryActionFix autodetected dll - ToadicusTools autodetected dll - Toolbar 1.7.8 - TweakableEverything - USI-FTT 0.4.0 - USITools 0.4.0 - VesselSimulator autodetected dll - VOID - WaypointManager 2.3.0
  9. I just had a pair of wired incidents, perhaps bugs, in the game. I renevouzed with my brand new station, when suddenly a Goog container on the outside of the Sojuz service module exploded. Apparently firing the main engine is massively heating up the service module. To make it worse, the Sojus capsule heated up to such a degree, the the ablator burned of nearly completely. EDIT: I found an explanation for this event. Squad has reduced the Heatproduction of all engines by one order of magnitude, most likely due to the new heat model. I would therefore suggest reducing the heat production. Example: [email protected] heatproduction = 300, [email protected] heatproduction = 20 The second inducent was trying to move Bob from the Sojus capsule to the Science module of the station, a Kwant module, where he was punted back into the Sojus and the video image began to flicker between 'not there at all' and 'Bob in fear'. An EVA to transfer Bob, lead the same result and when I EVAed him to mode into a Hitchhiker, he was dublicated, one in the Sojus and one in the Hitchhiker. Trying to transfer him from the Hitchhiker to the Kwant also didn't work...
  10. I still have the problem that 64k does not work correctly, even with 64k being the only mod installed and the RSS.dll replaced with the latest version. It gets stuck at resizing the second planet, Tylo IIRC. The log file tells me that its stuck at saving the resized mesh/texture. But space is there, and 32 Jumbo as well as stock RSS work... >_>
  11. For some time now I wish there was an economy career mode. A bit like the Science Career mode, but with the full tech tree avaiable, while you have to do contracts and secure funding.
  12. I've made you a log file. -> http://goo.gl/yF4pNb And I discovered that it might have something to do with the 'Start in Archive' setting in the configuration.
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