CaptainKorhonen

Members
  • Content count

    468
  • Joined

  • Last visited

Community Reputation

281 Excellent

About CaptainKorhonen

  • Rank
    Space Trucker

Profile Information

  • Location Finland

Recent Profile Visitors

3136 profile views
  1. Can confirm. i7 2600K @ 4.4 GHz, GTX 970, 16GB RAM at 1920x1080 and my performance is also tanking like crazy with Scatterer installed on my modded KSP install. I get a solid 60fps without it and 30-40fps with it even though my CPU, GPU, RAM and VRAM are nowhere near maxed out*. Disabling ocean refractions as per @Galileo's instructions only gave me a few extra frames at most (I can't really even tell if it did anything because the framerate is all over the place). *CPU ~45%, GPU ~40%, VRAM ~40%, RAM ~75%
  2. Work-in-Progress [WIP] Design Thread

    An 18-kerbal orbital shuttle, for when you've got places to be and want to get there in style. Still lacks RCS because I haven't been able to come up with a good layout for the thrusters. I also don't really like the big rectangular slot in the middle, I'll have to do something about that. I think I'll try making the tail(s) shorter so they form a flat-bottomed V shape with the thing in front of the gap. (Yes, it has a rear wing. No, it doesn't do anything. But everyone knows rear wing = instant +50 horsepower!)
  3. @FreeThinker Bug: When installing KSPI through CKAN, it installs the wrong version of ModuleManager (3.0.1) which isn't compatible with certain MM 2.8.1 patches, resulting in errors with some of KSPI's mod compatibility patches (in my case, the Mk2 Expansion patches - some other configs may be broken as well): [ERR 01:41:27.618] [ModuleManager] Error - more than one pass specifier on a node: WarpPlugin/Patches/Mk2Expansion/@PART[M2X_Precooler]:AFTER[Mk2Expansion]:FOR[WarpPlugin] [ERR 01:41:27.619] [ModuleManager] Error - more than one pass specifier on a node: WarpPlugin/Patches/Mk2Expansion/@PART[M2X_AugmentedRocket]:AFTER[Mk2Expansion]:FOR[WarpPlugin] [ERR 01:41:27.620] [ModuleManager] Error - more than one pass specifier on a node: WarpPlugin/Patches/Mk2Expansion/@PART[M2X_ESTOC]:AFTER[Mk2Expansion]:FOR[WarpPlugin] [ERR 01:41:27.621] [ModuleManager] Error - more than one pass specifier on a node: WarpPlugin/Patches/Mk2Expansion/@PART[M2X_Jumpjet]:AFTER[Mk2Expansion]:FOR[WarpPlugin] [ERR 01:41:27.622] [ModuleManager] Error - more than one pass specifier on a node: WarpPlugin/Patches/Mk2Expansion/@PART[M2X_MATTOCK]:AFTER[Mk2Expansion]:FOR[WarpPlugin] [ERR 01:41:27.622] [ModuleManager] Error - more than one pass specifier on a node: WarpPlugin/Patches/Mk2Expansion/@PART[M2X_Ramjet]:AFTER[Mk2Expansion]:FOR[WarpPlugin] [ERR 01:41:27.623] [ModuleManager] Error - more than one pass specifier on a node: WarpPlugin/Patches/Mk2Expansion/@PART[M2X_AtomicJet]:AFTER[Mk2Expansion]:FOR[WarpPlugin] [ERR 01:41:27.624] [ModuleManager] Error - more than one pass specifier on a node: WarpPlugin/Patches/Mk2Expansion/@PART[M2X_SCRamjet]:AFTER[Mk2Expansion]:FOR[WarpPlugin] [ERR 01:41:27.625] [ModuleManager] Error - more than one pass specifier on a node: WarpPlugin/Patches/Mk2Expansion/@PART[M2X_Turbojet]:AFTER[Mk2Expansion]:FOR[WarpPlugin] [ERR 01:41:27.626] [ModuleManager] Error - more than one pass specifier on a node: WarpPlugin/Patches/Mk2Expansion/@PART[M2X_Turboprop]:AFTER[Mk2Expansion]:FOR[WarpPlugin] [ERR 01:41:27.626] [ModuleManager] Error - more than one pass specifier on a node: WarpPlugin/Patches/Mk2Expansion/@PART[M2X_HeavyVTOL]:AFTER[Mk2Expansion]:FOR[WarpPlugin] Downgrading ModuleManager back to 2.8.1 appears to fix the problem. It seems that in order to use MM 3.0.1, the configs will have to be updated, but as a temporary solution, could you please change the ModuleManager dependency version to 2.8.1 on CKAN so we don't have to downgrade manually?
  4. How do I do this? I'm trying to make the ship fly at a constant velocity in the direction it's pointed, as long as a button in a part's right click menu is enabled. Basically a warp drive/inertial damper of sorts. I've tried using the following: bool active = false; //Gui stuff for controlling the "active" variable goes here public void OnUpdate() { if(active == true) { vessel.SetWorldVelocity(new Vector3d(1.0d, 1.0d, 1.0d)); //Placeholder values for the speed } } However, instead of setting the ship's velocity like the API documentation says it will, SetWorldVelocity() adds to the ship's velocity and it just keeps accelerating forever. I don't think it's supposed to do that considering there's also a ChangeWorldVelocity() function. The ship will slowly accelerate even when I set the velocity argument to Vector3d.zero. How do I make the world velocity vector remain constant, while still being able to control pitch, roll and yaw to steer the ship? Edit: I also tried putting the SetWorldVelocity() call in the GUI part so it's triggered whenever I hit the button in the part's right click menu, and repeatedly hitting the button adds to the velocity instead of setting it to a certain value like it should.
  5. I did. I tried it with both MechJeb's SAS and the stock one, and it still does that. It even happens (to a certain degree) on a stock installation with no other mods apart from KSPI and its dependencies: https://gfycat.com/FormalDistantAztecant I'm talking about the ship jumping around, as if the ship itself is somehow lagging even though the game isn't. Correct me if I'm wrong, but I don't think it's supposed to do that. I'm using KSP 1.3.0, but that shouldn't make a difference, right?
  6. Has anyone had issues with their ship not holding its heading when using an Alcubierre drive? I'm getting this weird lag-like behavior where the ship keeps "snapping" to another heading every 1 to 2 seconds or so: Any idea what might be causing it? The warp drive is pretty much unusable because of this.
  7. Work-in-Progress [WIP] Design Thread

    I've been building carrier type ships (or trying, anyway) for the last week or so, and today I started wondering how big I could make one. This is the result - ~400 meters long and weighs 40,000 tons. Kerbal for scale on top of the front of the ship. I wanted to make it even bigger but Tweakscale only let me scale the Mk2 parts up to 20m.
  8. Would it be possible to add a feature that lets us sort mods by popularity (number of downloads) or recently updated? This would make it much easier to find new stuff (both new mods, and older, more popular mods some of us aren't aware of for some reason) when they'd be right at the top and we wouldn't have to scroll through the list. It'd also reduce the amount of searching required when installing the biggest and most popular mods that form the core of the modded KSP experience for lots of players (KW Rocketry, B9, NearFuture, stuff like that).
  9. [1.3.1] Mk2 Expansion v1.8.06 [update 1/20/2018]

    True, but there's no reason they couldn't be used in a gas planet's atmosphere. Jool's atmo, for example, is a nice 1 atm and ~130 K at 100 km. If you can get down there without burning up, the engines would work fine. Besides, a true Kerbal uses parts even for things they weren't designed for!
  10. [1.3.1] Mk2 Expansion v1.8.06 [update 1/20/2018]

    Jool's sea level pressure is 15 atm so that might be a better maximum value. However, setting the max value to the sea level pressure of the densest atmosphere that currently exists is just a temporary solution and you'd have to update the curve every time someone came up with a planet that has a denser atmosphere. It might never happen, but it's still a possibility. Personally, I'd just set it to some insanely high value nobody will ever encounter in the game. Like a thousand or a million atmospheres or something.
  11. [1.3.1] Mk2 Expansion v1.8.06 [update 1/20/2018]

    There's something wrong with the Banshee lift fan. It produces the same amount of thrust on Eve as it does on Kerbin: Eve's atmosphere is 5 times as dense as Kerbin's, so shouldn't the fan produce 5 times more thrust since it's an aerodynamic device and not a rocket or jet engine? The mass flow through the fan is 5 times greater on Eve too, but somehow it's still producing the same thrust.
  12. What did you do in KSP today?

    I just crossed the 1000 hour mark! I can't believe I've spent nearly a month and a half of my life playing this game.
  13. CK's Kerbalized Battlestar Galactica Replica Collection

    You mean the one with lots of hemisphere shaped greenhouse things on it? I could have a go at it if I had a mod that added that kind of greenhouse modules, but I don't know if there is one. On another note, I just finished a replica of the Olympic Carrier cruise ship, and I kinda want to build more stuff in the future (Colonial Viper and Colonial One, at least), so this thread is now a collection of BSG ships and I've updated the OP The new ship is in the OP, check it out!
  14. Why: I recently started watching Battlestar Galactica and I thought the ships looked cool, so I decided to start building KSP replicas of them. So far there's only two, but I want to build more. What: A collection of kerbalized replicas of various ships from Battlestar Galactica! "Changelog": September 12th, 2017: Added Kolonial Mover (Colonial Movers transport ship replica) September 14th, 2017: Added Olympic Karrier (Olympic Carrier replica) With that out of the way, let's move on to the ships - that's why you're here, right? (click on the name of the ship to get to the KerbalX page which includes the mod list - if you do download these and you get missing mod errors, let me know) Kolonial Mover Olympic Karrier
  15. How do you dock?

    RCS, always. Most of the ships I build are far too big to dock without RCS anyway.