Jump to content

TMS

Members
  • Posts

    1,302
  • Joined

  • Last visited

Everything posted by TMS

  1. TMS

    The Game

    Try begging on Reddit. Occasionally, they go through a period of competitive generosity by giving steam keys away.
  2. Actually, because of the decaying orbit bug, you can't do that reliably either.
  3. Getting all sorts of weirdness with this latest update. The changes in tank size aren't reflected in the dv calculations in KER. You have to detach and reattach a part in order for any part capcity changes to be registered accurately by KER. Also had a few empty launches. Rolling back to older version.
  4. I certainly hope not. But Squad do like to invest large amounts of precious development resources in passing fads. Speaking of which, does 6-DOF support still work?
  5. Why don't you fund them to improve their chances? https://www.patreon.com/spacedock?ty=h A buck or two every month won't hurt.
  6. Congrats on the release - very impressed that you picked this up so quickly. CKAN also has requirements where the installation folder is concerned. The installation folder should be the same as the identifier, I think, otherwise it requires an additional metatdata line. I'm sure you got it covered. Will DL and take a look tonight.
  7. You may need to adjust how many conic patches are drawn. Can't remember what the default is.
  8. This thread is quite amusing! You wouldn't believe the complaints the game used to receive for the fact that you couldn't easily merge craft files together. That's why subassemblies became a thing. Before the subassembly manager mod, some of us used Payloader (remember that?) which was a standalone craftfile merging application. You used to have to put a decoupler as the last part on your payload, save it, fire up the application, merge the payload and lifter, and then the lifter would be added to the bottom (or was it the other way around and you had to build craft backwards... I forget). Load the craft file back into the VAB and hope it worked... Anyway, yes, standard lifters all the time... once I get far enough up the tree if playing career. The tech tree make the constant redesigning pointless.
  9. To buy and play KSP is to accept that the game is massively under-resourced, under-developed and will rely on the free efforts of a community of modders to get the game resembling a finished state. Rule of thumb: don't play the game for at least a month after a patch.
  10. CKAN users implore you! Thanks for this mod, really makes all the difference to those night launches.
  11. @danfarnsy If you want them, they're yours. But to be honest, the models in TAC always seem a bit 'off' to me. I got the impression that the cylinders may not have had the right number of verts (thus they never quite looked cylindrical butted up to other parts). I had intended (at some point) providing fixed models. If you're simply talking about resurrecting TAC, then I guess you could use my textures with the existing part models. They were a fairly quick output, never really meant for long-term use. If you're talking about taking on ongoing development, then I'd be tempted to trash the models and do something more customised. That said... I'd imagine there's a long road ahead of you before the artwork even comes into it!
  12. I was an admin at one of the largest forums of ummmm... questionable reputation... for a number of years. After I left, I needed a break, but didn't want to leave my old handle behind, thus TMS is a sorta acronym of my old handle, but doesn't directly link me to it.
  13. All my launchers adhere to a slender, tapered format. It helps with balancing in the lower atmosphere and looks kinda cool. Procedural Parts are a necessity, of course.
  14. Came here for the 'career sucks' rant. Left thinking: 'git gud, scrub'. :'(
  15. @RadarManFromTheMoon / @NathanKell OK... some of this behaviour seems to be caused by deleting the root part. This makes the context menus unresponsive (the parts then don't extend according to your input). Re-rooting (without deletion) seems to work OK. See video: I'll see what I can do about breaking it further because the behaviour demonstrated in the video is usually only the beginning. The editor tends to spiral from that point, but I can't quite get the additional reproduction steps...
  16. Been experiencing two issues: one, the long load times described above. Second, the inability to access the right-click context menus for PPs in the editor under certain conditions. Eventually, the entire craft cannot be picked up and the editor goes haywire (ships not being loaded or being loaded on top of the other). Need to determine steps to reproduction and rule out other mod conflicts, but first impression is that it only affects PP ships.
  17. The first time you load KSP, irrespective of what graphic options you choose when the game loads, the textures will always be cack. Reload with your new graphics settings stored and you'll see a difference. Wheels... they suck on several levels.
  18. TMS

    1.1 wheels:

    Is there likely to be another patch that addresses the over sensitive suspension of plane landing gear? At present, even the gentlest and slowest of touchdowns result in massive over reactions, sending the plane tumbling head over heel. Comedic, for now; but it's effectively half the game rendered unusable.
  19. Looks like we have a winner-winner, chicken dinner. Smooth as the proverbial smooth thing.
  20. I don't. Not via CKAN or manual installation.
  21. OK, leaving the CKAN-installed v0.9.6.1 of KK in the GameData folder, I manually installed spacedock-hosted v1.0.8 of KSC and experienced the same framerate issue. Deleted spacedock-hosted v1.0.8 of KSC and manually installed spacedock-hosted v1.0.9 of KSC - same problem Deleted CKAN-installed v0.9.6.1 of KK and manually reinstalled spacedock-hosted v0.9.6.1 of KK - same problem Deleted spacedock-hosted v0.9.6.1 of KK and manually reinstalled spacedock-hosted v0.9.6.0 of KK - fixed Seems you can have v0.9.6.1 of KK running with no KSC and not experience a problem. The moment you install KSC alongside v0.9.6.1 of KK, framerate drops happen. Reverting to v0.9.6.0 resolves.
  22. You and me both. I've uninstalled and reinstalled Kerbinside Complete three times (twice leaving KK intact) and it's clearly having some effect. Give me a few minutes... I'll roll back to v1.0.8 Kerbinside Complete with a manual install.
  23. Hang on a minute, on further investigation... it's not KK, it's Kerbin-Side Complete. I can run KK on it's own with no framerate loss. It's the pack itself. CKAN reports v1:1.0.9 for KSC and v0.9.6.1 for KK. Sorry for dicking you around. I actually took the time to validate what I was saying before giving you a false alarm.
×
×
  • Create New...