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Everything posted by Motokid600
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
Motokid600 replied to Gameslinx's topic in KSP1 Mod Releases
Im on 1.11 and I recently installed the latest version of Parallax that was the one prior to 1.12. Im curious. Were things made to be brighter in this version? Because I always thought planets looked a little dim. Especially the Mun. Now its proper blinding in full sunlight. I like it.- 2,838 replies
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
Motokid600 replied to Gameslinx's topic in KSP1 Mod Releases
Using Parallax v1.3.0 on 1.11. Which version of Kopernicus should I be running?- 2,838 replies
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This seemingly happened out of nowhere one day I went to play. The joints that the base parts here use to hold a rocket seem to have changed to rubber bands. My craft will sink then bounce on load and fall over. It is attached however. Just very loosely. What could be going on? Wasnt doing this before and I cant for the life of me think of any changes I made.
- 2,161 replies
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- launch pad
- soyuz
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Hm. Maybe. I also apparently posted in one of the links the user had in their post a long time ago. Maybe that did it. Sorry about that. Mods can scrub this topic.
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I was browsing the KSP Reddit today on mobile and found a topic that had a particular image linked to it. The forum avatar you see here. Is this some bizarre coincidence? How could this be possible? I'm not sure if I should be concerned. Here is the topic. Nevermind it's contents other then the "show spoiler" image. https://www.reddit.com/r/KerbalSpaceProgram/comments/oegfsd/i_love_you_ksp_but_youre_still_a_mess_and_i_need/ Is it just me? Or does everyone else see my avatar?
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Im noticing that with rockets with alot of engines the sound is... rough. Tried playing with the audio limiter, but that doesnt seem to help much. It sounds like each audio file is playing on top of eachother and its just an incredible white noise. Any possible solution?
- 725 replies
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- totm december 2020
- sound effects
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Scuttlebutt says there's some unity performance improvements in 1.12. Thinking about upgrading because of it. Anyone using AVP on 1.12 notice anything?
- 1,905 replies
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- astronomers visual pack
- visual enhancement
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Does more accessibility mean less challenge?
Motokid600 replied to wpetula's topic in Prelaunch KSP2 Discussion
MechJeb is so much better then I am at it. XD. -
Not sure about the terminator gradient, but IIRC the glowing clouds for Laythe has been an AVP feature since day one. "Bioluminescence" of some sorts.
- 1,905 replies
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- astronomers visual pack
- visual enhancement
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
Motokid600 replied to Athlonic's topic in KSP1 Mod Releases
I am indeed using Rocket Sound Enhancement. Perhaps I can just disable audio muffler for EVAs.- 751 replies
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
Motokid600 replied to Athlonic's topic in KSP1 Mod Releases
My favorite feature of Chatterer is the breathing sound while on EVA. It sounds normal while in atmosphere, but in space the breathing sound... changes? It becomes more muffled to the point of being barely audible even if I crank my volume. Is this a setting I can change somewhere or is this a bug?- 751 replies
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
Motokid600 replied to Gameslinx's topic in KSP1 Mod Releases
Realistically speaking? Yes. Pitch black unless there is a light source be it natural or artificial.- 2,838 replies
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This is awesome. Curious though. Why JNSQ? Id think this be geared more towards RSS/RO.
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I noticed the 43k files dont overwrite anything. These clouds are additional to the current ones? Edit: Indeed they are. They look quite nice. Though I must say its ALOT of clouds.
- 1,905 replies
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- astronomers visual pack
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Decoupled Probe becomes massless
Motokid600 replied to milesgates's topic in KSP1 Technical Support (PC, modded installs)
I did. No luck. However I came across this thread. I believe this is the same issue and am getting ready to test this now. Occording to the OP in this post its the small cubic strut being attached to a decoupler that is causing the bug. Going to remove that part from my design to see if it works now.. Edit: YEP! That did it! Good God... must've been three hours last night uninstalling mods. >.< So as to why this is a problem with the cubic strut is beyond me. My first guess would be an issue with restock. -
Wow. I cant believe I found this. Months later Im having this issue as well and go figure im using the hell out of that cubic strut attached to decouplers for this exact reason. Trying to launch multiple sats at once. Pulling my hair out trying to fix it. If its honestly just the damn cubic strut causing the issue then... oof..... Ill try removing them from my design and report back. Edit: Yeah. Removing the cubic strut fixed it. Sorry I know this is months later. But @Korbat do you happen to recall if you were using restock at the time? That's my first suspect. But at this point im so burnt out on troubleshooting I think im just going to avoid using the cubic strut on decouplers. May have something to do with it being a part with no mass. Edit2: Nevermind saw the list in the OP. Yeah I see both ReStock and ReStock Plus of which I also have.
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Decoupled Probe becomes massless
Motokid600 replied to milesgates's topic in KSP1 Technical Support (PC, modded installs)
I believe I too have the same issue when trying it decouple multiple satellites. I have a log. This just gets spammed badly after separation when the bugged craft is focused. dT is NaN! tA: NaN, E: NaN, M: NaN, T: NaN at System.Environment.get_StackTrace () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at Orbit.GetDTforTrueAnomaly (System.Double tA, System.Double wrapAfterSeconds) [0x00000] in <2afc64dea36946459d4707808bdac511>:0 at PatchedConics._CalculatePatch (Orbit p, Orbit nextPatch, System.Double startEpoch, PatchedConics+SolverParameters pars, CelestialBody targetBody) [0x00000] in <2afc64dea36946459d4707808bdac511>:0 at PatchedConicSolver.Update () [0x00000] in <2afc64dea36946459d4707808bdac511>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) -
That does seem to be the best solution so far. What is the point of the audio limiter and all of its settings if I may ask? If it can just be governed by the in-game ship volume setting?
- 725 replies
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- totm december 2020
- sound effects
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It seems certain engines are making a crackling/popping sound in my speakers while others are just fine. I see aloooot of settings on here under audio limiter all of which I dont know the function of. However when disabling audio limiter ( Tried muffling. No change. ) it seems to have gone away. That or the engine is just so much louder I cant hear it Any possible tweaks I can make?
- 725 replies
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- totm december 2020
- sound effects
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