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xEvilReeperx

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Everything posted by xEvilReeperx

  1. Assuming those are retracted solar panels I see near the command pod, you can EVA a kerbal and extend them to begin recharging your batteries. The moment you have some charge you'll be able to re-enable those other batteries and you'll be in good shape again. Why have cheat batteries in the first place though? Electric charge is plentiful. The only time I ran out was when I forgot to extend the panels on my first unmanned ship on its way to the Mun, and that turned into a learning adventure that involved a rescue mission and my first manual intercept Edit: actually now I'm not sure. Surely there's at least one electric battery you didn't disable somewhere? How did you run out otherwise?
  2. Unity uses PhysX 2.8, which supports GPU acceleration only for cloth, fluids and soft bodies. KSP won't be able to make use of GPU accelerated physics. PhysX does support multithreading, but apparently Unity3D has disabled it. You'll have to ask someone more familiar with Unity3D why that is
  3. Great mod! The free, open source tool Spacescape would probably go great with this.
  4. It works for me unless I load a quicksave. After that, the hex map is broken. Seems like its scaling gets inverted, so when you zoom out of a planet you can see the hex grid collapse in (and past it) to disappear, zoom in and the opposite occurs. Have to restart the game entirely to get things working again once it happens
  5. Feature request: would it be possible to disable a particular part entirely so that it isn't loaded next time the game is run? It'd be handy to be able to go through all the parts I don't need as a result of some mod overlap and simply disable them, freeing up some memory and reducing clutter
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