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Mein_Gott

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  1. @Merkov @blowfish thank you for help, everything works now, every single mod had to be exactly for current kps version, or else it crashed. might sound obvious, but Its suprising to me, since it never was a case, from my previous ksp experience, when mixing versions was a common practice
  2. @peadar1987 thank you for making this MM patch; im having troubles understanding MM syntax - how do i change your CFGs to increase VacISP by 30% but leave AtmISP unchanged?
  3. @Merkov thanks updated sigma, reverted KSP to 1.2.2, no change but regarding mods being for 1.2.2 - individual mods work alone and the game starts. its when they are together (lets say - pick any 3 from my list) the crash occurs
  4. Hello KSP: 1.3.0 Windows 64bit (32bit also tried) Problem: Crash to desktop after MM loading Mods installed: Module Manager 2.8.0 Raster Prop Monitor 0.28.0 FAR 0.15.8.1 KJR 3.3.2 Kopernicus 1.3.0.4 Modular Flight Integrator 1.2.4.0 Sigma Dimensions 0.8.0.0 Reproduction steps: No reproduction. I established that the simultaneous presence of these mods (excluding MM) crashes game at load screen, just after MM patching phase - that is why I suppose it might have sth to do with MM, but this can be wrong assumption, MM only changes cfg files afterall. Tested on two PCs, Logs and specs: https://we.tl/l94XRVOcal please, thank you
  5. quite the contrary: what i mean is not plugin performing the manouver, but merely adjusting pro/retrograde at manouver node set by player, so that apo=peri
  6. add "Circularize" button and I name my first child after you.
  7. Hello I have a question - can I utilize only certain parts of FAR? meaning: control surfaces tweakables. Id love to have access to tweaking parameters of control surfaces and their responsiveness (usually we dont need as much rudder/ailerons displacement as there is by default), but current stock aerodynamics will perfectly do for me. Maybe there are certain files that need to be kept in order for this to be achived? thanks
  8. oh i see. so i also need to adjust kerbin's orbit in cfg, so that it is stockalike, thank you
  9. Hello If i wish only for Kerbin to be 6.4 times bigger (and maybe mun orbit to be a little futher), will it work if i edit your cfgs so that there are only code lines respectively for kerbin and mun? I just thought it would be cool to have 7km/s launch deltav, but not neccesarily every other period of the voyage extended in the same manner
  10. my thought is that even if you would by accident stumble upon such teapot in your travel, it would probably be while being smashed by it to pieces and you wouldnt even know what hit you (you know, diffrences between orbital velocities)
  11. So certain time ago I posted the idea. Sorry for the long pause (as the bear said), now Id like to show you how it looks stripped of some transparency effects (angle of viewing direction based, becaused that seemed a little too elaborate for the start). It is made of 180 squares (360 tris), static color gradient and moving opacity noise, and geometry scaling of course. http://a.pomf.se/bbmbic.webm maybe it will inspire someone with modding and coding skills yes, it can be bigger/faster/expanding, this is just an example (PS it was meant to vaguely ressemble hydrogen rocket - does it?) (PPS id love to know how to embed webms, if possible )
  12. Its just a matter of scaling, but that is the effect Im aiming at But that case made me think: cluster engines are going to be ugly with this approach, with overlapping semi-transparent plumes
  13. Thank you all for kind advices and for words of approval. Kerbtrek, I was sceptical myself about that angle-of-view shader, I understand there are things meant to be used in a single rendered frame, and things for real-time use in games. So as you said, I will test with other methods. Afterall, my point is to avoid particles completly (few of them look bad, plenty - impact system performance) Sarbian, naturally animation is crucial, I couldnt imagine this to be just static, pretty coloured shape John FX, thats exactly what I was thinking, and so there are two plumes in the pictures - for low and high atmo pressure I will try to reduce shaders complexity, maybe perform animation attempts, and present results to you, if anyone is interested. Thank you for your concern
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