-
Posts
82 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Everything posted by Project Pluto
-
Hello!
I installed your pack and loved it from map view. Started playing and experienced lag. I'm on a mac. Boooo. Read your disclaimer. I'm wondering why it's slow on macs, this is the first quality planet pack i've experienced this with. I wish I were a programmer so I could assist.
Anyways, just wanted to say excellent work and maybe if I upgrade my computer soon I'll be able to enjoy visiting your worlds and not just admiring them from afar!
John
-
In the next update there will not be a mac and Linux version. I have fixed the issue with OpenGL and DDS textures so GPP will use a significantly lower amount of ram for those systems. I'm not saying the performance will be any better, but if your game is laggy due to your processor being stressed, then it will help tremendously. I hope it will solve your lag.
-
-
Hi folks, I'm pretty sure this is a relatively common bug, but I can't seem to figure out how to work around it. I've got two ships docked and I can't undock them. I'm not new to docking, so I'm quite certain this is not a user issue! The undock button has disappeared from both docking ports. I know there is a persistence file editor program recently released (@Mythos - great work!) but unfortunately I'm on a Mac and it's not available to us idiots just yet! Is there any way to undock the two vessels via editing my save file? I've got a variety of mods installed, so @Claw stock bug fixer doesn't appear to help either Thanks in advance community!
-
Community list of mods that work/do not work in 1.1.3
Project Pluto replied to p1t1o's topic in KSP1 Mods Discussions
kerbal joint reinforcement appears to work. tested on a "noodle" rocket. kept 'er nice and straight and rigid. -
The "What is your Avatar" Thread.
Project Pluto replied to Brainlord Mesomorph's topic in The Lounge
Some rocket that produced inconsequential results. -
Ya, not a fan either. I'm OK with people "militarizing" KSP on their own time, it's their choice. I'm OK with said mods being hosted on common mod hosting sites, but I don't think they need to be featured here.
-
[1.3.1][Kopernicus] KASE v0.3 [26June2016]
Project Pluto replied to KillAshley's topic in KSP1 Mod Development
so far, beautiful, although I miss Duna's abundant ice caps! will definitely be one of my standard mods moving forward. -
Can't exit buildings
Project Pluto replied to kurdain's topic in KSP1 Technical Support (PC, modded installs)
I had similar issues some time ago in that if I had too many planet packs installed, my VAB buttons (including exit) would cease to function. If I removed some packs, things would return to normal, but of course my save was invariably ruined. I assume it's a memory issue (for me at least) in that the planet packs are memory hogs. -
No problems signing up just a moment ago. The verification email was in my spam folder though (gmail), but otherwise, no issues!
-
A list of Planet packs and compatibility?
Project Pluto replied to MatterBeam's topic in KSP1 Mods Discussions
There's this, although it does not provide all of the info you're looking for. Also, I don't know if it's being updated as regularly as it once was. http://outer-planets.wikia.com/wiki/Outer_Planets_Wiki -
http://outer-planets.wikia.com/wiki/Planet_Packs Here's a good source for planets and star systems for KSP. Some are great, some less so and some not at all. Some you can combine, some you can't! Enjoy playing around.
-
Re-entry on Eve impossible due to overheating
Project Pluto replied to Makki's topic in KSP1 Discussion
I only land small probes, so I don't know if my solution will apply to a much larger craft. I've been encasing my Eve landers in a fairing with heat-shields below. Once through the worst of the atmosphere, jettison fairing, jettison heat-shield, deploy chutes when safe, land softly! Edit: Doubt you'll get a stock fairing over your lander. May need to redesign or grab a mod. -
Apologies if this has been covered before, but my cursory search did not yield any info... Is there a maximum amount of time that the game will allow to pass, say 100 or 1000 years? Or is it unlimited? I ask because I've recently sent a probe on an intercept with a body in the Trans-Keptunian mod (installed on top of OPM) and, well, let's just say that I missed the optimal transfer window and now have to wait 89 years before arrival at the SOI! That should give me plenty of time to do other stuff... Perhaps all the stuffs. It would just suck to get there and then find out I only have 11 more years of game time left. Launch windows, who needs em? Thanks in advance!
-
Don't know if this is the correct forum or not. I'm playing a modded game (a few planet packs, parts packs, etc). From time to time my save "breaks" my VAB. Don't know what causes it, nor if it can be fixed. Essentially, the upper right buttons (save, open, launch) don't work and I have to manually kill the game and reboot. If I start a new game, all works fine. Any ideas as to what may be causing this and if there is a way to save my save?! More info can certainly be required if you think it would help with the diagnostics... If it matters, I'm playing on a Mac. Thanks in advance.
-
Music to Launch Rockets To - KSP Music Thread
Project Pluto replied to Steambirds's topic in KSP1 Discussion
Obviously different tracks suit different aspects of the game! -
[1.4] SpaceY Expanded, v1.5 (2018-04-02)
Project Pluto replied to NecroBones's topic in KSP1 Mod Releases
awesome! thanks! -
[1.4] SpaceY Expanded, v1.5 (2018-04-02)
Project Pluto replied to NecroBones's topic in KSP1 Mod Releases
Go home launch clamps, you're drunk… I've read about this bug in the past, but can't recall what the issue was. Not had it prior to this update… *edit: yes, those are KW Rocketry ullage motors being used as separator motors! Works well! -
[1.4] SpaceY Expanded, v1.5 (2018-04-02)
Project Pluto replied to NecroBones's topic in KSP1 Mod Releases
It is a bit "nipply" looking! -
[1.4] SpaceY Expanded, v1.5 (2018-04-02)
Project Pluto replied to NecroBones's topic in KSP1 Mod Releases
Just a quick "play" at work!!! -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Project Pluto replied to NecroBones's topic in KSP1 Mod Releases
Sweet Kesus! 4 x 6000 = direct ejection from the kalaxy, never mind the kerbolar system…. -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Project Pluto replied to Porkjet's topic in KSP1 Mod Releases
Having same issue... -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Project Pluto replied to KillAshley's topic in KSP1 Mod Releases
Ventured outward for the first time since installing New Horizons. With so much inward to explore, it took some time to look out! Went to Titanus. Was thinking of landing on Titanus itself, but, forgot the parachutes at home! A moon will have to do on this adventure, next lander will come properly equipped!