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frencrs

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Posts posted by frencrs

  1. 21 hours ago, Bej Kerman said:

    Most of my activity in KSP doesn't involve water.  If I decide to use this mod in 1.11, is there anything else I should know before using it?

    FAR doesn't account for parts being in construction mode yet, so you get a nullref when you've detached a part and FAR tries to interpret it. When you reattach or drop the part FAR can process it again and the nullref stops. So with FAR installed construction mode will lag while you're holding a part.

  2. On 8/21/2020 at 1:10 PM, frencrs said:

    Hey Nertea thanks for the awesome update, I was wondering if there was a quick way to get ModuleRestockLinkedMesh to not rescale compound parts like this if rescaleFactor is changed.

    WQ8zIlW.png

    It seems like the model rescales correctly but the stretched mesh part is either shortened or lengthened by the new rescaleFactor value.

    Bump from bottom of last page.

  3. On 7/1/2020 at 9:57 AM, ForgiLaGeord said:

    Fairings are completely nonfunctional with ReStock and 1.10, you can place the fairing base down, but there's no way to build the fairing. Unless I'm missing it, the magnetometer boom also isn't showing up in the parts list. Also, the new skin for the original asteroid claw turns the ReStock model a weird gray color, although I assume that was to be expected.

     

    23 hours ago, Nertea said:

    what the heck do you think it's marked for 1.9

     

    55 minutes ago, Probro said:

    hey there's an issue with this mod, it deletes the fairings on 1.10 and removes the magnometer boom, i cant play the ariane 5 or it crashes my game is there any way to fix this

     

    43 minutes ago, theJesuit said:

    The easiest way is to wait for the mod to be updated to 1.10 which will probably take a couple of weeks at least.

    Or read Streetwind's post at the top of the page.

    Peace.

     

    This is my favorite part of every Kerbal update.

  4. 20 hours ago, FreeThinker said:

    Could you be more specific. Were you using electric engines? How high was your trust, where and when did it happen?

    I'm having the same issue, it's something to do with electric engines having electricity as a propellant. Maybe because the electricity resource gets refilled while also being drained by the engines? If you use the Infinite Electricity option then everything behaves normally.

  5. On 3/1/2020 at 12:25 PM, Poodmund said:

    @Virtualgenius I found my old spreadsheet that I used to extrapolate the values for the 0.625m and 1.875m fairings and expanded it to give me the stats for 3.75m, 5m, 6.25m and 7.5m fairings using the 2-Slice KW Fairing (the ones that the 1.25m and 2.5m fairings used originally with only 2 sides). I've done a quick check in game and they are all showing up and scaled correctly but not tested them in flight.

    The configs can be found here: https://www.dropbox.com/s/sod328vucuqzifb/SAF_KW_375_to_75_2Slice.zip?dl=0

    Awesome, I was hoping I could find a 7.5m size config in here, these fairings are so slick. The flared out base after the fairings deploy looks way cooler than stock fairings.

  6. On 11/7/2019 at 8:49 AM, maja said:

    @aluc24 Kerbalism will be the culprit. It removes modules of mods and use it's own in a lot of cases. I had issues with it before KSP 1.5, so I ended with accepting zero power of a rover when Kerbalism was present, but I withdrawed this "support" when I did overhaul of BV for KSP 1.5.1. I don't know, if I want to try it again and start fully supporting Kerbalism. How many of you, Kerbalism users who are using BV, are here anyway?

    If anyone is using Kerbalism and wants to use BonVoyage now, I've been switching to the rover I want to set on a route, then if you turn on "Infinite Electricity" in the Shift+F12 menu you'll be able to set the route. After that I switch back to the tracking station and turn off "Infinite Electricity," the rover will travel normally during time warp and other scenes as long as you don't switch back to the rover.

  7. 2 minutes ago, FungusForge said:

    Currently using KSP 1.6.1 and Kopernicus 1.6.1-2.

    Making some personal edits, changing Mun's orbit and replacing Kerbin with Gaia from GPO. I gave Mun an inclination of 12.9 and wanted to line up the ring with Mun, but the ring pivots as Gaia moves around the sun, so the two are only aligned once a year. Is there any way to get it to not do that, and have the ring and Mun aligned throughout the year? Config currently looks like this:

     

    
    Ring
    {
    	angle = 12.9
    	longitudeOfAscendingNode = 110
    	lockRotation = true
    }

     

     

    Is the ring around the main parent planet or around the Mun?

  8. 2 hours ago, whitespacekilla said:

    Helpful note, if you're having unplayable framerate issues on Duna w/ Kopernicus installed, it may be caused by Kopernicus. Next update should resolve.

    I've had this happening for a while but I can never figure out if it's a mod or just my computer being slow, it stops the lag as soon as the camera is below the ground. I can still see terrain, just not the piece I'm on without serious lag.

    Edit: I think it's just my laptop's intel graphics

  9. 2 hours ago, Bla Bla said:

    planes with no part clipping (where the voxelization shouldn't really change the drag compared to stock) will still have a huuuuge difference in behavior between FAR and stock, separating the crafts between two irreconciliable worlds : FAR and stock : crafts created with FAR will perform poorly (and always very differently) with stock and vice-versa.

     

    This has been the case since FAR was first created, plane shapes that fly in FAR are more likely to fly in the real world but less likely to fly in stock and plane shapes that fly in stock are more likely to not fly in the real world or FAR. It's just due to the stock aerodynamics being unrealistic.

  10. 3 hours ago, Starwaster said:

    Oh it definitely is. The planet system I'm mainly interested in is Kerbin scaled 10x and IIRC they were loading in at around 30km or so. But the distance isn't consistent and apparently is linked to when the terrain is at max subdivision.

    What I'm currently experimenting with is terrain quality presets that reduce the distance at which things start loading in since I want to play with the new BG features fully enabled. If you look further up the thread I posted some presets that cut the minDistance value. The one I posted works well but I think could be better so I'm experimenting with alternate values. Turns out there are lower limits as to how far down you can turn things before it really screws the terrain up. (values of 1 and 2 are BAD and I lost a lander testing things). Maybe @Galileo can shed light on how far down it's safe to go? Maybe the values he used for JNSQ are the lower limit...

    Reducing the ROC count also helps but in a scaled up planet system that means fewer of them per square meter and they can be a PITA to find as it is. What scale system are you playing in where you got the lag?

     

    4x scale, around the mun at like 25km. I haven't looked at the new stuff in the dll for the DLC's at all, I'm gonna take a look at them and see if I can find what holds the loading values for those ROCs.

  11. On 7/17/2019 at 3:17 PM, Starwaster said:

    Ok, how about trying the other thing I suggested? Edit your save file and set ROCSeed to -1 Maybe backup your persistence file first or make note of the seed number (which actually you already did that since you posted it earlier)

    Then load the edited save and see if you still get lag in that situation. If it's really BG ROCs that are doing it then you shouldn't get lag if the ROCSeed is -1. No ROCs at all. (the reason for that is so that you don't have Baobab Trees or Mun Rocks or Vall Cryovolcanoes in ur base killing ur doodz) (that's also why I say 'don't forget your ROCSeed' after you're done testing)

     

    Setting the ROCSeed to -1 definitely fixed the lag for me, maybe it's what some other people have suggested and it's loading them at higher speeds and altitudes than <2000m <500m/s?

  12. 3 hours ago, Deddly said:

    Yes, unfortunately ARR is as restrictive as licenses get. You're not even allowed to redistribute it unchanged. So, sadly, I had to remove the link. If you do get permission to take it over, please make sure you keep a record of your correspondence for future reference. 

    I wonder if you could argue legally that posting a version in the thread made by the original creator doesn't count as redistributing, where as making a new thread to post the updated version would count as redistributing. Like, if you keep the abstract object that is the mod inside the abstract space created by the author, then licensed object doesn't leave the space owned by the creator of the thread since anyone accessing either version of the mod has to enter the space that belongs to the original author.

    Licensing seems like a really complex subject.

  13. On 10/6/2018 at 11:12 AM, V8jester said:

    Hey guys, been away from the forum for some time now. I skimmed back a few pages and didn't see any reference to it. Has anyone come across an issue where the "SRB-4" will show a particle effects prior to ignition? As well as post SRB cutout? Works perfectly fine. Just looks like it's on fire at all times in the flight scene. I do have a substantial number of mods and I haven't yet narrowed it down. Game version 1.4.5

    Typically when this happens it has to do with RealPlume and SmokeScreen, do you have those installed?

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