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FiiZzioN

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Everything posted by FiiZzioN

  1. Does anyone else have the issue of their atmosphere multiplier not seeming to have any effect in the game? Everything else seems to be working fine, except for atmosphere scaling.
  2. I, too, would like a jettison-able nose cone implemented. @StevieC's points highlight most of the reasons why I want one, but I'd also like one as it would complete the entire Dragon package in both looks and functionality. That is the only part that isn't present that the real Dragon currently uses.
  3. Something you may want to include is tags in the update when 1.2 is released. When making some modifications via MM, I noticed that the parts were missing them. Once again, it's small, I just wanted to inform you!
  4. I was using 1.1.3 when I noticed this. Though, sadly, it seems I'm not the only one encountering it unfortunately :/ As @Murdox said, it's a minor issue, don't feel like you have to rush to fix them. They work just fine, the only thing that's "off" about them is how they position themselves relative to the sun. It's purely a cosmetic issue, not functional! I do have to mention that waiting for this update was well worth it! The new parts are fantastic; great work!
  5. I don't know if this is a bug on my end, or if the ATV's solar panels are buggy. Whenever I use them, they angle themselves edge-first towards the sun, just like a radiator would. Pics in the album so you can see what I'm talking about. Album link is here!
  6. Can I ask why the mod includes a folder entitled "Parts" that seem to have all of the old parts in it? Didn't know if it was intentional or was left in by mistake.
  7. Does anyone have the key-code reference that this uses? I want to change the default key binds, but I don't know what number to set each to. Any help would be appreciated! For those that don't know what I'm talking about, here is the settings config file lines that I'm referring to: keyToggleWindow = 112 keyApplyEuler = 112 keyCycleRotate = 98 keyCycleFine = 103 keyVeryFineMod = 306
  8. Would it be possible to implement a feature in the new "Speedometer" part, or a new part if necessary, that could trigger once you hit a certain G limit? The situation that I think this would come in handy is when you have reached a certain amount, example of 4G's, you could have an action group that throttles your engine back. The main real-world application that I can currently think of is when the Atlas V throttles back when it reaches 5 G's. Another example is it could be used to trigger your parachute once you reach a certain amount during reentry. I don't know if you'd be interested, but I thought I'd ask / give a suggestion for another feature! Thanks for keeping this mod alive, as well as your time!
  9. Thought I'd ask since spaceport shows it as being compatible with 1.1.3 and he didn't say 1.2.0 pre spaceport's title. Didn't think it would be, but I didn't think it would hurt to ask...
  10. So, does this work for just 1.2, or is it cross compatible with 1.1.X?
  11. When using this mod and you open the ALT + F12 debug menu while in the VAB or SPH, holy hell... my log file is 640 MB's... Can this be fixed?
  12. My apologies, I just figured it was ignored or missed as there wasn't a response of some sort.
  13. Hopefully these are what you need. Mods installed: Kopernicus, KSCSwitcher (with custom launch sites), ModularFlightIntegrator, Squad, ModuleManager.2.6.25 Still get this upon loading the save and starting at the KSCSwitcher default site: Link Should you need KSCSwitcher with the sites I'm using, you can download it here.
  14. Where are the logs that you need? Also, one should learn to specify that they want logs along side the list of mods that are installed, I'm no mind reader. Also, what are the logs going to show? There are no crashes, just the graphical glitches with the skybox...
  15. Quoting this incase this was accidentally overlooked, if it wasn't, then my apologies. Initial post here: Link!
  16. Literally just Kopernicus, KSCSwitcher, ModularFlightIntegrator, and Module Manager. The picture shows Sigma Dimensions, EVE and FAR, but I just tested with the bare minimums and I still get the same results.
  17. How would one make Kopernicus compatible with the mod KSCSwitcher? I have a feeling that it has something to do with PQS values. The main issue is I have a massive amount of launch sites available with KSCSwitcher, but I end up with "spectacular" graphical issues... Picture of said graphic bug here! That particular site is at 28.92 latitude and you can see the issue quite easily. Am I correct in assuming that at the default KSC location the sun is in that position, but at that new site from KSCSwitcher, it's nighttime? I'd really like some help in sorting this one out as it would be really hard giving up multiple launch sites from all different latitudes along side a 4x Kerbin.
  18. It's because mediafire links are not allowed. There's a stickied post all about it.
  19. Quite interesting, anyways, thanks for the simple fix! I'll try to get out of you hair now.
  20. Another interesting find is, that if you have FAR installed, the atmosphere won't get multiplied if you try. I can only get that feature to work once I uninstall it. Bit of a disappointment, but I have a feeling it can be fixed, I just don't know how exactly at the moment. Literally, all I had to do was install FAR, and no atmosphere scaling, once removed, instant atmosphere scaling. Edit: I should also mention that I tried the atmosphere visual effects the same time I was trying the scaling, but I don't know if FAR stopped that as well. I didn't really know what to look for with scaled atmosphere visuals. I do know for a fact that the atmosphere scaling didn't work since the information panel in the tracking station gave me the exact atmosphere height. Hope this helps in some way, shape, or form.
  21. Ok, the reason for the madness was trying to figure something else out at the same time. Anyway, I figured the other one out, now back to the plumes. It seems that the HydroLox vacuum plumes are the ones that get greatly exaggerated; the others, from what I've tested so far, seem to be fine. The specific HydroLox engines I was using that were exacerbated are from the CryoEngines pack authored by Nertea. I haven't used another engine yet that has that plume applied to it, so I don't know if it affects those as well. I'll update after using one that has the same plume. All mods used for the CryoEngines test were needed except for KerbalEngineer : Mods used for stock test:
  22. Oh, I know. All I'm going to say is there is always a reason behind the madness. As I stated, I don't know why I didn't debug before I even submitted my first post. I can't even count how many times I've had to debug something in this game due to the fact that I fiddle with almost everything I install. The most fun (interpret nightmare) I've ever had was having to debug sub 5 FPS as well as thrust fluctuations with something like 150+ mods only to find out in the end that it was the mod "Trajectories" of all things... It was add 3 - 5 mods at a time that were the most likely culprit until you encountered the problem. Once encountered, go through the batch that was the last added and remove one at a time until you find it. Needless to say, "Trajectories" was the last mod I'd have suspected to cause such issues. Anyways, as said before, there is a reason behind the / my madness. Also, the second you start programming you learn how to debug more efficiently faster and faster. I also have to state again that I'm sorry I didn't flesh this out more before I submitted the first post. :/
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