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Enceos

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Everything posted by Enceos

  1. Hey @MarkusA380, I really love your mod. It is amazing in so many ways. I can't imagine me rotating mega stations without it, little momentum in the right direction and timewarp with PR are a Godsent solution Celestial body tracking makes it so much easier to keep the desired nose pitch, it is such a bliss to be able to maintain a hypersonic flight in 4x physical warp with zero vertical velocity. There's easily fixable little issue PR has. I was inspecting my output_log.txt and found that PersistentRotation stores all the momentum information in its root folder. ModuleManager vacuums all these .cfg files into its config cache, which is completely unnecessary because the cache is meant for constant configs. Any change to these files forces ModuleManager to rebuild its cache on each game start. If you move the path for these momentum configs into the GameData/PersistentRotation/Plugins/PluginData folder MM will avoid caching them, this will speed up the game loading time for all the users. Here's some relevant info from the MM thread:
  2. @m4v @Fwiffo , RCS Build Aid changes its settings.cfg file quite frequently during play. ModuleManager notices these changes and is forced to rebuild the configcache on each game start. There's a rule in ModuleManager that avoids caching anything that's inside a PluginData folder. Would be awesome if RCS Build Aid placed its settings.cfg file in GameData/RCSBuildAid/Plugins/PluginData folder. This will speed up the game loading time for all the users.
  3. @Starwaster Thanks a lot for the info. Unfortunately many things in the OP are obsolete, it needs a complete rewrite for KSP 1.1.2. I'm not aware of all the thermodynamic changes this year's update has brought us, didn't have time to dig in yet.
  4. @nightingale I added my log and vid to the issue #509 Btw, here's what it looks like:
  5. Thanks for the link. TweakScale works great for me, I didn't have any issues. Probably it's a mod conflict in your case.
  6. @nightingale I also ran into a critical issue with docking ports, where they introduce a huge phantom torque after docking. Left KSP for quite a while because I couldn't pinpoint the problematic mod, not being able to dock is not fun. Decided to run the game again and devoted 4 hours to juggling and testing. Turns out all versions of CC for KSP 1.1.2 have this problem (tested with only MM and CC present). Strange that more people don't report this. I can genereate plenty of logs, pics and vids on request.
  7. @tetryds @ferram4 MouseAimFlight throws this exception on every part reattachment via KIS. NullReferenceException: Object reference not set to an instance of an object at MouseAimFlight.MouseAimVesselModule.Start () [0x00000] in <filename unknown>:0
  8. I find it too stretched in the width and short in the length. The vertical seams are too close to each other, don't you think? What was a square originally becomes a stretched rectange.
  9. Would you please kindly test that config on your KSP install? I'd wish to confirm that it has problems not only on my machine before @sarbian digs into the issue.
  10. If you'll find it impossible to adjust, maybe you'll be able to find an optimal pattern for the seams. I'll rearrange the seams to that pattern and update the texture with more details and variations.
  11. @NathanKell Here's the early WIP version. I'll need your help with the configs, for the love of science I can't make it stretch and tile right. Hope you still remember how to do that. https://www.dropbox.com/s/l5lbrnb9say571o/KHPlanes.zip?dl=1 The black dot is for stretching reference.
  12. @blowfish I'm trying to make a patch which creates a new attachment node from the contents of the node_attach. @PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]] { %node_stack_root = #$node_attach$ @attachRules = 1,1,0,0,1 @bulkheadProfiles = size1, srf } The patched parts in configCache get 'equals' signs without the node names O.o is that some kind of bug or I messed up my config? P.S. Does the And/Or sign work for modules? this one | . I'd like to expand the patch on wheels as well with :HAS[@MODULE[ModuleDeployableSolarPanel|ModuleWheelBase]]
  13. There's also an ingame tool with similar features by @magico13 called Ship Save Splicer, can export vessels to .craft files and can move launched vessels between saves.
  14. Made a flag from the cool kraken by Hayoo.
  15. Saving stranded Kerbals in style :3
  16. @AlphaAsh Had fun to with the expedition to the Golden Pyramid contract. Was thinking of the best ways to transport the science module. Ended up strapping it onto my workhorse plane :3
  17. And I've never met those who need extra precision
  18. Do you ever use the x1 speed? I'd change the default flow which is then multiplied by the buttons, but if you think you need that low x1 speed, then x25 and x100 buttons will do.
  19. @AlphaAsh Is there a way to increase the default fuel flow rate for the Fuel Tank? x10 still feels super slow and is not affected by any time warp.
  20. Meow! P.S. The stream of you modelling these parts was very informative.
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