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shdwlrd

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Everything posted by shdwlrd

  1. With the latest release, I noticed that some of the nodes aren't updating when you do the in game database refresh. It seems to be refreshing from the cache instead of reloading each file individually. If I deleted the cache file, then did the ingame refresh, then the node would update. I was working on a patch adjusting the effects nodes for multiple parts when I noticed the issue.
  2. Thank you kind sir for keeping this updated.
  3. Since none of the patches touch the engine files, you'll have to edit the .cfg files directly. The files you are looking for are; omskso.cfg, thrustmaxkso.cfg, boosterkso.cfg, super25boosterkso.cfg, and super25enginekso.cfg. You can edit them with any text editor. But if you have something that can do search and replace, it makes it a lot quicker and easier.
  4. The fix for the plumes and exhaust fx are on this page. Change MODEL_MULTI_PARTICLE_PERSIST into MODEL_MULTI_SHURIKEN_PERSIST is from Sarbian GameData/KSO/Parts/
  5. Don't see a need for star trek parts. There's nothing that can't be replicated using tweak scale and stock parts, or procedural parts. But adding some visual parts to complete the look would be cool. They can be dual use. (Thinking of the bussard collectors and deflector dish.)
  6. OK, I'll PM you a DB link tomorrow evening. I just realized that I don't have my recent changes for the SSME's and boosters cataloged and online. They should work the same, I've haven't seen any issues with part mods and MM patches in the short time I've messed around with it. I won't do any serious playing until 1.4.3 drops and some of the more annoying bugs are squashed.
  7. That explains some of the oddities with transitions I've been seeing. I didn't notice that. Just finished updating my patches. Thanks again.
  8. I knew I was missing one, I couldn't think of it. Thanks for mentioning it.
  9. It can't unless you script it. The problem with MJ is it can't handle the sudden center of thrust shift. Also, reduce the roll settings for the RX wheels about 60%, and turn off the roll gimbles for the SSME's and boosters that will help with the roll issues. You may have to fuss with the control surfaces too.
  10. You can use it for all instances of moduleRCS. They should be in the KSO25_cabin and super25nose sections in the patches for the super25. In all honesty, I'm using my patches. I don't know which community patches to apply it to. If none of the patches used :Final, I'd write a quick patch for you.
  11. I've personally never had that happen to me. I've seen what you're describing in a couple videos. It didn't seem to affect the kerbals though. The video makers just quick saved and loaded and it cleared.
  12. NEAR. It made planes enjoyable to fly in the pre 1.0 days.
  13. Yes, I'm still a bit salty about that. I was expecting Nazari to at least take the antenna and rcs fixes.
  14. I know about it. It takes forever to do anything do to the amount of parts I have installed. That's my plan once I trim down the parts a reasonable amount.
  15. So, I'm trimming down the number of mod parts I have installed. I don't use too much more than the engines and antennas from BDB normally. I'm looking to remove the tanks since I don't use them at all. Are all the tank configs and dds labeled as such? Are there any other names you use for the tanks? Are there any shared dds files I need to avoid? P.S. Well, I just noticed the build instructions. Now I have to add BDB to my clean install and play around with some real rocket analogs... once I get my mod list under control.
  16. @Capt. Hunt Here's the fix I'm using for the Super25. -MODULE[ModuleRCS] { } EFFECTS { running { AUDIO_MULTI_POOL { channel = Ship transformName = RCSthruster clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.025 volume = 1.0 0.1 pitch = 0.0 0.75 pitch = 1.0 1.5 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_small transformName = RCSthruster emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } MODULE { name = ModuleRCSFX stagingEnabled = False thrusterTransformName = RCSthruster thrusterPower = 1 resourceName = MonoPropellant resourceFlowMode = STAGE_PRIORITY_FLOW runningEffectName = running atmosphereCurve { key = 0 240 key = 1 100 key = 4 0.001 } } All this was fixed in my rejected patches for KSO...
  17. I can't wait to play around with this. I do see the potential for kit bashing some federation starships with this.
  18. Thanks for sharing your experience with the Ryzen.
  19. Does this help with the engine efficiency and the crazy drag with some of the parts?
  20. Is that sarcasm I'm reading?
  21. Yeah, me too. Since the review sites don't use KSP as an benchmark, it's hard to say if it's worth upgrading for just KSP. But comparing it the old APUs to the new Ryzen APUs with the general benchmarks that the sites use, it maybe worth it. But the single thread performance is still looks to be lack luster when compared to the competing Intel processors, but is far better than the older APUs.
  22. I was using a A6-3670K then I upgraded to an A10-7870K. But both APUs wouldn't really start lagging noticeably until I reached about 300 parts. (The funny thing is that my I7-3630QM w/ GTX675M laptop can handle about 700+ parts before lagging too bad.) Don't lose faith just yet. The new Ryzen based processers and APUs are looking to be a huge improvement from what was AMD a couple years ago. It's just a waiting game for more Ryzen based systems to hit the market.
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