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Tellion

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Everything posted by Tellion

  1. Nertea's HeatControl has some very juicy radiator models - not sure if one could use them to refrigerate a cryo tank just yet though. Apart from that, methane and ammonia make for decent fuels and have friendlier boiling points than liquid hydrogen.
  2. What Felger put out (and already pushed to the main repo) is playable from what I noticed. People playtesting this is actually great for finding whatever issues remain, so go ahead and try it
  3. This should be working just fine with Kopernicus 0.0.7, right? Has anyone tested it by any chance?
  4. -FAR -FAR -FAR -RealFuels, Stockalike engine configs -64K and upwards, preferably with -OPM -Procedural Parts -NFT -MKS/OKS -EVE Have I mentioned FAR?
  5. By the way, said plugin, i know it survived up until 0.90, but does it still work with 1.0.2? I imagine it might not be happy about the changes to the engine module by RF, but then again I know next to nothing about modding :3
  6. That sounds awesome, looking forward to seeing what you come up with!
  7. Thank you very much for this, and all the luck with it! Uni is keeping me busy for now, so I am very glad to see someone take this up
  8. This I find amusing as I am on 64bit linux myself and have been able to avoid that issue with the steps I suggested above. Additionally, the code KSP's mods run in is platform agnostic afaik, so apart from issues like case sensitivity, using a mod on different operating systems will not have all too much of an impact.
  9. Same issue here, it seems the linux version of KSP 64bit suffers from the same unity disease that the windows version does, albeit much less severely so.
  10. Deadpan, did your system show up like this, or did you timewarp? Custom Asteroids handles timewarp levels above 1000(0) badly, everything below that should be fine. I found that leaving the system at 1000x for a few minutes usually cleaned up most of the junk. Alternatively, edit your savefile (if your text editor can handle it )
  11. Yeah, totally. 1.5.5.1 is just the TR fix, that one should not be overridden. Not much programming knowledge here myself, but what I usually do is just search the logfile for mentions of whatever mod I think is breaking things. Rings are done by kittopia, so just check the log for instances in which it shows up. Regarding the zoom, that is definitively a bug as well - I play this at 6.4x the size (on ubuntu) and can zoom out just fine... Apart from some generic "try reinstalling maybe possibly" suggestions, I think the logfile is your best bet. Then you only need someone who can make something of it
  12. Well, if by working you mean what I threw together, I posted the 1.5.5 update for 64k a few pages back.
  13. After struggling for quite some time with making an SSTO in 64k with AJE, I finally did it today! Even delivers a kerbal into orbit, and what a nice twr it has. So proud... Now, seriously, how do people do this? I read here and there that some gifted individuals succeeded, but have hardly found any screenshots that would help identify issues with craft design. Every once in a while I will try it again, only to give it up frustrated a few days later, so I seem to be doing something very wrong... I was mostly using B9/stock mk3 parts lately and noticed that many of them have dry mass fractions of ~60% when filled with LH2, so no wonder there - however RealFuels went over those, so I am not quite so sure about it. Working with PP yields much friendlier mass fractions, but disallows using DRE alongside it, so I would love to avoid that as well. Coming to the point, I would love to see some screenshots of successful (horizontal takeoff) SSTOs in 64K and above to c̶o̶p̶y̶ ̶s̶h̶a̶m̶e̶l̶e̶s̶s̶l̶y̶ humbly learn from. Oh, and great mod by the way, some things just can not be said often enough.
  14. Interesting... What you describe sounds like Kittopia breaking at some point - rings and terrain stuff is done with that. Maybe the launcher is 32bit and you run out of memory? It is a shot it the dark, admittedly . You could also try going through your logs and looking for anything that looks suspicious, or you edit your launcher to start the executable with which it works.
  15. It depends on what is changed and how the heightmap looks. What you describe can be the result of something different as well. Also, what you see from "far away" is the scaledspace mesh, which may or may not reflect the actual terrain. Scaledspace updater + export, or deletion of RSS .bin files will update those.
  16. Have you attempted to use the heightmapdeformity setting in the heightmap pqsmod? That one seems to define how much of an impact your heightmap is going to have, and must be larger for larger planets (at least that's how I imagine it working)
  17. That one is quite bugged unfortunately OPM does it with a heightmap, which works out nicely.
  18. Updating TextureReplacer does not suffice anymore; you have to drop a .cfg file into your GameData folder with the following contents: TextureReplacer { keepLoaded = ^OPM/ }
  19. Glad you sorted it out! Well most of the big ones and then some more, no ATM but everything in DDS. And lately I gave up on the windows acquired habit of pruning 60% of stock parts as well... Linux really is a beautiful thing
  20. Regarding the gameplay issue of low (as in realistically low not KSP ion drive low) thrust engines, it can be partly remedied with Orbit Manipulator , where the limit is shifted from timewarp to orientation adjustment.
  21. Aww, Orbital Science for OPM, this is great news! On another note, TextureReplacer's settings are indeed open to MM, this laughably little patch should resolve the incompatibility with OPM when inside a .cfg in GameData. TextureReplacer { keepLoaded = ^OPM/ } --------- Yes, I have (although my linux install seems to get slightly unstable above 10gb ram ) The AVP configs are in a separate download as of 1.5.5.
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