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Kowgan

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Everything posted by Kowgan

  1. Nunca participei do subfórum em português, mas resolví quebrar o costume para comentar o seu trabalho. Tá muito bonito, Climber! Bem detalhado! Você já sabe quantos kerbals caberão no cockpit? E ele é feito para que tipos de viagem? Apenas orbitais? Interplanetárias? Continue com o belo trabalho!
  2. The bug report above reminds me that I wasn't able to tweak my pitch/way more than 14/-14, but I WAS able to do that while using the action groups.
  3. @2001kraft: The .90 release is already out, check the previous pages, or the OP.
  4. @broberds: Last time this happened, we had to wait for an official patch. I wonder if Majiir have abandoned us. He hasn't spoke to us in more than a month. I'm in no way hurrying him, though.
  5. This might be partially off-topic, but is also partially on-topic. I never really had a problem with RAM, and my KSP never took that long to launch. The main reason I installed ATM was to avoid the .tga disappearing textures bug. Problem is, I noticed KSP has been crashing really often, lately, and although I have 16GB of RAM, I caught KSP using 3.5GB of it, shortly before crashing. So, I'm assuming the software is going to the 4GB peak and crashing. The question: Is anyone else here, who also have ATM installed, going through this? I suspect that somehow, ATM is causing that RAM overload, but I have no clue how, since it's designed to do the opposite. Excluding Squad, NASAmission and ModStatistics (and ATM, of course), I got 150MB of mods. That shouldn't be a reason for the RAM overload.
  6. Once more, many thanks for the inexhaustive support, Sarbian. You do so much for this community. Can I assume the latest stable version (2.4.2) is the same as the devbuild #371? You haven't specified what's the latest devbuild on the post #8492... Thank you.
  7. Good bye, Easter egg. But thank you for the update, Blizzy! As always.
  8. @Oafman: It's entirely up to you if you want to add mods few by bew and load the game several times, or add all your mods previously, and then add ATM, and launch one single long loading screen. I personally added all the mods first, then added ATM for one single fix.
  9. I'll take the time and thank everyone responsible for this mod to exist! Thank you, you rock! Does that mean I don't need to delete the Squad\Resources\ScienceDefs.cfg file anymore (a.k.a. can I put it back in there)? Again, your effort is much appreciated! Thank you.
  10. @LastStarDust: https://kerbalstuff.com/mod/71/RealChute%20Parachute%20Systems/download/1.2.6 Or you can find that link manually by going on the OP, clicking on the "KerbalStuff" download link. At the KerbalStuff page, click on "Changelog" and select the version you wish to download. I hope that helps.
  11. This is too much math for me. I would have no idea how to use it. But even though, that looks so sweet! Great job, and thank you for the effort!
  12. How should I feel about necroposting on my own thread? Something must have happened, but I never noticed this reached two pages. Thank you, guys! For the (late) answers: You're right. The proccess is to add numbers between every checkpoint. On your math, you forgot to add the Maximum possible dV required to change angle inclinations, which is marked by that black number above the Metro stripes. In Duna's case, that's only 10m/s (above "130"). So, to go from Kerbin's Low Orbit until Duna's Surface (without using aerobrake), you should add: 950+130+10+250+360+1300=3000. Naturally, you can use aerobraking to reduce some of those values to 0, but I wanted to make sure everyone understands the math. The same proccess occurs on the opposite way, but as mhoram stated above, the values vary a bit on the return to Kerbin. Usually, you need less than what's specified on that chart. I put that "Elliptical Orbit" there to make things more detailed/easy when approaching a planet's SOI, or flying from a planet to it's moons. The Elliptical orbit is simply an orbit with the Periapsis = Low Orbit Altitude and the Apoapsis = Planet SOI edge. So, you don't need to spend way more dV to circularize before moving to a planet's moon. Updated. D'oh, you're right! Fixed. I added the updated map to the wiki. I hope nobody minds. Again, my apologies for not answering your questions in time. For some reason, I didn't notice that second page, and I assumed the thread had died, so I stopped checking it. But I'll switch the Subscribe button and keep an eye on it regularly. I hope I've been of some help!
  13. It took off while you were sleeping. But seriously, that's kinda creepy. Would do a good Creppypasta. Maybe? No? Okay.
  14. If you play modded, you might want to consider Stock Bug Fix Modules. It fixes a lot of stock bugs, including Parachute cut in Quickloading, and the infamous powerless Radial Decoupling system, leading boosters to collide with your main tank and kill your launch. Also, I agree with SkyRender. F5 became more than essential now, and Quickloading/Revert should be considered, even on hard, when trying to avoid the Kraken (He seems way less shy in this version)! Update on my stuff: I uninstalled KAS (I was using it just for the fuel line and struts). That considerably raised my FPS back to normal, and so far, no crashes happened! I'll look for alternatives regarding in-flight struts.
  15. New Page, new shout! "Does this work on 0.90?" "How can I disable that incompatibility pop-up message on the startup?" Your answers await for you on the previous page.
  16. Hello! I'd like to know if this mod forces my game to run on OpenGL. I noticed, after installing ATM (and DistantObjects, but I don't believe that one is the cause), that my option to see the the green, bright edge highlight around parts is gone. When I try to reactivate it, it tells me my Hardware is incompatible. Excerpt from the log: "[Warning]: HighlightingSystem : Edge Highlighting requires AA to work!" Also, by watching this SS, I noticed my AntiAliasing went from x2 to off. Toolbar 1.7.7 ATM 4-3 AdvancedAnimator 1.1.1 Environmental Visual Enhancements 7-4 CrowdSourced Science 1.2.0 Distant Object 1.5.0 Space Shuttle Engines 2.1.3 MechJeb 2.4.1 devbuild #366 PlanetShine 0.2.2.1 ProceduralFairings 3.11 Protractor 2.4.15 RealChute 1.2.6.1 SCANsat 8.1 StationScience 1.4 Stock Bug Fix Modules 0.1.5c I've ommited a few unnecessary, really small, part-only mods. Here's the log. According to what I understand from it, it seems to be running on DirectX, not OpenGL. Even though, I can't turn that feature back on. Thank you for the support! -Edit- D'oh. I didn't know that "AA" meant "Anti-Aliasing". One of my Kerbals must've stumbled on that option and turned it off, resulting in no Edge Highlighting! Turned AA back on, the feature is now available and active!
  17. Well, I guess I don't need to test it right now here, then? I'll test it. Not right now, but I will. Then, I'll post my results here. For now, I'll just consider eRe5s3r's as working results. The "-snip-" is something people here add in quotes when they want to cut some part of it.
  18. Hello, and welcome to the forums, duckmaister3000! When do these drogues "break"? If they "break" several seconds after deployment, they're working as they should. They're supposed to slow the vessel to a certain speed/altitude, until they automatically cut off, and then the main chutes are deployed. If that's not your case, disregard the above and specify your bug.
  19. Did that. Will test and report here soon. In case I left it unclear, I too use the Crowd Sourced Science mod.
  20. Thanks for the info, ObsessedWithKSP. I did that file conversion to avoid the EVE Clouds/City Lights bug at night time, but haven't touched anything else. I'm considering between installing ATM or manually convert every tga file. The first option seems more attractive, though.
  21. Tried that, no luck. It's no big deal, though. I can edit the original file. -Edit- Apparently, removing the empty line(8) between the first and second edits fixed the issue. Go figure... Many thanks again!
  22. To avoid double post, I've deleted my previous one. Cool, thank you! -edit- Here am I again, once more bothering you with my unceasing questions. See, I've choosen to use only the parts that fit my gameplay style, and packed the rest somewhere safe. And thus, I decided to edit a few of the remaining parts, so they can replace the removed parts. I came up with the following MM code: { @MODULE[ModuleEnginesFX] {@maxThrust = 150} } @PART[km_ssme_rs25s]:Final { @MODULE[ModuleEnginesFX] {@maxThrust = 1500} }@PART[km_se0]:Final The code works great, but I noticed it will always remove the textures from the RX-25s engine. It gets entirely blank. I've also tried creating two different files - One for the RX-25s, another for the FSX0. No luck. Removing the ":Final" from the RX-25s part didn't help either. My question: What am I doing wrong with this code? Thank you. In fact, I've been experincing frequent texture loss in random parts, here and there, on some startups, since 0.90.0. Really weird. I've created the following MM code, but it removes the texture from the RX-25s part. Halp? { @MODULE[ModuleEnginesFX] {@maxThrust = 150} } @PART[km_ssme_rs25s]:Final { @MODULE[ModuleEnginesFX] {@maxThrust = 1500} }@PART[km_se0]:Final I'm ashamed of asking for your support so much. My apologies for that!
  23. Nice, Sarbian!! You did it again! Thank you very much for that update. Now, the question: Does that mean the launch effects don't come as default anymore (aka I don't need to manually deactivate them on the config files)?
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