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Everything posted by Insanitic
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Apologies if this might seem obvious to fix, but how the heck do I use the nuclear engines with the uranium rods? I can't find any fuel options for that. I would have to use LH2/LOX which I don't think is as efficient.
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Is it normal that the RSS textures are this low res when in orbit or at high altitudes? I tried all the three different resolutions and they all look like this:
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Realistic Solar System Crafts - MEGATHREAD
Insanitic replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
May I ask how you got Kerbin/Earth to look like that? I have EVE and Astronomers Visual Pack installed and the clouds in my opinion, are not as good as yours. -
Is it normal that for a 40 ton payload, I need to use a massive 5m tall rocket with like 3 stages just to get to Kerbin Orbit? I'm using Real fuels with the stockalike engine configs with RSS. I'm using Kerosene+LOX for the main stage, and LH2+LOX for the two upper stages. All together, I have about 9km/s.
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The Other Linux Thread
Insanitic replied to skeevy's topic in KSP1 Technical Support (PC, modded installs)
Seeing as you have the exact same AMD card as me, can you give me insight of KSP's FPS performance on your system? I have an identitical system to you, except using Ubuntu and have a Core i7 2700k, and I noticed that my performance is significantly lower than even Opengl on Windows. -
KSP Interstellar Extended Continued Development Thread
Insanitic replied to FreeThinker's topic in KSP1 Mod Development
I have a really weird bug I'm encountering. In the VAB/SPH, when I mouse over a reactor in the part menu, the picture/model of the reactor starts enlarging by itself, until it disappears. I saw my debug log and it says argument out of exception. Here's a pic of it: -
Memory Leak?
Insanitic replied to SmashBrown's topic in KSP1 Technical Support (PC, modded installs)
THIS. THIS EXACTLY. I was trying to find ANY insight in the massive jumps in memory I was having and it's somewhat good to know that others have it also. My game starts happy at a low 2.1 gb with a CRAP ton of part mods and running in Open gl + ATM basic. But as soon as I change to VAB, revert flight, go to SPH etc. it instantly shoots up to 3.0 gb. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Insanitic replied to ferram4's topic in KSP1 Mod Releases
I can confirm this. In the normal latest build, 90% of the time, any docked ship no matter the type of docking port, was stuck after a decouple. But after I installed the dev version, all stuck docking ports problems were gone.- 2,647 replies
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[1.0.5] PWB Fuel Balancer v0.1.2 (3rd November 2015)
Insanitic replied to codepoet's topic in KSP1 Mod Releases
Yup I found it, thanks for the mod! -
[1.0.5] PWB Fuel Balancer v0.1.2 (3rd November 2015)
Insanitic replied to codepoet's topic in KSP1 Mod Releases
EDIT: derp nvm, I thought the balancing thing was a one time thing. Ignore this post. -
[1.0.5] PWB Fuel Balancer v0.1.2 (3rd November 2015)
Insanitic replied to codepoet's topic in KSP1 Mod Releases
I'm impressed. This mod helped my vtol spaceplane immensely to achieve stable flight at all times. But, i had to constantly press my hotkey to rebalance the fuel to the set CoM. Is there a way to continually balance the fuel automatically, without me always mashing my action group hotkey? -
Right, I'll keep that in mind. Thanks for the clarification.
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I see, but it shouldnt cause any serious in game bugs should it?
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Hey guys, getting a weird duplicate menu option problem here: It's on a clean install of the latest MFT with B9 and tweakscale installed. I suppose the options work fine, but I don't think it's normal to have duplicate options.
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HotRockets! Particle FX Replacement + Tutorial
Insanitic replied to Nazari1382's topic in KSP1 Mod Development
Just look at this, GLORIOUS .... ENGINE EXHAUST UHHHH! Sorry, I've always loved the videos of rocket launches from NASA and SpaceX, especially once the rocket is in space/vacuum, so having this in game is surreal for me Thanks to all developers and community members for the configs. -
HotRockets! Particle FX Replacement + Tutorial
Insanitic replied to Nazari1382's topic in KSP1 Mod Development
OH WAIT. I just flew a rocket with the Titan engine from KW Rocketry and the flames DO seem to expand at higher altitudes. Thanks so much for this! -
HotRockets! Particle FX Replacement + Tutorial
Insanitic replied to Nazari1382's topic in KSP1 Mod Development
Thanks for this, it works perfectly. Now, I just need expansion plume effects for KW rocketry engines and I'll be a happy camper -
HotRockets! Particle FX Replacement + Tutorial
Insanitic replied to Nazari1382's topic in KSP1 Mod Development
Hi guys, This is probably already answered before, but I'm wondering if the KW rocketry engines could have the same huge plume effect during ignition as the stock engines have already? If I want to do this, how do go about enabling this for KW rocketry engines? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Insanitic replied to sirkut's topic in KSP1 Mod Releases
Nevermind, I fixed this drifting problem. I locked ALL robotics parts and it worked perfectly even when tweakscaled. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Insanitic replied to sirkut's topic in KSP1 Mod Releases
Can anybody explain to me what the famous "creep" bug was all about? I think I still have it in the latest infernal robotics but I'm not really sure. Here are some pics: As you can see, the tweakscaled infernal robotics parts drift away from each other, and it makes them look like their floating. All other parts connected to the drifting robotics also float away. I noticed it doesn't happen right away and I made sure in the VAB that all nodes were connected. It happens throughout my journey to Eve and I noticed time warp (not physics time warp) exacerbates the issue. I noticed that this doesn't happen to non-tweakscaled parts. Here's one more pic that has REALLY bad creeping between robotic parts. -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Insanitic replied to KospY's topic in KSP1 Mod Releases
Thats the thing. So far, the only thing between the rover's cubic octagonal strut point to the winch itself is a stack connector port. It doesn't say "the winch is blocked by..." anything when I try to extend it. It doesn't say anything. But the winch's rope doesn't extend and my rover still seems to be locked with the winch. I don't have struts holding it onto the winch either. -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Insanitic replied to KospY's topic in KSP1 Mod Releases
Hey guys, I have a bit of a problem with the winch and stack connector stuff. So I built a Skycrane with KAS to land my rover on Laythe, but when I click extend on the right click menu (or even hotkeys) the crane doesn't move and is stuck. The menu indicates that the rope is getting longer, but nothing moves, and it seems like the stack connector plate and thus my rover is still rigidly fixed together. I assembled all of this in the VAB. HOWEVER, when I built a crane without anything already under the winch and stack port in the VAB , it works. I can extend the rope and stack connector (by toggling the plug mode which I though was weird) and the rope extends out. There were no messages like "the winch is blocked by...." so I'm really confused how to use this mod for my skycrane. Oh and btw, KIS looks suhweet! -
I'm not sure about OP, but for me, when I use open source drivers, KSP is still slower/laggy/stuttery than on Windows or even Windows with Opengl. It's like everything is in molasses if you catch my meaning. Even when the camera is moving like in the VAB, it feels much slower (not really low fps slow, but slower in terms of speed) and sluggish. That's the only thing stopping me from transferring fully into the Linux bandwagon. Oh and yes, the camera does stutter in-flight and the physics seems to go very slow also, in the yellow range, even when flying a ship with around 120 parts. Proprietary drivers make no difference.