smjjames
Members-
Posts
4,421 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by smjjames
-
Yesterday while I was making something, I noticed that the texture for the large SRB was suddenly low res because I remember the words 'loaded' on the sides definetly not being blurred, also noticed it with a few other stuff. I tried to do a steam cache integrity check, which went fine and changed nothing, and reinstalled B9 aerospace and still blurry (although I think the textures for the two B9 parts may have been blurry anyway). Windows 8.1 64bit KSP 0.90, running 32bit Mods: FAR KAS MechJeb plus extension for FAR Nereids S.A.V.E. backup system Hangar mod B9 Aerospace Stock Part Revamp (textures only) ATM (aggressive version) Stock Bug Fix Modules* procedural fairings *The specific ones that I have are Anchored Decoupler fix, chute quickload, crew roster freeze, EVA ejection fix, and kerbal debris fix. Output log: http://sta.sh/0oflkj69ch0
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
smjjames replied to bac9's topic in KSP1 Mod Releases
Is there a github version of B9 with fixed HX parts? I really want to use those heavy lifter parts, but I know that bug is there currently.- 4,460 replies
-
[1.0.4]Better Buoyancy v1.4 - obsolete as of 1.0.5; 7/29/15
smjjames replied to ferram4's topic in KSP1 Mod Releases
Also, I actually did mean m/s, no idea where the squared part came from, sorry, but I got the info I was asking about anyway. -
Master Thread: Unresponsive Kerbals in EVA
smjjames replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
Do you want me to put up one with the kerbals stuck or have one before that? Also, I got the procedural fairings mod since, so, I've added that one. EDIT: Would posting the quicksaves work?? Edit2: Umkay, I can't get it to reproduce right now, it happens sometimes. -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
smjjames replied to Claw's topic in KSP1 Mod Releases
Does the kerbal debris fix also cover the 'stuck in T pose'? I'm wondering because I periodically get this, I was shown the thread here http://forum.kerbalspaceprogram.com/threads/75586-Master-Thread-Unresponsive-Kerbals-in-EVA/page6 , but it sounds like the kerbal debris fix is supposed to cover this. -
Master Thread: Unresponsive Kerbals in EVA
smjjames replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
Is there a fix for this that's compat with 0.90? I've been periodically having this and I do have the latest kerbal debris stock bug fix. I'm asking because http://forum.kerbalspaceprogram.com/threads/106235-Kerbals-on-surface-EVA-get-stuck-animation-wise-when-offloaded Maybe I'll also ask in the stock bug fix thread. -
[1.0.4]Better Buoyancy v1.4 - obsolete as of 1.0.5; 7/29/15
smjjames replied to ferram4's topic in KSP1 Mod Releases
I was wondering about the splashdown rather than actively moving accross the surface of the water. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
smjjames replied to ferram4's topic in KSP1 Mod Releases
I would use the aero viz tool myself, but I have absolutely no idea how to interpret it. What is the aero viz tool? The button down on the hotbar at lower right? Edit: oh nvm, it's flight/launch mode only, how do I get it to show in VAB/SPH?- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
smjjames replied to ferram4's topic in KSP1 Mod Releases
It should, though I don't think you need THAT big a nosecone, and a fairing might be useful.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[1.0.4]Better Buoyancy v1.4 - obsolete as of 1.0.5; 7/29/15
smjjames replied to ferram4's topic in KSP1 Mod Releases
What's the minimum speed that generates a splash? I'm just wondering since soft (3m/s2 and lower) water landings don't generate any. I think I've had higher velocity landings (6-7m/s2) not generate any splashes either. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
smjjames replied to ferram4's topic in KSP1 Mod Releases
Then how come they effectively enabled clipping with the offset function if clipping causes problems with the drag modelling? No idea if it's a problem in stock atmosphere though. Also, I've noticed that sometimes with some parts (most notably the stock Mk2 pod, the apollo style one, and irregular parts like B9s S1 universial body pieces, although I have the stock part revamp), small parts will clip into the model, is this considered cosmetic or actual full on clipping? It's probably less of a problem with rockets than it is for planes though.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
smjjames replied to ferram4's topic in KSP1 Mod Releases
As for the clipping parts, does that mean not ever offsetting things in the VAB/SPH? Whether into parts or not. I mean, offsetting something into or even rotating into a part is the very definition of clipping, is it not? Or does that really only apply to airplanes?- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
@ph34rob0t: What version of mechjeb do you have? Whether dev build or not, because the ascent path editor looks different from what I have. The automatic altitude turn slider isn't there on yours and for me, the turn start and end altitudes aren't editable. EDIT: NVM, apparently that's what the toggle button there does.
-
SOLVED- B9 Aerospace Problems
smjjames replied to Wyre311's topic in KSP1 Technical Support (PC, modded installs)
It's a bug with B9 Aerospace, specifically the virgin kalactic dependency.