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MLWostal

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  1. Thanks for the quick reply. Will be trying the aerodynamic change tonight. Sure hope it helps as a new system is out of the question. Just blew my money repairing this one.
  2. As I too am having issues with stuttering since 1.04 and now, with 1.05 being even worse, what should I be doing with Max Physics? Should it be lowered or increased? I am unsure just what this setting does and would prefer to know what to expect with the change. I'm running a AMD II x4 955 @ 3,2ghz, 8 gigs ram, GTX 750 TI on windows 7 prof. KSP 1.01 was fine but since 1.04, my system is showing frame rate issues especially when in atmosphere or approaching a planet. I've dropped my textures and display settings down really low but those settings have very little impact on the stuttering. The time indicator is almost always yellow if I have anything but the simplest of vessels. I'm to the point that the fun of KSP is being replaced with frustration. Please, any help would be appreciated.
  3. Um, is it not simpler to just (in your case) divide 325.5 by 15 and multiply by 85? Returns the value 1844.5 which is darned close enough for government work.
  4. That even though the game knows what engines are being used and the m/s the burn requires, you still have to do a pre-burn so the game can tell you your burn time. Happens all the time when you set up a maneuver hours/days/years in advance of the burn and then switch to another craft then back. The game still knows the engines and m/s required for the burn so it should also know the burn time!
  5. Simpler yet and needing no additional installs: Find the part you want to mod, copy the folder for the part and paste it with a new name. edit the .cfg file, changing the Name= line to be different from the original and modify the values you want. Start the game and you now have a second (wheel?) in your parts list with the modded values for use whenever/where ever you want and an update to the game does not overwrite your modded folder. This works great for changing rocket motors to produce only smoke and no thrust. Fun for ground vehicles.
  6. If you want larger LF tanks then make them. Just find the tank size you want, copy (and rename) the folder in the gamedata\squad\parts folder, edit the copied .cfg file and change the fuel (changing the in game name as well). This way, those who are purist or have tons and tons of items already in their parts folders, won't get all upset because more parts are showing up in their already overloaded listings and you have the part you want. The new parts also have their textures as .dds so changing their colors to indicate LF only is easy. No modding of the actual .mu, no having to learn 3d design to create new, just a few very simple changes and your version of KSP is now tailored to your own gameplay. And if you're a 'It must be REAL!' type player, what's it matter to you is another uses something you don't agree with? With all the mods out there, why not allow others to enjoy the game as a game and not real life. Besides, last I looked, the only green people I see are the one that eat my cooking, and they are thankfully very few in numbers. For those that want to share their .craft files, a pic is all I need to recreate most (not all as they do get complicated) of them. Never needed to download a .craft file anyway as it is much more fun to try and recreate the ship myself so I learn from my own mistakes of which, I assure you, are many. So, shutting up now and I hope I offended no one.
  7. Tis a shame. Where is the third (middle) option for "I love the game but it should still be in beta." You don't start polishing until you smooth out the rough spots. And in some areas, 20 grit paper is needed. Still better than 95% of the games I see out there. As with all things, this is just my opinion. P.S. Would still buy it, even with knowing all the issues, love it that much.
  8. AH! Thank you ever so much! Why is that silly thing missing from the ingame settings? Oh well, back to exploding ships on the pad!
  9. Sorry but I do not see any setting for max persistent anything in the settings. I load up my current save file, now showing 39 flights and go to settings. I can see the camera shake slider but that's about it for game control. Running v1.0 currently, is that the issue?
  10. Was unable to find anything on this in previous posts, sorry if I missed it. My KSP performance has been tanking lately. The system says I have 38 flights in progress but I have only 6 vessels flying about and I've been, I thought, very good about terminating anything I've left lying about. During my last launch, using one of those 'O so purty' fairings, I noticed an unidentified object crossing near my vessel. It was not listed on anything and I could not click on it to get any data. Looking through my save file, I found many entries for [Vessel] Debris. Realism is fine and dandy but not when it destroys system performance. Is there anyway, other than manually, to clear out all of the vessel entries for just debris? If not, I will have to create another profile and start over (and stay the heck away from those darned fairings).
  11. Sandbox and for fun. Enough realism in life right now so I want to have fun! Fun in a KSP explody kind of way
  12. Thanks. That worked!!!!!!! Now the animations are working perfectly! (Well, as perfectly as I can do)
  13. Currently, I have only 2 FSanimateGeneric modules in the config file. One for the Landing Legs and the other for the Antenna. The Landing Legs work perfectly but I do not even get a button for the Antenna. I must confess, since I was not even getting a button, I did not check Alt-F2. I will check the debug screen and post the results here. UPDATE* No errors in the Debug window. All looks normal but an error message might have popped up earlier and I missed it. Though, I was watching the window during the entire loading process. Unity is my nemesis! Going back to it and recreating the links and then I'll try again. If you don't succeed, screw something else up!
  14. I've created 3 animations for the main ship, exported them all to .anim files and downloaded the firespitter DLL to utilize the FSanimateGeneric module yet I can only get the first animation to play. The option is just not there for any but the first one. The Unity file has all three animations setup in its animation component. The actual model has only the first animation actually in the model used in Unity from the Blender file. The other animations were stripped out because of the KSP issue with multiple animations. Or did I make an idiotic mistake? Should I have all animations within the actual model in Blender first? Where have I made my mistake?
  15. The actual launch stand had steps in the center of it leading up to the walkway but that just adds more poly's to slow down the render engine. Why I left it out. If you want, I can put them in it though for closer realism. (LOL, realism in a TV shows spaceship)
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