MLWostal
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Everything posted by MLWostal
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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.
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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.
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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!
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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.
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The problem with the atomic engine now is bulk
MLWostal replied to RocketBlam's topic in KSP1 Discussion
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. -
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.
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Debris cluttering up save files
MLWostal replied to MLWostal's topic in KSP1 Gameplay Questions and Tutorials
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! -
Debris cluttering up save files
MLWostal replied to MLWostal's topic in KSP1 Gameplay Questions and Tutorials
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? -
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).
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Sandbox and for fun. Enough realism in life right now so I want to have fun! Fun in a KSP explody kind of way
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On using the Firespitter anim module...
MLWostal replied to MLWostal's topic in KSP1 Modelling and Texturing Discussion
Thanks. That worked!!!!!!! Now the animations are working perfectly! (Well, as perfectly as I can do) -
On using the Firespitter anim module...
MLWostal replied to MLWostal's topic in KSP1 Modelling and Texturing Discussion
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! -
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?
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Kupiter 2 for the nostalgic, a Jupiter 2 (TV show) model for KSP
MLWostal replied to MLWostal's topic in KSP1 Mod Releases
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) -
Kupiter 2 for the nostalgic, a Jupiter 2 (TV show) model for KSP
MLWostal replied to MLWostal's topic in KSP1 Mod Releases
Sure, if you want the textures here they are. Included is the uvmap for the lander as well. The astrogator has no uvmap. It's just specular. And, the square area on the lower hull with the warning hashes is where the Lander Bay will be. https://www.dropbox.com/s/qtdsn4nnrffmaz5/Kupiter2Textures.zip?dl=0 Good luck with them! Seems correcting a problem in color on one item caused another to have a dark/light/wrong color line on another. And, MSPaint bytes! Gimp is fine for fancy stuff but I have difficulty doing the base work with that application. -
Introducing the Kupiter 2 for KSP. Pieces Parts. 1. The Kupiter 2 main ship. Found in the PODS section. This provides space to 6 Kerbinauts without the need for cryogenic hibernation. A science storage facility resides here as well. It also houses the ships main drive. A Keutronium Annihilation drive which is very powerful in space but near useless in low atmosphere. 2. The Kupiter 2 Astrogator. Found in the UTILITY section. The big white ball. This provides a means to switch from an upward perspective to a forward one for better Navball usage. 3. The Kupiter 2 Lift Engine. Found in the ENGINES section. This is the sole means of liftoffs and landings for the vessel. Though powerful, it is actually only efficient near a planet. 4. The Kupiter 2 Launch stand. Found in the STRUCTURAL section. Well, it's to hold the ship until you launch it. The ship uses Keutronium to feed it's onboard reactor. This reactor, in addition to providing needed electricity, provides a small amount of Plasma, hereafter called KPlasma2. This KPlasma2 is channeled through plasma storage containers to the ships engines and is used to provide the thrust needed for space travel, or to lift the ship a feet meters to get Jebediahs toes out from under one of the landing pads. Though it might seem as if this means unlimited fuel, that is not the case. There is a finite amount of Keutronium that can be stored aboard the vessel and it is used, always. Even just sitting on the launch pad will use a tiny amount. During flight, additional Keutronium can be feed into the reactor greatly increasing the amount of KPlasma2 produced but at the same time, reducing what Keutronium the vessel has. If the ship runs out, everything dies. There are no Keutronium gas stations in space (at this time.) Small tutorial for controlling the ship (at present as I try to find a better way) Flying the vessel from lift off to landing on the Mun. Assemble the ship and head to the launch pad, making sure to set up staging properly. There will be 2 engines shown. I highly recommend setting only the lift (bottom) engine to ignite at liftoff. Using the lift engine, and watching your on board supply of KPlasma2, carefully lift to at least 20 to 25K meters then either reduce lift thrust or shut it down completely by disabling it. Click on the main ship and enable the engine there. Click on the Astrogator and choose 'control from here' to set the navball to forward motion. Apply the throttle to the thrust you like and sail on to space and beyond. The main ship has, in its context menu, a button to enable or disable Plasma Bleed-off. This is how you recharge the plasma in the containment bottles used as fuel for the drives. To land is pretty much the reverse of that process. Just remember to shift from Main Engine to Lift Engine for landing and choose 'control from here' on the main ships context menu. A trip to the Mun is pretty short and not much will be noticed with the Keutronium but a trip to Eve, even one that takes only 25 days, can use a substantial amount of it and trying to get to Jool... Not tried that myself but I think it can make it and back as long as an optimal course is used. Licensing because they say I have to use it. This work is licensed under a Creative Commons Attribution-NonCommercial 3.0 Unported License. Let me know if I goofed on the license. Legalese is corn fusing. The Link! https://www.dropbox.com/s/7ota114wvriubqz/Kupiter2GameData.zip?dl=0 This parts mod was made because, well, I loved the show when I was young (yep, saw the original broadcasts) and still love the idea. Love a lot of the older SciFi shows actually. Now, I can finally fly the Jupiter 2, er, the Kupiter 2 and crash on my own planets! I am still learning and make lots of mistakes but I also try to correct anything I've done wrong. I've used this mod in my main KSP game with no ill effects other than losing a Kerbal here and there as I've updated the ship and forgot to get my people off the old one before the update. Oops. But all other ships are behaving normally. But, as with anything, PLEASE load it into a new game to test on your system. That is one thing I can't be held responsible for. Trust me, done enough of that myself to learn it the hard way. Backup before update. Keutronium is used because the original TV show used Deutronium as the fuel. So, took the startup screen to heart and added K to every word. Sorta. KPlasma2 is used just in case some other mod is already using a Plasma, KPlasma, K-Plasma or any variation there of. Didn't want to cause anyone grief with a resource headache. The ship is red because well, the game already has grey, white and black color themes fully covered and since I started near christmas, what other color compliments Kerbals better? In the works. 1. The Landing pod from the 3rd season. Actually, that's almost finished but due to animation limitations without addition plugins I'm holding off on that. MeCripps is testing it to see where I messed up 2. IVA for the Kupiter 2. Thinking of either have the Robot waving it's arms about in front of 6 frozen Kerbals or actually making the first deck of the craft. Both will be fun to do. 3. IVA for the Landing pod as well. Easier than the Kupiter 2 since it's smaller. Though any IVA will not be 'easy' These are in addition to getting the landing gear to actually behave like landing gear with real suspension and figuring out how to get lights to work with the toggle at the top of the GUI Would like to hear any positive remarks but definitely want to hear negative ones, especially if it's a crash or problem the part caused a person. This is for fun so I hope I don't ruin anybody's. Forgot one thing. Ignore the cheesy, bad textures. It's the best I can do for now. Another thing I have to work on. :/
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Okay, asked before and was told that for a item in Unity, if the trustTransform is set at 0, the item (ship, engine, rock) will be at 0. Here's the issue. Ship is centered at 0,0,0 in Unity. The two additional parts added in KSP have a mass of 0.0. The actual ship has a mass of 225 tons. Hope that's clear. Now, I changed from the 2 fuel source of normal rocket engines to a single fuel source (and removed the RESOURCE for that fuel as well). I also changed the max thrust. Neither of those items touched the thrustTransform. Both of the items dealt with the same ship at 0,0,0. Fuel stored internally so any mass change of fuel would just change mass of entire ship so CoM would not change. Yet now, if I even attempt to bring the ship up to even 1/3 throttle, it starts cartwheeling stern over bow. It makes no sense what happened. I triple checked Unity to ensure the thrustTransform is at 0,0,-10~ and that is pointing directly away from CoM of 0,0,0. Even the landing legs are part of the ship as a whole so should not effect CoM. Yet something is. What did I miss? What did I screw up? Please, any help would be appreciated. two pics to hopefully help. Not sure what the issue was but loaded Unity, rewrote the unaltered file and bingo, working normally again. Sorry to have annoyed anyone.
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Possible to limit what is displayed in context menu?
MLWostal posted a topic in KSP1 Mod Development
Is it possible to limit what is displayed when you right click on an object and get the context menu? As you can see, the list is like the energizer bunny, it keeps going and going. -
I've been searching high and low and yet I found nothing that shows how to use a .anim file from a .CFG file. Is this possible with just the standard KSP system or will I have to throw in the towel and forget using them? Reason I'm asking is that I have 2 animation file. The first animation runs just fine on the model but the second one never runs. Or, is there something special about tying a animation to an antenna (send crew report) config that I missed. Copied the .CFG elements from one of squads antenna files, the buttons show up in the context menu but still, no joy.
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This is what I get. No errors other than might not cache in Debug Looks perfect in Unity, mesh is not hollow, IE: The normals are correct. Collider is set and checked for convex. Funny thing is, the only that that shows up of the main ship is the leg bays. They have a messed up texture but are not even part of the collider as it covers them completely. All my hair is now gone. Going to play dodge in the freeway methinks! and yes, rifling the forum right now trying to see if the answer is out there.......( queue the x-files music)
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Created a collider in Blender and thought I had made it simple. Maybe that is what is wrong. Cleaned up my object anyway but will look at the collider as well. Since the silly debug window was continously scrolling, I was unable to look above the message to see what was actually causing the problem. Back to the Blender board!