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tsaven

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Everything posted by tsaven

  1. It looks amazing, but that framerate... Is that what we should expect even on moderately powerful graphics cards? Do these mods hit the CPU like high part counts do, or is it on the GPU?
  2. Thanks, I figured someone had asked this before. I'm not clear on exactly what people are talking about as "modules", as I'm not a modder or even very mod-savvy myself. But from reading those posts, it seems like some other mod of mine has somehow set the struts to not being stackable? And there's some config file editing I can do to fix it?
  3. Hey guys! Love this mod, but a quick question. Is there a reason the strut ends aren't stackable in KIS like the pipe ends are? It seems ridiculous to have to send an entire 3.5m Kontainer just to carry 20 tiny little strut ends that weigh nothing.
  4. Right-click > Run as Administrator for KSP? Otherwise the game never even loads past the Squad logo.
  5. Because otherwise it craps out trying to write any changes to the C:\Program Files\KSP_win directory, which requires Admin privileges to be able to do anything in?
  6. Hello, I'm not sure if I have enough data to warrent a GitHub issue, but I've been getting crashes when using CKAN to update and install new mods for KSP x64 1.1.2. Most recently was when installing updates for the USI suite, as well as installing the EVE mods. CKAN displays the following error text, then freezes and has to be force-closed by Windows. I'm running CKAN with Admin privileges. If there's any more information I can provide, just let me know.
  7. I see. So if I'm building a robotic arm to help move heavy containers around my orbital station, the beefier-looking Pivotrons are probably the best to use?
  8. Can someone explain to me the differences between Foldatrons, Adaptatrons and Pivotrons? It seems to me like the do the same things...
  9. Holy smokes that was fast, thank you! I assume it'll be a day or so before it shows up on CKAN? (Do you have a Patron or Paypal donation link?)
  10. I seem to be having a problem with the Vernor engines when using Tweakscale to up them to 200% size. They don't produce any visible puffs of exhaust, and they don't seem to be having any effect for control. Is there a way I can confirm this, or a log file you could make use of? *Edit* Actually just tested them on the launch pad and confirmed that they DO work, although their power doesn't seem to scale up with their size. Is there a way to view the stats of an engine once it's been scaled up or down?
  11. I am not using EVE yet as I am waiting for the 1.1.2 update, but I used it prior in 1.0.5. It's beautiful! According to the above post, it seems like multiple cloud layers are possible. How would I go about enabling this on Kerbin? Can I set the transparency levels, to give some kind of thin, wispy clouds up near 15k? Or even a few different layers, but each not as dense? The stock single layer is often pretty solid so I worry that if I took that same mask, and just copied it to a few different altitudes, even with the differences in rotational speeds it would be almost permanently overcast. This is an amazing mod and a bit sad that the stock game doesn't include it!
  12. Ha, I was asking from a user perspective, not a modder perspective. Like, was there a secret button to click, or a mod that was required.
  13. Forgive my ignorance, I'm new to IR and trying to sort this all out. I'm using KSP 1.1.2, read through the last few pages of these threads. I'll need to install the MSI IR mod package (Which I've done with CKAN), and then also this package to give me all the needed parts? Aside from the wheels and legs not working, is everything else pretty reliable? I'm mostly looking for parts to give my ships big spinning gravity sections (ala the Hermes). I'm a bit confused as to how to do this and some googling hasn't helped. How do I use the Bearing Rotatrons? I can't see to get them to attached to anything. They say they're for attaching to a bearing hub, but I can't find a part like that? *Second edit* Nevermind, found them in Utilities (Not sure why all the IR parts aren't in the IR tab). But even coupled together, they're still extremely small, too small to attach KPBS or OKS Station Tubes to for the Kerbals to get to the habitation segments that would be out in the spinning gravity segments. And they can't scale up it seems, only down. Is there any other part combinations that I could use to give Hermes-like spinning sections that Kerbals can actually access?
  14. How do you get those transparent windows, without it being just a totally clear cut-away like it is now in stock 1.1?
  15. How can I hide or minimize the EPL window while in the VAB? I'm sorry to ask such a silly and simple question, but I've spent a few minutes clicking on everything I can find and still can't sort it out.
  16. I've said it before but it bears repeating, THANK YOU for all the work you've put into this mod! The amount of time and dedication it's all taken (especially with staying up to date with the frequent patches) is really appreciated by all of us.
  17. Ah, so you've got to be all tricky about it. Does this cause any problems on loading when the physics engine kicks in, with parts being inside each other? Random collisions and explosions?
  18. Sorry for an off-topic question, but is there a trick or a mod to get parts to attach to each other in a loop like that? As far as I knew the "root part" system that the physics engine doesn't allow for bridging between different "branches" of a part "tree", with the exception of struts and fuel pipes. @Nils277, thank you again for this awesome mod! It's beautiful and fun and has far and away the best IVAs that I've seen, which for someone like me who cares about the well-being of his Kerbals that are millions of kilometers from home, well it makes a big difference seeing that they each get their own little bunks and rooms. I've lived in very similar situations to what you've got in your parts (I spend half of each year at scientific research stations in Antarctica), and having your own space, even if it's a tiny space, makes a world of difference to staying sane. In that vein, what are your thoughts on if/how you'll implement USI-LS's new "Habitation" mechanic? *edit* Oh wait, I see that's covered by a patch. I assume once the dust from 1.1 settles, it might be rolled into the mod natively?
  19. With the Outer Planets mod, Eeloo is moved to be a moon of Sarnus and the filling in the Pluto analog now is Plock, orbiting a bizzaro-huge distance away (35 year transit time according to the subway charts). If I install this mod while using Outer Planets, will Karboneum still be found on Eeloo or out on Plock?
  20. I see, I guess I was thinking more of a one-step item like what TAC-LS has with it's Carbon Extractor and Air Filter, but in wedge form. I understand your reasons, though. Thanks again for this mod!
  21. Helps a little, but I was thinking something more structurally unique. Like how Universal Storage's wedges are all plumbed uniquely and have very different looking containers for each of the resources.
  22. I've tried searching back through this thread, but haven't found the answer to this. Is there any chance of getting a TAC-LS compatible Air Filter and Carbon Extractor wedge of some kind?
  23. Just to clarify, should I eventually get contracts generating for these outer planets and their moons? Including the "Explore such-and-such" contracts?
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