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StickyScissors
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Everything posted by StickyScissors
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As usual, as soon as my game is stable/mods arent crashing things left and right, im getting good framerate, and get a career game rolling, a new update comes out ._. - In other news, i take entirely too many screenshots. 4.2GB screenshot folder so far, over the past ~3 years
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Well, it works, but KSP's (still) poo landing gear code makes it slippy, springy and generally unstable on the surface, and it's crap phys-warp handling drops the frames to ~10 after phys-warping. 12 parts, Intel i7-7700 / GTX-1080 -.- - Edit:
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
StickyScissors replied to Galileo's topic in KSP1 Mod Releases
Wow, i somehow managed to get them mixed up with a completely different pack that i can no longer find -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
StickyScissors replied to Galileo's topic in KSP1 Mod Releases
So, the sunfalre that is included with SVE and overwrite's scatterer's native one is causing graphical issues when looking at the sun: -
Unfortunately, that didn't solve it. I fell like the configs not being updated to 1.3 is potentially the big issue, which is also probably why Eve looks like this in 1.1.x: And this in 1.3 : No config or texture changes from 1.1 to 1.3 EDIT: All issues have cleared up, Eve is back to normal, and im getting normal FPS again. Turns out a GTX1080, of all cards, ant handle 8x anti-aliasing :i Edit2: Nope, still 15FPS >:(
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- renaissance compilation
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Is anybody else having issues with KSPRC lagging the game in 1.3 a lot more than it did in 1.2 or below? I barely get 15FPS on the surface of kerbin for some reason, while everywhere else i get up to 60. in 1.1, i get at least 30FPS on the surface of kerbin. Nothing in the error log
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- renaissance compilation
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Well, the issues seem to have cleared up, and i finally got to play for a little bit, and made a Falcon 9
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This mod just keeps getting better and better. Too bad the game itself is responding less and less to clicks in the VAB, flight, and menu's every. single. update. And my stupid PC keeps shutting itself off every couple hours ever since i got a new GPU >:I Also, a small note if this isn't already known, or isn't a problem that anyone else is experiencing, but when the game is loading up, the last thing to load, being "SC-C-CM-IVA", hangs for a couple minutes or so, noticeably longer than any parts have in the past. Usually the last part to load only hangs for a second before it's all over with.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
StickyScissors replied to Nereid's topic in KSP1 Mod Releases
Nope, full restart required to get it working again. Also, it seems like a conflict with KCT in another area could be causing this. Having KCT installed alongside FF, and choosing a crew via the KCT menu when launching like usual, is causing crew to not show up in the vessel. Showing this error for each kerbal: Magico13's response from the KCT thread: "That's not something I can fix on my side, at least not on my own. You could try reporting it on the Final Frontier thread, but make sure you mention that it's happening with KCT. The problem seems to stem from the fact that KCT changes kerbal states (assigned, available, etc) in a situation that FF isn't expecting, so FF doesn't have some data loaded. They either need to catch that error and handle it themselves so it doesn't propagate up, or they need to recognize the situation and handle it so the error never gets thrown in the first place." -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
StickyScissors replied to Nereid's topic in KSP1 Mod Releases
I don't really want to bother about old versions of this mod, but as someone who is currently stuck with 1.1.3, i'd like to know if there's a way to fix the issue of the FF window not opening more than once. Literally click the icon to open the window, do whatever, and close the window, try to open the window again and all i get is: KSP 1.1.3 and Final Frontiers 1.0.13-2539 -
So, still playing KSP 1.1.3 along with this mod for various reasons. However, starting today, i'm having the issue of rolling out, launching the mission, choosing the crew like usual, but when i load into the flight scene, there are no crew at all loaded in. They're back at KSC slacking off while their rocket is on the pad. This usually happens after a launch or two, and can only be fixed by reverting to a point before the mission was launched/rolled out and restarting the game.
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[WIN] Flyby Finder V0.86 [KSP1.3]
StickyScissors replied to PLAD's topic in KSP1 Tools and Applications
Any chance that 6.4x scaled stock system (and maybe 6.4x OPM along with it) can/will be implemented? -
Mod question! What are you using to scale up the planets to 6.4x? I tried KScale64 in 1.1.3, but it also scaled up the surface rocks 6.4x, which is extremely unrealistic, and doubly awful since KSPRC makes them solid objects.
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Just as i had predicted, my imagination got the best of me, so i went off and completely redesigned my RNS system again. I -really- hope this is the last time, because its getting tiring having to redesign not only the shuttles, but also all of the mining, refining, storage, and refueling infrastructure around them. T-5 seconds until liftoff - Make sure to check your staging, folks... And also make sure that your procedural fairings will not detonate what they are enclosing because the ejection force is bumped up by 0.01 -.- - Test mission, seeing how stable it is with a crapton of stuff docked to the front. It's got the wobbles because of how week docking connections are in KSP - Lander variant, landed on the Mun. Very unstable and slidey here, because there's no &*($^@# FLAT areas to land on the Mun >:I - And the lander variant, parked on Minmus. Large fuel tank in tow, the lander variants will eventually be able to land and refuel (via mining rovers or otherwise), they will then either: -Take that fuel to LKO to supply a large refueling station, of which other RNS's will dock at. Then, they will return to Minmus and repeat. -Take that fuel to LMO, and have whatever RNS needs to be fueled up fly out to Minmus, refuel, and fly back to LKO. Both options will cut out the RNS's current reliability on Kerbin-launched Marduk fueling missions, of which currently cost upwards of 152,000 Krubles per launch.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
StickyScissors replied to nightingale's topic in KSP1 Mod Releases
Is there any way to significantly increase, or just entirely remove, the arbitrary contract limit? I'm getting frustrated trying to figure out which contracts are which in the cheat menu, of which i have resorted to using to accept more than the limit allows. Tons of rep, max facilities, 22 launches under my belt...why cant i have a 70+ mission launch manifest like...SpaceX, for example?- 5,225 replies
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It was brought up right when SpaceX unveiled ITS, but i think Shadowmage decided to wait a while for Raptor to mature before adding it to SSTU. The BE-4 has, until recently, been cloaked in secrecy, and even now, there isn't much to build a model from, so i suspect until we get more detailed info/renders, we won't see it added. Also, if they are already covered in the performance range by another, already-implemented engine, there isn't really much reason to add them and -another- fuel to go along with them. However, their uniqueness could potentially overrule the performance overlap restriction/guideline. - In other news, some screenshots from my most recent career game below. Warning: 5040x3150, because i'm too lazy to resize them and/or turn off screenshot_supersize. Edit: Wow, i sure am trigger happy with that screenshot key,. The folder has, over my last 2 years of playing, grown to ~4GB. Maybe i should delete some...
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Taken in the past few days, but i havent updated to 1.2 yet. Still trying to find time when i can wake up during the "off-peak" hours of my internet provider and download all my mods for 1.2. I would just download them all outright, but my daytime data is limited, and i don't want to waste it on mods