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Everything posted by slaintemaith
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[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
slaintemaith replied to Padishar's topic in KSP1 Mod Releases
KSP is using 8360ish MB of my memory. Total used is 39% with all programs. So what should the MemGraph config look like? The numbers in that don't make sense to me, I'm afraid. -
[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
slaintemaith replied to Padishar's topic in KSP1 Mod Releases
It does seem to stutter less. Sometimes. Eventually it catches up (typically after an hour or so) and I have to save, close out, and restart. I don't know enough about PC memory to know what would be ideal settings for the config file. -
[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
slaintemaith replied to Padishar's topic in KSP1 Mod Releases
So what am I looking at here? A year ago I assembled the screamingest PC I could buy parts for and assembled it. Kerbal stutters relentlessly now every 3-5 seconds. This is what Memgraph is saying. Please let me know what else you need to know. ** Edit: Might have figured it out. Did you know that <alt> <numpad end> != <alt> <end>? Yeah. Seems to work now--a minute between garbage collection rather than 3-6 seconds. MUCH happier. Thanks for this! -
Realism Overhaul Discussion Thread
slaintemaith replied to NathanKell's topic in KSP1 Mods Discussions
Wowsers. Are you all still on the NathanKell dev chat? (I used to have that, then it vanished) or has it all switched over to discord? -
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
slaintemaith replied to Pak's topic in KSP1 Mod Releases
I'm using FAR, though. That should be vastly different from stock, no? Edit: Yep. Your numbers work great with the stock aero. Ferram Aerospace Research changes everything though.- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
slaintemaith replied to Pak's topic in KSP1 Mod Releases
Are the deorbit/landing procedures for this still the same? I used to (even with FAR) nail the landing--now it seems to glide forever... I adore this spacecraft by the way--it's the logical progression of CobaltWolf's amazing NASA analogues. These are two of my "Must-Have" addons.- 2,351 replies
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Where do those configs for SSRSS 1/4 scale live, if I may ask? What mods are you using to achieve this? (Sorry--I've been out-of-touch for a few versions--never know what's current anymore.) Also, does the RSS/RO chat group still live? I tried logging in to it and it had vanished. =( Hope you're feeling better, Cobalt.
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Was there a definitive "This is how you get these parts to work with RSS" segment of this thread? I'm not finding it if there is. =) And if not: How do I get these parts to work with RSS? I've attempted SMURFF, but that seems to do nothing. I've read that it works best with a 2.5x scaled stock world (i.e., 1/4 scale RSS) which doesn't seem to be valid for the latest version. I'm not even sure what's available in 2.5x nowadays...
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
slaintemaith replied to politas's topic in KSP1 Mod Releases
Thanks for the explanation! That does make sense and sounds rather tricksy. Interestingly enough, it works fine--even with scatterer and E.V.E. (and a small modification to cope with Kopernicus) It just requires manual install. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
slaintemaith replied to politas's topic in KSP1 Mod Releases
Help? This is with a completely fresh install of KSP and these are the only things I've selected. I'm using 1.3.1, and everything there -says- it should be compatible with it. Color me confused. -
Realism Overhaul Discussion Thread
slaintemaith replied to NathanKell's topic in KSP1 Mods Discussions
Not sure if this is the place to ask, but is there still a definitive RSS/RO/RSSVE install guide out there somewhere? I distinctly remember having all of these playing well together in 1.2.2, and even had a MechJeb version with a PEGAS mode. Now I'm trying to remember how to scrape it all together again... -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
slaintemaith replied to Theysen's topic in KSP1 Mod Releases
Is there an up-to-date "How To Install This From Scratch On 1.2.2" video/site/dissertation available still? I know there used to be several, but now it appears many versions changed and the old chat group up and sodded off...- 2,216 replies
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[KSP 1.3.1] Stock Size Real Solar System [0.0.3.1]
slaintemaith replied to Galileo's topic in KSP1 Mod Releases
Yep yep. I'm a moron. Thanks!- 598 replies
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[KSP 1.3.1] Stock Size Real Solar System [0.0.3.1]
slaintemaith replied to Galileo's topic in KSP1 Mod Releases
Sorry for being dense, but I cannot for the life of me get clouds on my SSRSS install. Are there explicit links and instructions somewhere to make it that pretty? The ones on page one of this thread don't seem to make that happen. Thanks in advance!- 598 replies
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Base-In-A-Box. Expandable modular surface base!
slaintemaith replied to Rune's topic in KSP1 The Spacecraft Exchange
I might drop some reaction wheels in the base components so I can control their wayward movements on very low grav bodies. -
1) Tweaking the atmosphere so very suddenly (and therefore making -every- addon craft for this program instantly invalid) was a bad idea. 2) Not checking the physics on every part interacting with every -other- part is a bad idea--and terribly poor Q.A. Unless the bugs are written up already by the test team (They usually are) and people higher up on the chain who don't know anything about how games are -played- decided to release. Not Q.A.'s fault then. It usually isn't. 3) The game is -so very close- so what it should be, and the niggling issues with it make it so frustrating to play. It's one thing if you're paying a test team to endure this. It's another if you expect paying customers to: Especially after releasing a 1.0. Make your sandbox stable, then go from there, please.
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I used to play Orbitersim and have done -all- of these things manually at one point or another. Orbiter's manual controls make sense, though, and are joystick based. Kerbal's are ... Well. Kerballed. (An adjective we use in this house to describe something that should otherwise be fun, but is either broken beyond redemption or frustrating to the point of distraction.) Kerbal has been less Kerballed in the past year or so, but the default keyboard configuration is silly at best. But I digress... I have a decent understanding of how all these things are -supposed- to work both in sim and in the real world. So following a flight profile with or without automated assistance--be it pressing 'w' repeatedly, programming mechjeb to hold a certain attitude, or simply hitting 't' for the SAS shouldn't be too different with regards to getting better or worse at the game--and seem to be a fault of the game itself rather than your designs. (Or Mechjeb, but that's got its own dev schedule--and is recuperating from all the changes made by the Kerbal devs since 1.0 and 1.0.2.) I'm living in fear of new updates, since every 'tweak' to the atmosphere of planets seems to mean a complete redesign of every ship ever made. This is why my only mod nowadays is Mechjeb. I'm too afraid of all the minor changes and instabilities breaking the game. The Space Shuttle's docking system and instrumentation are about as esoteric and precise as one can be--incorporating an axis shift all the while, where the Apollo version was anything but. Looking forward to trying Navyfish's system. You're not the only one who has sung its praises. Re: 381m/s. Nope! Not nothing at all, but I wanted better margins, as my refueling station is parked at 100x100. It wasn't -quite- enough for the "Dock or bust" trip I'd planned. I did manage to get the same Spatha in orbit with closer to 700m/s last night, and docked with my Kerbin station, refuelled, took off to Minmus Station (my intent was to fill the cargo with rocks and drag them back to Kerbin after refuelling at Minmus) and back again--thus supplying my Kerbin station with ore. (seems more efficient to haul rocks from Minmus to Kerbin than design an SSTO that can do kerbin to orbit in one hop while full of ore) ...but then the Minmus Station Docking Incident occurred. Then I deleted that save due to frustration. =)
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...then my docking autopilot rammed the ship into the station, which destroyed most of it... and Ugh. I'm at the point where I hate this game again. Maybe I'll give it another year or so.
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I'll give it a go! *Edit Nope. 381 d/v left after limping into a 70 x 68 "orbit." Seems I just suck.
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Okay, re: Most SSTO's and especially the Spatha, I'm not left with much usable Delta-V. Sometimes I have enough to de-orbit, usually not so much. Which sort of defeats the purpose. This is not your fault. I just don't seem to have a decent grip on what numbers I should be looking for when I make pitch/engine/intake adjustments. Also... I *gasp* use mechjeb religiously, because frankly the manual controls of this game have always bitten the big one. With spaceplanes, Mechjeb gets a bit trickier--but also more 'manual' since all I'm using is the Smart A.S.S. in surface mode, meaning essentially all I'm doing is inputting pitch holds at various speeds and altitudes. (Which I've listed before in this thread) So I guess I'm still begging for documentation on how to fly these things, assuming I'm an idiot. =)
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I think my issue was that it broke apart when I pulled up. =(
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Curious to know the re-entry procedure for the Spatha. Was able to get it -out-, but am completely unable to bring it back in once piece.