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Detroit12

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  1. First of all, love the mod, thanks for the amazing work. One quick question- is this in the image below a Scatterer issue? I know I saw a similar image somewhere a while ago and I believe I remember it being related to Scatterer, or some combination of it and another mod (I also have E.V.E. and S.V.E. installed). Squares of the terrain, no matter where I am on Kerbin, always start floating up like that when I'm landing. Always seems to happen during descent right between ~1500m and ~300m. Any feedback would be greatly appreciated. http://imgur.com/a/Qs3u5
  2. Thanks, I'll upload the log when I get out of work today. Also late last night I started removing folders from the GameData folder and, sure enough, removing the Kopernicus + KerbalOrigins folders fixed the issue. So I guess it was somewhat similar to the old threads I found on Kopernicus and solar panel issues. Those fixes all seemed like they were for older versions of everything though. I assume Kopernicus still causes issues, or maybe it's a new issue to 1.3?
  3. Hello. I haven't posted here in a while so I apologize if this is formatted wrong. I've been out of Kerbal for about a year or so so I'm not positive on what's changed but this doesn't seem right, and all the search-results I could find on solar panels not working seemed older and related to Kopernicus, which has been updated since those posts I found. Anyways, the pictures below show the problem that in addition to the solar panels not charging batteries, they don't have any info when right-clicked on, like Sun Exposure or Charge-Rate. Below the two images of the bug is my list of mods. Any help would be greatly appreciated as it more or less breaks my game to not have solar panels :'( Mods:
  4. I'm running 1.1.2, and for EVE's Max KSP Version CKAN says "1.1.0 (using mod version 2:EVE-1.1-2-1).
  5. I refreshed but still don't see it. It's listed when I filter by 'All', but I can't select it. I think I should be good though. Got BoulderCo and EnvironmentalVisualEnhancements in GameData, can see clouds and city lights now. Just was confused about all the other folders in the download, thought I was missing a step. I remember a lot more clouds when using this mod on an older version. I think it was this one. How do you increase cloud-density? BoulderCo and EnvironmentalVisualEnhancements from the AnyCPU-EVE-Release and AnyCPU-Configs-Release seems to have worked for me.
  6. Thanks for the reply. Yeah I think that part I did right, I found those folders in the AnyCPU-EVE-Release and AnyCPU-Configs-Release .zip's. But I thought I was missing a step, all this other stuff in EnvironmentalVisualEnhancements-EVE-1.1-2 doesn't go anywhere? http://imgur.com/9A9Pma0
  7. Hey guys. Love the mod and was so excited after finding this old thread that it had been recently updated. Only thing is I've mostly just clicked checkboxes in CKAN for installing mods and since it's not listed for me I just had a question about installing it. I know it's probably a stupid question but some quick insight would be greatly appreciated. I found the BoulderCo and EnvironmentalVisualEnhancements folders in two of the .zip's within the downloaded .zip and put them in the GameData folder. But there's a lot of other folders in EnvironmentalVisualEnhancements-EVE-1.1-2. Do I just put that whole thing in GameData in addition to also putting BoulderCo and EnvironmentalVisualEnhancements in there? Because the OP said to put contents of the .zip's in the install folder. My download only contained one .zip with a folder in it called EnvironmentalVisualEnhancements-EVE-1.1-2. Basically I have BoulderCo and EnvironmentalVisualEnhancements in GameData and am just wondering what to do with EnvironmentalVisualEnhancements-EVE-1.1-2 that has a bunch of other stuff in it.
  8. I have EPL installed, among other mods (if specifically what others I have installed is relevant, I can post the list), I landed a EL Station and Workshop on the Mun to build something at a stake I planted. The build is going fine, the Workshop sped up production greatly once I connected it to the EL Station lander with a winch. But when I took one of my Engineers and entered the Workshop, they no longer show up in the lower-right of the screen. Right-clicking on the Workshop doesn't show an option to view their inventory either, like I can with other pods (have KIS installed too, obviously). Production Value went way up though when the Engineer entered, so it registered. I just have no way to get the poor guy out. I would hope a last-ditch effort would be to land the Workshop back at Kerbin, but I wasn't planning on having him go back for a while. Is there any other way to exit the Workshop? Is this normal until the ship-build is complete? Any input would be greatly appreciated.
  9. Doesn't it noticeably affect the quality though? I don't know if this would work for KerbPaint, but I just came across the Near-Future parts pack that I wanted to try and I can't even get to the main menu without the game crashing when it hits 3.2GBs of RAM during loading (Kerbal alone, not total-system). KerbPaint and KSP in general worked fine after I waited the half-hour for it to load, just to see if maybe it was a first-time thing or not, which it wasn't, unfortunately. But yeah I'll try that so I can install some more parts packs, if it doesn't hurt image-quality too badly.
  10. Game takes half an hour to load when I have KerbPaint installed . I was really looking forward to using it too. On researching this (trying to anyways, seems like I might be the only one with this problem), I came across the issue KSP had with Network Adapters. With KerbPaint in the GameData folder, I disabled everything under Network Adapters in Windows' Device Manager, and it was still slow. But, then I removed KerbPaint (my most-recently installed mod) from the GameData folder, and even after re-enabling all of the network stuff, loading takes about 12 seconds. It's definitely KerbPaint. Has anyone heard of this happening, even with other specific mods, unrelated to the network adapter issue? I didn't see anything about KerbPaint causing this when I hit Google. PageFile and RAM usage didn't seem to go much higher at all when the game was trying to load with KerbPaint installed, so I don't think it's mods. I have about 10 others and never had this problem after installing each of them. I have the latest version and the latest ModuleManager as well. Any advice would be greatly appreciated, was pretty excited when I came across this mod.
  11. Thank you both as well. Yeah on top of the mistake I was making explained above, I was also apparently incorrectly assuming that just doing a small/quicker comparison would scale to a larger one. I'll definitely go ahead with something bigger now that I can understand it a bit better.
  12. Thank you, that makes sense. I knew I was thinking about it wrong! What I did was look at ExtraPlanetary LaunchPads' VAB screen to see how much actual fuel was there, in units (adding the weight of the fuel and oxidizer for the Terrier). Once I had 5t of fuel+oxidizer / fuel according to EPL's stats for the Terrier and LV-N, respectively, then I matched the TWR's (which basically consisted of adding a little to the Terrier one to account for it being lighter), and sure enough...the LV-N had much more Vac. Delta-V. Guess I should've looked at the weight of tons of fuel in EPL right away, and added the extra weight from the oxidizer for the Terrier one. Thanks again.
  13. Thank you for the welcoming I emptied the oxidizer, which brought up the TWR, but didn't really seem to affect anything because when I matched it's new TWR with the Terrier engine on, the Terrier was still higher . Each went up, but they went up proportionately so the Terrier still ended up being higher even though it has less than half Vac. ISP. Also something of note- it seems that when matching the TWR of other engines, the LV-N has a much higher Vac. Delta-V, it's just the Terrier engine that it can't surpass. Exact same TWR, exact same accessible amount of fuel, yet there's is literally no situation where I can get the Vac. Delta-V higher for the LV-N than the Terrier if their TWR's are the same and have the same amount of fuel.
  14. Hello everyone. Just registered but I've been a silent reader for a long time. Been loving KSP for months now, but I'm relatively new to MechJeb and I only recently unlocked the LV-N Atomic Rocket Motor. My question is: Does MechJeb have an issue with calculating the Delta-V of this engine? I mean could just be missing something painfully obvious, I'm no pro at the game yet by any means. But whenever I attach the LV-N, it never gets the most Vac. Delta-V of the various engines I try on the ship. Since it's heavier, I even add enough dry-mass when trying on the other engines to bump the TWR to the same as it was with the LV-N attached. Still no luck. The LV-909 "Terrier" for example...added dry-mass when trying it on so that both it and the LV-N had the same TWR and the same amount of fuel at their disposal: even with the LV-N's much higher 800 Vac. ISP it gets less Delta-V. Is there something specific I'm missing that is the key to using these Atomic Motors? (I apologize in advance if it's a stupid question)
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