aluc24
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As a new RPM user, I am also having an issue. I installed it from Github, but it doesn't seem to be working in 1.1. I'm now playing career, flying MK1 pod, and there are no IVA instrument changes compared to vanilla. My log:
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Stuttering every ~5 seconds in 1.1
aluc24 replied to Broco's topic in KSP1 Technical Support (PC, unmodded installs)
I think I'm having this problem too, in severe form. I just created a topic about it myself, and noticed this one. A fix is desperately needed. This issue makes the game almost unplayable. -
Stuttering every ~5 seconds in 1.1
aluc24 replied to Broco's topic in KSP1 Technical Support (PC, unmodded installs)
No, they are consistent. It's definitely not a memory leak issue, if that's what you're suggesting. -
Stuttering every ~5 seconds in 1.1
aluc24 replied to Broco's topic in KSP1 Technical Support (PC, unmodded installs)
Hello, I've been playing KSP since 0.90, and just updated to 1.1. Steam version. Since then, I always had the issue of lag spikes. They happen every few 3-4 seconds. The game freezes for a split second, and then continues to run properly. Several times a minute, the audio spikes too, making crackling sound every time it happens. Before, I though the issue is with my laptop and no multi-thread support in the old game engine. But with 1.1, that is surely fixed. This happens both on unmodded and modded KSP installations, it seems to make no difference. Apart from these lag spikes, I have great performance on 1.1. By now, I suspect that some external program might induce these spikes. I have tried disabling antivirus, defragmenting hard drive. Didn't help. I'm running Windows 10 64bit, basically a clean install with antivirus, and bunch of programs that I use. Maybe one of them is the culprit, but I can't narrow it down. No other games exhibit these lag spikes, just KSP. My computer is a Lenovo Z500 laptop. Not a gaming machine, but runs KSP smoothly without problems except for these spikes. Has anyone experienced this before? Is there any external program known to cause this behavior? I can provide any detail necessary. Just keep in mind, that, as I said, this issue troubled me since 0.90, and since then, I have re-installed Windows a couple of times, as well as KSP itself, tried both clean and modded versions, and so on. The problem never went away. Thank you in advance. As I said, if I missed some detail I should have included, just tell me. -
Never mind that. "SupplyTime =" must be it.
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Oh, that's what that last paragraph meant. Silly me. Will this also disable the 15 day allowance?
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My mistake. I simply didn't wait for 15 days. After that, the effects kicked in. Is there a way to disable that 15 day timer, so that Kerbals consume supplies right after launch? Also, make them die if they run out of supplies? I'm trying to make it a little more hardcore
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I'm having an issue with this mod. It appears that even if I have zero supplies, Kerbonouts do not feel any effects at all. My settings are as follows: Life Support Status windows shows "indefinite" in most fields. I'm flying with vets, but as you can see from my settings, I enabled it so that vets should get ill effects too. Am I doing something wrong?
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
aluc24 replied to EnzoMeertens's topic in KSP1 Mod Releases
Thank you! I know better than to ask that question Just wanted to check if by some miracle that version is designed for 1.1. Good luck with the development, and thank you very much for your effort!- 735 replies
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
aluc24 replied to EnzoMeertens's topic in KSP1 Mod Releases
Sorry for a potentially stupid question, but this version doesn't work with 1.1 Pre-release yet, does it? I can't find anything on that Curse page that tells what KSP version is it meant for.- 735 replies
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[old thread] Trajectories : atmospheric predictions
aluc24 replied to Youen's topic in KSP1 Mod Releases
That's great. I realize this probably isn't a priority, but if you ever have time to make this work, it would be cool. Thank you again, and good luck! -
[old thread] Trajectories : atmospheric predictions
aluc24 replied to Youen's topic in KSP1 Mod Releases
@Youen, I just wanted to thank you for your wonderful mod. Together with FAR, it works extremely accurately. I could set up my Kerbin deorbit just after exiting Mun's SOI with Body mode (these "crazy" lines make a lot of sense when you figure them out), and deorbit with a capsule (without any wings or anything) on top of VAB building. Talk about accuracy. Amazing job, Youen. Thank you again for providing this exceptional tool. The only thing I would like to suggest, is landing prediction in Body-fixed mode after SOI changes. Right now, predictions end up when trajectory hits atmosphere if that body is outside current SOI. If predictions would work even when planning that far ahead, it would make it possible to make accurately Mun/Minmus return to Kerbin burn, timing direct reentry to KSC. Right now, you can only know if the KSC will be on the right side only when returning to Kerbin's SOI, which is basically a little too late to change periapsis timing unless you pack a lot of extra dV. Also, having these inter-SOI landing predictions would allow timing direct reentry at interplanetary trajectories, for example, timing arrival at Duna for a direct reentry to a specific spot (like a base) months before actual arrival, instead of traditional step-by-step aerocapture and reentry. This would allow for more time and fuel efficient, as well as more challenging transfers. Just a suggestion. Please let me know if you'd consider such an idea. -
There is this Engineering Tech Tree. Look it up. I installed it a few days ago, and it's great. Much more convenient and sensible than default tech tree, and at the same time is still balanced and challenging.
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
aluc24 replied to Probus's topic in KSP1 Mod Releases
I understand. Well, what would be a balanced way to hide those empty nodes, then?- 1,028 replies
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Mod to maintain angle of attack with shuttles ?
aluc24 replied to Gaarst's topic in KSP1 Mods Discussions
There is Pilot's Assistant, but it doesn't work well always in vacuum and upper atmosphere. Depends on spacecraft. Author said he will try to fix it on the next update. But in any case, it's worth a try. In most cases, it works better than MechJeb. But for the upper atmosphere, MechJeb works better at this time - at least in my experience. -
[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
aluc24 replied to ev0's topic in KSP1 Mod Releases
I just tried it like you suggested - it seems to work, there are no overlaps as far as I can see. This is great. Thank you very much. -
@Malah, I know QuickMute is listed as finished, but would it trouble you a lot to add Chatterer mod support? Right now, QuickMute doesn't Mute sounds from Chatterer.
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@Coffeeman Hi, I'm sorry if I'm missing the obvious, but how do I use DangIt! with blizzy's toolbar instead of the stock one?
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
aluc24 replied to Probus's topic in KSP1 Mod Releases
I actually tried that one, but it doesn't seem to work for me... Doesn't hide the nodes after I install it. How do you make it work?- 1,028 replies
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[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
aluc24 replied to ev0's topic in KSP1 Mod Releases
Hi, is your mod supposed to work with Engineering Tech Tree too? I tried, but it didn't hide empty nodes. Would it be a lot of work to make your mod work for that tree too, ev0?