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Jimbodiah

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Everything posted by Jimbodiah

  1. Because Squad has no clue about their own game, and would rather add things no one asked for, than fixing the pile of ever growing fesces they call their software.
  2. Judging by how things have been going the last year. I am kind of thinking to stick with 1.3.1 and abandon this sinking ship named Squad. It's becoming increasingly hard to keep my game stable, and everything squad does seems hellbent on increasing lag and ruining performance rather than fixing them. Instead of adding obsolete parts and language packs, they should gave been focussing on the core of the game instead.
  3. Just to be sure: You need an engineer with 3 stars somewhere on the vessel to transfer fuel.
  4. Knowing Squad, yes. I wish they would fix the IVA issue where performance takes a nose-dive once you get over 4-5 kerbals, or the stutter problems that you need Memgraph to fix, or... or... But they haven't fixed those issues since 1.0.4 (when I started playing).
  5. I'll try that. Thanks guys! I'll get back with the 13.0 textures test later.
  6. Yeah, it's weird. I tried Principia but then when I would land the surface underneatht he ship would continue moving and the ship I landed next to is moving away fom me. Some really weird stuff was going on. I wnt back to 13.0 and no Principia, and it was stable again. So Prinicipa gave some other major issues; the planet does rotate smoothly now, but at the cost of this new bug and that I could no longer see where I was maneuvering to (stock line enabled but they deviate a lot and principia only shows two straight lines with no real meaning that I could figure out (this is user error no doubt, didn't play lng enough to figure it all out as the texture glitches made gameplay impossible. I can try using 13.0 textures in 13.1 and see what that does. BTW I did indeed hyperedit a ship to the moons in question just to check things out.
  7. Red, white and blue forms our flag and orange is the color of our royal family.
  8. BNest not tax the system even further. KSP is the worst game in terms of memory usage and cpu load that I have ever played.
  9. @raidernick I don't have these glitches with RSS 13.0, which is why I noticed it on 13.1 Thanks for the tip on Principia, I will check it out!!! I keep needing to add more and more stuff lately to fix the mess that is called KSP.
  10. I downloaded the new version and textures, but the Moon and Vesta (the only two I tried) have weird terrain issues. These glitches go away when you near them and the normal terrain is then shown. Also when I time warp, there are big jumps as it the moon (Ceres, Mimas, Deimos etc) are not making a fullturn and skipping the rest. I had a ship just 80km away from my target while landig and the next jump it exploded inside the terrain while doing a small timewarp. Let me know if you need logs of anything.
  11. @Theysen The new first post looks really nice and organized now! Thank you! And also compliments for the new update!
  12. I have internals removed through a patch as it has serious issues with performance. Anythig over 10 kerbals and you are looking at lag city; this has been an issue with KSP for ages (at least 1.0.4) and thus I have them switched off to allow normal game play while not even running a potato (4790K/16GB/SSD/GTX970). This poses a problem with Deepfreeze as it will not show the kerbals in the part GUI, and the deepfreeze UI will show them but now thaw/freeze the kerbals. Is there any way to get this to work with internals switched off? This is a plot from MemGraph showing the load for parts with internals and then dropping way down when I undock from the ship with inetrnals. When I use my patch to remove internals, the entire plot shows around a 20-25MB heap vs the 150mb without the patch. Also notice the frequency of the stutter which is every few seconds with internals and around 1 minute without them. Hence the complete aversion to having more than 2-3 kerbals showing in the internals. PS: Also when Kerbals are frozen, the contracts will not register them crossing SOI consitently. Running KSP 1.3.1 and DF 23.7.0 btw.
  13. A new crew headed to the ISS in a specially painted version of the Orion launcher for this special day. SSTU with recolorable parts
  14. Took some snaps on a recently started career in RSS. 90% of the parts I use are SSTU, ofcourse!
  15. It's either a probe or manned, you can't have it both ways (probe when no crew, but manned when crew present). Just use mechjeb smartsas, it works without comnets
  16. Not sure if this is a known issue... I noticed the NF Propulsion RCS units have a high ISP, but the fuel consumption is basically the same as the stock MP rcs units: RCS: isp of 200, uses 0.098 units/sec NF: isp of 2000, uses 0.095 units/sec (+ Ec). I have the same issue if I raise the ISP of rthe stock part to 2000, then fuel consumption also goes to 0.095 and doesn't really use any less fuel. This seems to be a KSP thing where maybe for RCS they don't use ISP correctly?
  17. Color coding my station modules so I don't have to click each one to find the one I need.
  18. Not sure why the 1.3.1 versions were removed, lots of people still playing that in anticipation of a stable 1.4 release. Ands I'z gots to have SSTU for 1.4 before I even consider the notion of moving to 1.4; No SSTU means no 1.4
  19. Soon™ You really think they can do it? The company that doesn't test releases and introduces more garbage than they remove? You are sooooo optimistic
  20. It's only copies of existing parts, so if you have the listed mod, you know what it looks like :)) But I can add some screenshots of the various parts.
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