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Everything posted by evileye.x
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
evileye.x replied to pizzaoverhead's topic in KSP1 Mod Releases
Thank you so much! I've been waiting for sooo long! So happy- 779 replies
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Wow, thanks a lot for MASSIVE mods support!!!
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
evileye.x replied to Thomas P.'s topic in KSP1 Mod Releases
@LordAssault do you use texture replacer? Just curious... -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
evileye.x replied to cybutek's topic in KSP1 Mod Releases
My guess - it is because Dachshund uses ablator as fuel as well -
Hello everyone! Just ran some tests and it looks like Texture Replacer causes FPS drop about 20-30 FPS (from 60 to 40 or from 95 to 66), even without any textures to replace, with reflections off. Just dll itself causes FPS drop. Anybody noticed this behavior?
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
evileye.x replied to Thomas P.'s topic in KSP1 Mod Releases
I guess I can disable collisions in SVT and try? Also, Im using KerbinSide as well, can it cause some weird interaction? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
evileye.x replied to Thomas P.'s topic in KSP1 Mod Releases
I would love to use SVt and I did, because it's beatiful... But I have huge perfomance drop if any scatter gets in camera (5-8 FPS with SVT - even with 10% scatter in settings) Without SVT - 45-50 FPS with 100% scatter. Can enabled collision itself be such perfomance hog? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
evileye.x replied to Thomas P.'s topic in KSP1 Mod Releases
Hello everyone! Is there's an easy way to ONLY enable ground scatter colisiion on every planet in complete stock solar system? Sorry if my question is dumb, I just have no idea... -
[1.3] Kerbal Flight Indicators (Release 15, 2017-08-14)
evileye.x replied to DaMichel's topic in KSP1 Mod Releases
Hello @DaMichel ! Would be extremly cool to have 2 things in config: enabledbydefault= true/false/SPHonly hotkey="`" -
Do you want features to be removed?
evileye.x replied to NSEP's topic in KSP1 Suggestions & Development Discussion
This building is for this: -
@TK421d thanks for patching those neat antennas! By the way, everybody still using AIES Aerospace parts should know that there's community fix patch for it https://github.com/deimos790/AIES_Continued made by @Deimos Rast I believe he fixed something with antennas too. May be worth checking? Anyway it's good to have AIES Aerospace related topic on forum, because original one was lost
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[MOD Request] Death by over G using stock G system
evileye.x replied to evileye.x's topic in KSP1 Mods Discussions
I suspect it is tolerance in terms of losing Consciousness, but not death -
Thank you very much, I'll definitely try it. Is there way to MM patch ejection torque?
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Would be cool if those extra nodes were disabled by default. I mean - there's not much sense in using them anyway, because stuff floating inside the fairing does not seems very ... realistic or aesthetic. Can default on /off this feature be in config? I would really appreciate that. Also, @KortexM, @e-dog would be cool to have default ejection torque in config - ejection look way more cool if ejection torque set to 0.1 instead of default 0.01. I do it manually, but have to do it for every single fairing. Anyway, thanks for this brilliant mod
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[MOD Request] Death by over G using stock G system
evileye.x replied to evileye.x's topic in KSP1 Mods Discussions
O'k what I have experienced so far - Kerbals on EVA can actually die due to over G. Looks like they have 50G tolerance. I wonder, is it possible to change G tolerance of EVA Kerbal somehow? -
Hello @linuxgurugamer, small bug report - looks like colidier on yellow truck radial attachment tank is way longer than the part itself...
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[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
evileye.x replied to blowfish's topic in KSP1 Mod Releases
Because @blowfish cannot maintain original post in old tread?.. B9 Aerospace for 1.2.2 deserves it!- 641 replies
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- spaceplane
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Loading satellites into space planes
evileye.x replied to axeman3d's topic in KSP1 Gameplay Questions and Tutorials
Save your satellite as subassemly, but first select your connection point as root part (press 4 on keyboard). Then load your launcher and attach subassebly. -
A post I made about the basics of Delta V and orbits
evileye.x replied to SlabGizor117's topic in KSP1 Discussion
Honestly speaking there are several learning stepping stones in KSP: 1) You fly all in-game tutorials 2) Start new game, getting to orbit/ mun orbit/ mun landing with moar boosters only after that. 3) Install Kerbal Engineer 4) Watch Scott Manley Interstellar series 5) Install 100+ mods 6) 6.4x for the win 7) RSS + RO + RP-0 Oh, and by the way since 1.2 you can read nice in-game KSPedia in between. On topic: really - in game tutorials are really good for a start. I think it is completely wrong to recommend installing mods and KER right from the start -
1.3 And More: Confirmed Features
evileye.x replied to Garrett Kerman's topic in KSP1 Suggestions & Development Discussion
My guess - hats for Kerbal. 2$-5$ for hat- 188 replies
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- ksp making history
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[1.1] Improved Chase Camera v1.6 (Apr 23)
evileye.x replied to BahamutoD's topic in KSP1 Mod Releases
Yes, it does -
10x Kerbol Career is so hard D:
evileye.x replied to Emirhan's topic in KSP1 Technical Support (PC, modded installs)
I think 6.4x is reasonable maximum for Kerbol Even in this case you'll need 1,875m parts and 5m parts and SMURFF. -
In my opinion, new EVE is definetly step forward, however implemented features is more expansive perfomance wise. And it looks gourgeous from orbit. Except I don't understand why "Mun shine" feature was dropped... But for atmosheric flight I really prefer slightly modified Better Atmospheres because of dense clouds... It is good to have choice. But for both old EVE and new EVE Scatterer is a must.
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I'm not adverstising anything, and it's not me who made this wonder possible - it's @RangeMachine who revived good old EVE 7.4 and made it work in KSP 1.2.2 I don't know why he does not make proper release, so I wanted to share my knowledge with community. People deserve to know the truth, you know. I realise that new EVE is more advacned and have unique features, but with my heavy mod load I really started to care about perfomance. And I love volumetric clouds... And Mun shine. Also it is possible to use good old Better Atmospheres or Astronomer's Packs with it. Perfomance wise - when I look up to the sky through 2 layers of volumetric clouds I'm getting 75-85 FPS. When look down to the ground it may vary 25-45, depending on craft and scene. Also consider this result achieved with Scatterer (with disabled godrays and water shaders) + Stock Visual Terrain + KerbinSide and about 100 of mods (gameplay and parts). For your info: my KSP install uses 10-12 GB of RAM. My PC : i5 @ 4400 MHz, Radeon 7950 @ 1140/1500 , 16 GB RAM, SSD @blackrack I'm really sorry for offtop... Related to tracking station buid - I confirm there's something with ambient light. It's always not zero...