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evileye.x

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Everything posted by evileye.x

  1. Hello @Ger_space! Do your ground stations have the all the same comm net range? If it possible to have range specified to each station, or comm net does not work like that?
  2. Hello everyone! Is it possible to set default light color with MM patch in name = ModuleLight lightName = spotlight ?
  3. Do real chutes have "deploy only when safe" option (the same as sock)?
  4. Yesterday I've gained +30FPS in my career play-through.
  5. Recently I found a strange bug - I've noticed that I have 30 less FPS with the same craft on a runway in career mode comparing to sandbox. I run heavy modded install, so I investigated mods could be involved in this (contract configurator, strategia, etc.) But even without mods influencing career directly performance drop was the same. Wasted several hours and found a culprit - it's building levels! Enabled cheat and maxed out space center - +30FPS gain.. Funny thing that it's happening with only runway (and does not depend on level of runway) in view and without other buildings. Screens: Also, reproduced in stock (less noticeable) : Update: I've found the building causing FPS drop 15-30 in situations on screenshots above. Also, space center view is also affected. Culprit is launch pad level 1 and level 2. Once upgraded to level 3, +15-30 FPS gain. Crazy stuff... Update: still don't believe my self, but it made my launches so much smoother... Because with rocket on launchpad difference is 35 FPS and 60-65 FPS
  6. Hello @Poodmund! Great job, finally I figured out what those antenna figures and settings mean. Have you thought about adding rescale function to your wonderful sheet? (you know, some people play with 6.4x or 3.2x and so on..) Would be cool if someone could implement calculator in game, it could pick up actual data from antenna and planet files... Oh, stupid me...
  7. Doesn't work well with toolbar installed. To test: enter VAB, icon is available in toolbar. Exit VAB, enter again - an it's gone.
  8. Hello everyone! I want to share MM patch that solves several problems with PF (at least problems considered by me) 1) set up default ejection force and torque - because I found fairing decouple without torque not cool enough. Thanks @Phineas Freak for the hint! 2) decouple inter-stage top node when sides are gone - yes by default. Because I hate when stuff just floats in the air pretending to be connected. The walls are supposed to be holding stuff in inter-stages most of the time. 3) disable PF auto-struts by default, because it's cause fairing to break on one side. It is very annoying to disable it by hand @PART[*]:HAS[@MODULE[ProceduralFairingDecoupler]]:NEEDS[ProceduralFairings] { @MODULE[ProceduralFairingDecoupler] { %ejectionPower = 0.35 %torqueAmount = 0.12 } } @PART[*]:HAS[@MODULE[ProceduralFairingAdapter]]:NEEDS[ProceduralFairings] { @MODULE[ProceduralFairingAdapter] { %topNodeDecouplesWhenFairingsGone = true } } @PART[*]:HAS[@MODULE[ProceduralFairingBase]]:NEEDS[ProceduralFairings] { @MODULE[ProceduralFairingBase] { %autoStrutSides = false } }
  9. Hello @blackrack ! I've noticed one very annoying bug since .275 I believe it was introduced in .300 As you can see on screenshot https://www.dropbox.com/s/qmdbokjtwwto4t6/screenshot_2017-07-08--02-23-54.png?dl=0 Mountains on horizon are flickering (scattering flickering on it). Please note I use KScale64 (which uses Sigma Dimesions and Kopernicus) to rescale 6.4X No flicker in .275 KSP version is 1.3, 300 and 320 scatterer and EVE regular config. May be I need to tweak some settings? I know you don't support rescales, but kindly ask your advice. New version is soo cool and I think perfomance improved a bit.
  10. Hello @Yemo I've noticed you have re-purposed parts overhaul for 1,875 m parts. That's a really good idea, great job. You may want to update rescaled parts bulkhead profile for proper filtering in Filter Extensions. For 1,875 parts it's bulkheadProfiles = size1p5
  11. @Starwaster , thank you for your very detailed response! Minor question left though: If I'll go for full DRE, what should I tweak for KScale64 ? It has DRE patch in it, but I'm not sure if it is obsolete or something? Also, I have tons of parts mods, I guess DRE will not be nice to parts that don't have DRE config? Or those part will be super heat tolerant?
  12. @Kerbas_ad_astra , I would suggest patches as below: 1) Change deployment speed of small inline chute - once I have a part (!) destroyed by over g, means it pulled more than 50. 20g is usual case for this chute as it is now 2) rescale small inline chute and small LES to match 0,625 node size - now it is purposed only for Radish capsule, but it'll make parts more versatile. Maybe move radish capsule top node down a little bit, so rescaled chute fill fit nicely 3) optional for procedural fairings - remove stock proc. fairing from large LES. @PART[InLineChuteSmall]:NEEDS[HGR]:FINAL { %rescaleFactor = 1.10 @MODULE[ModuleParachute] { @deploymentSpeed = 0.12 @semiDeploymentSpeed = 0.5 } @MODULE[ModuleDecouple] { name = ModuleDecouple ejectionForce = 50 } } @PART[SmallEscapeTowerHGR]:NEEDS[HGR]:FINAL { %rescaleFactor = 1.10 } @PART[HeavyLES]:NEEDS[HGR,ProceduralFairings]:FINAL { !MODULE[ModuleProceduralFairing] {} }
  13. Hello @Starwaster ! I wonder, if it possible to use DR only for G overload death? Also, how your G force overload system works with stock? Does it account for stock G tolerance stats of Kerbals? What stock settings will you recommend in advanced difficulty (to make sensible G overload progression -> pass out -> death. Thank you in advance
  14. Oh, now I see where those 20000 MM patches comes from, LOL. I was too dumb to realize that this patch run through ALL the parts in ALL mods. Thanks. Anyway, deleting it
  15. Yes, thank you. But still it will belong to mod that part duplicated from. Ven's stock revamp for example for some of Ven's new part just clones stock part via MM and change model and config. But it remains SQUAD part in FE and JC.
  16. Hello everyone! Is there's a way to create (with MM) a new part (by cloning let's say SQUAD part) and designate it to another mod? So the filter extensions, janitor closed will recognize it as another mod part, not SQUAD?
  17. O'k I get what you are saying. But still, removed folder - and revamp still works.
  18. But mean it will not work without zzzVSRPathPatch folder, does not it?
  19. Hello everyone! Can anyone tell what folder named "PathPatches" actually does? code example from it: @PART[*]:FOR[zzzVSRPathPatch] { @MODEL,* { @model ^= :^Squad/Parts/Aero/wingletAV-T1/model:VenStockRevamp/Squad/Parts/Aero/AV-T1: } @MODEL,* { @model ^= :^Squad/Parts/Aero/aerodynamicNoseCone/model:VenStockRevamp/Squad/Parts/Aero/Nosecone: } @MODEL,* { @model ^= :^Squad/Parts/Aero/protectiveRocketNoseMk7/model:VenStockRevamp/Squad/Parts/Aero/LargeNosecone: } @MODEL,* { @model ^= :^Squad/Parts/Aero/wingletAV-R8/model:VenStockRevamp/Squad/Parts/Aero/AV-R8: } @MODEL,* { @model ^= :^Squad/Parts/Aero/wingletDeltaDeluxe/model:VenStockRevamp/Squad/Parts/Aero/DDWinglet: } @MODEL,* { @model ^= :^Squad/Parts/Structural/adapterLargeSmallBi/model:VenStockRevamp/Squad/Parts/Aero/2mBiAdapter: } @MODEL,* { @model ^= :^Squad/Parts/Structural/adapterLargeSmallQuad/model:VenStockRevamp/Squad/Parts/Aero/2mQuadAdapter: } @MODEL,* { @model ^= :^Squad/Parts/Structural/adapterLargeSmallTri/model:VenStockRevamp/Squad/Parts/Aero/2mTriAdapter: } @MODEL,* { @model ^= :^Squad/Parts/Utility/stackTriCoupler/model:VenStockRevamp/Squad/Parts/Aero/1mTriAdapter: } @MODEL,* { @model ^= :^Squad/Parts/Utility/stackQuadCoupler/model:VenStockRevamp/Squad/Parts/Aero/1mQuadAdapter: } @MODEL,* { @model ^= :^Squad/Parts/Utility/stackBiCoupler/model:VenStockRevamp/Squad/Parts/Aero/1mBiAdapter: } @MODEL,* { @model ^= :^Squad/Parts/Aero/basicFin/basicFin:VenStockRevamp/Squad/Parts/Aero/BasicFin: } @MODEL,* { @model ^= :^Squad/Parts/Aero/fairings/fairingSize1:VenStockRevamp/Squad/Parts/Fairings/fairingSize1: } @MODEL,* { @model ^= :^Squad/Parts/Aero/fairings/fairingSize2:VenStockRevamp/Squad/Parts/Fairings/fairingSize2: } @MODEL,* { @model ^= :^Squad/Parts/Aero/fairings/fairingSize3:VenStockRevamp/Squad/Parts/Fairings/fairingSize3: } @MODULE[ModuleProceduralFairing] { @TextureURL ^= :^Squad/Parts/Aero/fairings/fairings_diff:VenStockRevamp/Squad/Parts/Fairings/fairings_diff: } } Tried to delete it and looks like everything work without... May be some old leftovers?
  20. @Crzyrndm I want to thank you once again for this life saver mod! I have a bug report https://www.dropbox.com/sh/zq0lrjhkgdjph2o/AAD6Wpzj4QGElV1sMVAAyVo2a?dl=0 https://www.dropbox.com/s/2zkiibtqz4rn0r0/KSP.log?dl=0 For some reason categories icons are messed up in engines. Also a question (or suggestion): do we have some kind of useful filter extension configs collection (for example mods subcategories like AIES,SXT, and so on or fuel tanks subcategory) - to use filter extensions to the max.?
  21. Oh, thanks for reply. Obviously last night I had blonde moment (or I need to sleep more?...) This morning works as intended.
  22. I have a problem with SEP mod... I cannot connect power connectors. Last time I used SEP in 1.0.5, there were nodes on central station to plug connectors in. Now I don't see any nodes to plug in? Something is changed in the way it should connect or am I missing something. (Tried by engineer with wrench / SEP screwdriver)
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