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Everything posted by SkyKaptn
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
SkyKaptn replied to Boris-Barboris's topic in KSP1 Mod Releases
Someone willing to make a AA page for the RPM/ASET MFD?- 966 replies
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Coming along nicely. I pimped up the F16 cockpit with some ASET/RPM love. A little more work left such as gear/flaps levers, a few buttons more and fine tweaks. Also, the fix for the hex codes on the HUD is hopefully here soon. -Not trying to make an authentic F16 cockpit whatsoever, just one that works.
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[1.1.3] Mk1 Cockpit RPM Internals - Now with ASET!
SkyKaptn replied to fast_de_la_speed's topic in KSP1 Mod Releases
What is the current status of the hex code issue? I am a bit confused with the ASET and RPM world atm -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
SkyKaptn replied to Galileo's topic in KSP1 Mod Releases
@GalileoSeems as it is scatterer (packaged in GPP 1.1) who is to blame for the degrading fps and RAM usage over time when flying in atmo. As I recently started with circumnavigations that last 3-6 hrs I did not notice this earlier. Stock KSP - no degrading fps Stock KSP + SVE - degrading fps, 55 to 18 Stock GPP - degrading fps, 55 to 18 Extremely heavy modded GPP, scatterer removed - no degrading fps, stable 60 (75, but capped) for hours and hours @max settings- 7,370 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
SkyKaptn replied to Galileo's topic in KSP1 Mod Releases
For one, KSCSwitcher is not correctly installed. There is a gamedata folder within GPP KSCSwitcher- 7,370 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
SkyKaptn replied to Galileo's topic in KSP1 Mod Releases
While flying I went into the KSP settings to see if any tweaks had any impact. After having pushed accept, *poof*, back to max fps. unfortunately the slow degradation continued. but it seemed as if some re-initialization or garbage dumping were made engine-wise. IDK..- 7,370 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
SkyKaptn replied to Galileo's topic in KSP1 Mod Releases
I tried after your reply to turn ground scatters off in the main menu. Still, after a 20 minutes/350km long flight I am down to 35/55fps. If I were to go on another 30 minutes, I the clock will start to go yellow from physics warnings, and fps in the 20 range. Edit: Space launches and orbits on the other hand, do not impact performance.- 7,370 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
SkyKaptn replied to Galileo's topic in KSP1 Mod Releases
I like to fly my planes a lot, long circumnavigations as well. At the time I launch from the airfield I have about 55fps with everything maxed. After about 500km I start to feel some choppiness, and I have 35 fps. Having reached half way around Gael my framerate has dropped to 18. At the time I reach back to GSC after a round trip, my framerate has dropped to 13. RAM usage is about 7 GB. -Sadly I started the game with the -nolog so logs will come later. Those circumnavigations take some time.. Fresh GPP install, only mods from optional folder i7 4790K @4,3GHz nVidia GTX 1080 16GB RAM Win 10 x64- 7,370 replies
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Add this code to your gamedata/AirplanePlus/Parts/Command/falconcockpit/parts.cfg
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
SkyKaptn replied to Galileo's topic in KSP1 Mod Releases
Found 10 Mbytes of Nullrefs in my log NullReferenceException at (wrapper managed-to-native) UnityEngine.AudioSource:set_pitch (single) at GPP.IVA.SOUNDS.SEMaster.Update () [0x00000] in <filename unknown>:0 -I double checked that the sound files in GPP were correctly copied. -Chatterer is installed. Will check for conflict- 7,370 replies
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
SkyKaptn replied to Waz's topic in KSP1 Mod Releases
I believe I once heard that the boxes that appear around trees etc was from an issue with EVE clouds. If so, is there a way to tweak the cfgs to start toggle shadow rendering at X meters altitude? I could happily get rid of the cloud shadows while landed or extremely low. -
[1.1] NavUtilities, ft. HSI & Instrument Landing System
SkyKaptn replied to kujuman's topic in KSP1 Mod Releases
@jackellice It is the 10 crew from OPT -
Cool. Now to figure out how to trigger it automatically from certain conditions.
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[1.1] NavUtilities, ft. HSI & Instrument Landing System
SkyKaptn replied to kujuman's topic in KSP1 Mod Releases
Absolutely sure. Version reads 0.4.3.0 and as you can see from the picture 3 posts above I got it all working -
[1.1] NavUtilities, ft. HSI & Instrument Landing System
SkyKaptn replied to kujuman's topic in KSP1 Mod Releases
All was working in the Revived edition. The buttons were a bit buggy, so I had to click several times for HSIL to show up. The runway's names do not show btw. -
[1.1] NavUtilities, ft. HSI & Instrument Landing System
SkyKaptn replied to kujuman's topic in KSP1 Mod Releases
I am not getting any of the RPM windows active. Nor the standalone pop-up window. No buttons either in Stock toolbar or Blizzy's. EDIT: Will try the revived. Did not see that till now -
[1.1] NavUtilities, ft. HSI & Instrument Landing System
SkyKaptn replied to kujuman's topic in KSP1 Mod Releases
Well, things did come to an abrupt halt. It does not seem that the new dll supports 1.2.2 -
@EricSan An idea for a part that I have not seen is a tiny object that can be surface attached (clipped and hidden) and has engine emitters, but with no thrust at all. This could be used along with a clever RealPlume cfg to simulate high G wing contrails. -If possible at all
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[1.1] NavUtilities, ft. HSI & Instrument Landing System
SkyKaptn replied to kujuman's topic in KSP1 Mod Releases
Could it be possible to implement Gael's runway from the very popular Galileo's Planet Pack into NavUtilities since it is another planet? At the moment it is headed at 61 by 241 degrees, but the next update to soon come will change it to 90 by 270 -
@Nhawks17 Could it be done to simulate wing contrails from high AoA and/or G-forces? I imagine a tiny placeable object that could be clipped into wings and is triggered when certain values are reached. This would make for an excellent immersion factor for us fighter jockeys.
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From what mod does this come from? I have RealChutes installed and it is not from there I am pretty certain.
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
SkyKaptn replied to SuicidalInsanity's topic in KSP1 Mod Releases
Oops, you are absolutely right sir- 1,507 replies
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