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CanOmer

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Everything posted by CanOmer

  1. I have KSRSS by ballisticfox from Gitlab and EVE Redux (without configs for stock planets) from CKAN installed. There are no clouds. Any solution?
  2. I installed both Reborn and EarthHomeWorld branches. Reborn branch has same textures around KSC like before. EarthHomeWorld branch is also same but with missing clouds and KSC being partially underground: Texture problem is fixed after I copied files from the KSRSS-64k folder. (Using Reborn branch) GameData branch is newer than Reborn, and copying files from KSRSS-64k works too. EarthHomeWorld is newest but has two other problems. I am thinking GameData branch is the one to use and is also set as default in Gitlab? EDIT: I have EVE Redux installed without stock planet configs but I have no clouds. Any solution?
  3. Thanks, I will try now. I saw GameData branch as default and installed that.
  4. These parts should be unlocked earlier in UnKerballed Start tech tree.
  5. Textures around KSC is like this: Is it normal or bug? I installed from here: https://gitlab.com/ksrss/KSRSS (is it recent version?)
  6. There are two nice upscalers that work with any game that hasn't naturally; Magpie (free) and Lossless Scaling (not free). I have both but usually use Magpie. If I didn't know of these I probably replaced my old GTX 1080 by now because it is not enough for 4K resolution.
  7. Celebrating the holiday by roasting Kerbal stuffed 'Onion' for the great Kraken.
  8. Thanks, I didn't unlock that tech yet. So, will this tech improve heat resistance for wing parts, fuel tank parts..etc?
  9. Any plans for electric propeller engine(s) for Restock+? Stock propellers do not work properly with time acceleration and unnecessarily complex. Electric propeller propulsion is important for planets like Duna and Eve. Firespitter and KAX are old/outdated or not very well balanced. Airplane+ has no electric propeller engine. WaterDrinker's Stockalike Propeller Engines mod is currently my favourite but especially the electric propeller engine uses very little electric which feels terribly unbalanced.
  10. Dark transparent background goes away after few minutes. Any solution?
  11. I built a light (1 ton) electric aircraft for Duna using "Stylophone" electric engine. Its electric usage is 0.001/sec (max) and producing 17.0kN thrust. Isn't it too overpowered? Because my plane flies at +100m/s on Kerbin with one smallest solar panel which gives 0.3/sec (max) electric.
  12. Hello, I like Restock+ parts and use them. But I noticed some Restock+ parts can't be placed in inventories. It says Construction Only Part. This usually happens when trying to place a big part in inventory with stock parts. Also, I installed KSP_PARTVOLUME mod which allows an engineer kerbal to attach/detach modded parts. Few Restock+ part examples that can't be placed in inventories because of being Construction Only Part while being small enough to be placed in inventories: Oscar-A Liquid Fuel Tank Oscar-C Liquid Fuel Tank PRBE-4 Liquid Fuel Tank PRBE-9 Liquid Fuel Tank FL-T50-R Hemispherical Liquid Fuel Tank ....etc Apparently these are fuel tanks but I haven't check all Restock+ parts.
  13. I like the built-in heatshield of this mod but my spaceplanes keep exploding in atmosphere even with radiators. Is there guide for spaceplanes using deadly reentry mod?
  14. I can't detach Kerbal Engineering System (Part) and it blocks detachment of the Science Jr. that is attached to. I tried object thrower but it destroys the Science Jr as well. Is there any other soution to remove Kerbal Engineering System (Part)? EDIT: I installed the KSP Part Volumes mod and now I can detach modded parts.
  15. Don't remove the wobbling of rockets entirely but make it a better gameplay feature; let us adjust every joint between two parts. If we want to minimize wobbling between two parts, we increase joint strenght between those two parts, and that joint will weigh heavier. Or if we want to save weight, we reduce the joint strength at the cost of wobble. Weights of each joint should be calculated by the parts in which it connects. Heavier the parts results heavier joints. Then the player's adjustment of joint strength would modify the weight. If this is not a viable suggestion. Make the struts (and autostruts in the future) weigh according to the parts they connects. If struts connect heavier parts, they should be heavier.
  16. Very good part models, sounds, thrust balance. Some customization would be very nice such as propeller blade length (for ground clearance). Thanks
  17. I have GTX 1080. In some parts of the atmosphere FPS drops below 60 even with "integrated" quality in Scatterer. Is this expected performance? What do you suggest for increasing FPS? Screen resolution is 4K. Visual mods: Spectra Visual Compilation + Scatterer + EVE-Redux
  18. I am in favor of procedural parts to all. My thoughts about procedaural parts: 1. Vehicle structural integrity is part-based; the connection strength between parts. So if we are able make very long procedural fuel tank, it would still be a very sturdy part because it is a single part. I am not sure if the devs would want it this way because they seem to like wobbly vehicles a lot. So, there needs to be limit on how long would the procedural tank can be and technology should definitely set the max limits. 2. If there would be cheap way to fix wobbliness such as struts or a completely free way such as autostrut, then everyone would use it. So, the case in the first argument becomes null. 3. Personally I think procedural parts should have certain limits defined by technology and bigger the part should have higher dry mass for fuel tanks for example because it gives you less wobbly vehicle. The cost of less wobbliness should be increased weight. Struts and autostrut should increase the weight depend on the connected part's weight.
  19. Wings are procedural but why not tanks and decouplers...etc?
  20. I lost only the engine of my aircraft and when I click edit in KCT window to fix it, construction percentage shows 0% and it will took as much time as to build the aircraft completely, instead of just the engine. I tried removing ScrapYard and so; KCT showed 53% construction time without fixing and slightly less than that for fixing the engine. I am confused about this. Anyone encountered similar issue?
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