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Everything posted by skYman
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
skYman replied to Galileo's topic in KSP1 Mod Releases
Awesome, thanks! Or maybe not, since this will probably replace sleeping for the night- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
skYman replied to Galileo's topic in KSP1 Mod Releases
Loving all the stuff you guys have put out, really epic work! I'm wondering if it's possible to have the following constellation: Kerbin as the home world with OPM adding to the stock system GPP + GEP as distant system- 7,371 replies
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Now that I read it, the way it works makes complete sense to me Thank you for clearing that up and also thank you for your work on this nifty mod.
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1 second freeze every 5 seconds
skYman replied to cutlercollin99's topic in KSP1 Technical Support (PC, modded installs)
Not very, since most textures have been converted now. Use Dynamic Texture Loader instead. Also agreeing, that it sounds like the stutter-issue. -
Is there an option to show all researched but not yet bought parts by default in career mode? If I filter by module they show up, if I filter by function, they don't. Any way to enable it for every filter?
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Kerbinrise on Aptur (New Horzions)
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Stargazer: program for inteplanetary transfer calculation
skYman replied to maisvendoo's topic in KSP1 Tools and Applications
Is this hard-coded or do you pull the bodies-info off the game somehow? i.e. would this work with modded installs? -
I hope this is not seen as necroing but I just stumbled upon this nifty spreadsheet and I wonder if you could update the ratios, because the calculations for waste, waste water and CO2 are way off Or got any info on where I could check up on the ratios myself? Or is there even an ingame tool that helps me out here? EDIT: Actually you just have to switch waste and waste water and then everything works out. Still a nice sheet
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Constantly experiencing this issue, I also agree with most of what has been said on it, concerning the level of annoyance. I started playing KSP in every major update only to be turned away by the epic stutter when getting to a point where it was becoming fun. I admit to modding the crap out of the game but from reading up on the microstutter it is bound to happen in stock games at a certain point, anyways. I also agree that there is little on-point response to the issue, seeing as most threads on stutter are derailed by people asking for logs / relating it to hardware etc. Personally, it cost me a lot of time trying and making the game stutter-free. I spent the last week setting up a dual-boot debian, adding and removing mods for optimal performance and fiddling with every setting imaginable that could affect performance, because the majority of threads on the stuttering did not refer to the engine having this issue but rather it having to do with personal setups. Playtime-to-fiddle-ratio is probably around 20:80 I acknowledge, however, that in addition to the issue manifesting itself differently for everyone, its severity also seems to depend on individual perception.
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I'm getting a really weird and annoying bug with the latest CKAN KCT (1.3.0) on KSP 1.0.5 on a Debian 8 x86_64: Whenever I want to launch a vehicle that I have run a sim with, the terrain has these weird "waves" that clip through the KSC and tilt the surrounding land. The craft then spawns 10-30 meters above the launch pad and falls to its demise. I have to revert to VAB and launch it again to resolve this. It is nothing game breaking as it can be worked around, though.
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I can't seem to figure out how to enable the coordinates of the cursor on the currently active body in the orbital map view. Would anyone tell me how I do that? I had them showing randomly a couple of times but every time I really needed to know where stuff was, I couldn't figure out how to turn it on
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Loading any crafts saved while CraftHistory is installed results in them being borked to all hell. I reported the bug and how it manifests itself in this thread. This happens when using 1.4.4 on KSP 1.0.5 in a stock install on Debian 8 x86_64 with only CH added.
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[SOLVED] Loaded crafts are broken
skYman replied to skYman's topic in KSP1 Technical Support (PC, modded installs)
After countless hours of frustration I finally managed to identify the culprit! Seems like CraftHistory doesn't play according to the rules anymore. I'm gonna forward it to the corresponding thread if there is one. -
Hi everyone, as stated, when loading any newly created or old craft in either VAB or SPH, they: are having their parts all over the place but they are still counted as connected, leading to them well exceeding the limits of the facility, have an absurdly high mass and cost, always load facing upwards, slow the game to a halt after a couple of seconds. http://i.imgur.com/2cOg2kI.png I'm running about 200 mods on a freshly set-up debian 8. This only happens on my career file. Deleting the craft files did not solve the problem. I know I have read about a bug like this somewhere before but I cannot remember where that was. Google didn't turn up anything, either. Any thoughts?