Jump to content

jo_jo_binks

Members
  • Posts

    25
  • Joined

  • Last visited

Everything posted by jo_jo_binks

  1. Agree with posts above, it would be great to have "kopernicus lite" just for rescale and don't wait so long for update.
  2. Hi! Can you make onDemandUnloadDelay as parameter in .cfg file? I have an issue with Kopernicus and KSPRC, when i move camera, Kopernicus OD allocates and destroys textures every ~10 seconds and this causes huge performance drops. It is about 60Mb of memory.
  3. Hi, @ShotgunNinja. I have two issues: First, Station Science contracts (plant growth in space, for example) does not work with Kerbalism science system, but works when i disable it: 1. Dock experiment module to station, start research in lab, eurekas will start to grow. 2. When research is finished, push "Finalize Results" button in module. In stock experiment should stay in module, with Kerbalism it is moved to probe or command module. 3. Return experiment module with result in probe to Kerbin. In stock contract is counted, with Kerbalism it is not. Seems problem is in experiment dialog window. Second, Kerbals on low orbit (station) die during timewarp with another active vessel. It happens only when station is in shadow when timewarp starts. Maybe it is possible to replace dynamic electric charge calculation to constant one, which happens only one time when vessel stops acceleration? Details: 9000 EC on station, consumption is about 1000 EC per shadow time, EC restores during light time completely. On 1000x timewarp everything is fine, on 10000x kerbals die. Thanks for your work!
  4. @ShotgunNinja Hi, is there any way to increase antennas range? I am playing with rescaled system (4x), and antennas range is too short. Maybe it is possible to apply antennas range multiplier from game settings?
  5. @ShotgunNinja Do you replace science lab module? I have an issue with non-default space station contract, it does not count default science lab as laboratory. From contract pack configuration: PARAMETER:NEEDS[!StationScience] { name = ScienceLab type = PartValidation title = Have a Science Lab on board hideChildren = true // The name of the part to check for. Optional. partModule = ModuleScienceLab }
  6. It should not. HG antennas are for direct connection with KSC only. You need low gain antenna for relaying. Not agree. I like when data from Minmus transmits for a few days. And it would be great to transmit data from Jool for a month and more.
  7. 1. NVidia rendering issue is solved for my 560ti, thanks. Looks awesome. 2. Issue with impact data collection, see image. There are exceptions when I try to collect or transmit it. Update: Ups, it is not stock feature, but from KSPI-E. I thought it is. 3. "spurious signal warning messages on scene change" issue is not fixed completely. I had: 1-st vessel with HG and LG antennas (relay is enabled) on high Mun orbit, second vessel with LG antenna on low orbit with valid relayed connection to KSC (yellow). And there was messages about "connection lost" every scene's change. P.S. Thanks for your work!
  8. Minor usability issue (i guess). Start new game. Open Tracking Station, close planet dialog from Kerbalism (window where I can enable and disable radiation belts rendering). So, how can I open it again?
  9. Connections is visible in Space Center view.
  10. Issue is with Kerbalism and Chatterer. When Kerbalism transmits data in background (on current or another craft), modem-style sound from Chatterer playing continuously all time.
  11. No, this is not. It is a brilliant idea, I think not only me use Kerbalism not only for challenge, but also for roleplaying.
  12. Unofficial update to KSP 1.1. https://drive.google.com/file/d/0B22EkB9ERI_tMXZjbEg2VXpZcHM/view?usp=sharing OPM compatibility included. Other things (RemoteTech, EVE, career fixes) are unchecked. But i believe they should work.
  13. Hi, @stevehead. Could we wait update to 1.1? This mod is awesome, and I can't play in stock system anymore.
  14. You can remove them with KSPSaveFileEditor. As I know this issue already fixed in last version of Kopernicus mod.
  15. If you waiting for some row from users, you are wrong. You are doing everything right. KSP is the best game in my whole life. Thanks. UPD. But I'm hyped anyway.
  16. @stevehead, thanks for great mod. Also, if anyone has difficulties with unshielded reentry (space planes etc.), there is fix: @PART[*] { @maxTemp *= 1.5 @skinMaxTemp *= 1.5 } @PART[*]:HAS[@RESOURCE[Ablator]] { @RESOURCE[Ablator] { @amount *= 1.5 @maxAmount *= 1.5 } } It increase max temperature and ablator amount for all parts. Copy this in separate .cfg file and place in mod directory.
  17. Hi everyone. There is my music video about Eve-Gilly-Ike mission in career with Harder Solar System 4x mod:
  18. Любопытно. Какого именно рода помощь может потребоваться? Есть небольшой опыт в написании конструкторской документации (может пригодится для диздока) и пинанию сотрудников по её соблюдению в должности QA, Есть средний скилл кодинга на C++ и Python, в принципе, могу освоить что-то еще. Ну и пара часов после работы и желание попробовать себя в разработке игор. Unreal Engine не знаю, но читать документацию умею.
×
×
  • Create New...