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Everything posted by Velve666
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[1.12.x] Kopernicus Stable branch (Last Updated February 10th, 2025)
Velve666 replied to R-T-B's topic in KSP1 Mod Releases
Okay thank you, I started this JNSQ playthrough on KP-v108 I think. So I am up about 10 minor versions so I just had to ask to have an idea of where the limits are, you are releasing versions at the speed of light and thats amazing! -
[1.12.x] Kopernicus Stable branch (Last Updated February 10th, 2025)
Velve666 replied to R-T-B's topic in KSP1 Mod Releases
Yeah JNSQ looking mighty green, if anyone wants the yard looking normal just use 117 for now. I got a question, does updating an ongoing save cause any issues reverting between Kopernicus releases, updating and such? -
Why is the universe noticeably jittering?
Velve666 replied to MAFman's topic in KSP1 Technical Support (PC, modded installs)
In Scatterer, Disable the temporal anti aliasing. -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Velve666 replied to Poodmund's topic in KSP1 Mod Releases
Perhaps See spoiler ^ -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Velve666 replied to Poodmund's topic in KSP1 Mod Releases
This works! You have just given me so much happiness in one forum post -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Velve666 replied to Poodmund's topic in KSP1 Mod Releases
Experiencing this issue now and narrowed it down to OPM. Perhaps Kopernicus issues? This is about a 2 - 5 second freeze between scene transitions and renders the mod unusable for now at least for me, I switch between map view a lot and a 5 second freeze is just too much. -
Docking ports not connecting
Velve666 replied to StygianBlack's topic in KSP1 Technical Support (PC, modded installs)
I can confirm that removing Tweakable EverythingContinued resolved the docking port issue in my save too. Seems through CKAN it was listed as compatible with 1.2.1 but then suddenly became incompatible shortly after. perhaps the bug was spotted. Not tested with 1.2.2 but perhaps removing the "tweakable docking port" module for TEC might fix it. -
I personally stick to no more than 2 SRB's. Most of my rockets look really dull, with a fairing covering up the payload on almost all but the heaviest lifts. Within the fairing however is where I design some cool payloads. I really love designing unique probes. Every one is built from scratch and I use alot of various girder segments to give it some body. Then add the science pieces as convieniently as possible for minimal EVA right clicking when returning to kerbin SOI. Still pretty new to ksp so as the tech unlocks I might eventually move up to some more "kerbal" builds. The balance of having little spare dV and minimalizing payload per mission requirement is keeping me occupied for now.
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Gave the mod a try and really loved the day or two I got out of it. Just the various parts not resetting got to me, now I know I can manually edit the modules template but im lazy and want to play my game with the little time I do have. It seems like quite a process. I do of course stand corrected, might be pretty simple. I do however use the simulation as standalone now, because that is something I felt was lacking....punisment for testing in my permadeath game. And for this I thank you has improved my experience by 43%.
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Music to Launch Rockets To - KSP Music Thread
Velve666 replied to Steambirds's topic in KSP1 Discussion
Had a good hour playing to Vangelis - Cosmos. Had a special moment when the commentary of "mean distance to the sun" and "orbital eccentricity" came up. I predict it will be a recurring member of my playlist from now on. Usually it's just some Pink Floyd or various blues. -
I think its good theyre expanding to the tv stuff. Different market and all that. Personally I can't imagine it will be anything like the pc version, I frequently struggle as it is to place small items in confined spaces. Props to anyone with the patience and capability to do that with their thumb. Performance wise. If the physics are calculated to the same steps as pc. I wouldn't get my hopes up of building anything large. I have no clue what they run at OP mentioned "8 cores" think thats more a marketing gimmick. // actually just had a look....yeah 8 cores but at 1.75gHz. Thats not all that great.
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Very, but only recently. I blame Unity. Must be some new vertice limit improvement.
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At least they're still round right. A bit of On-topic characters to fill this white space....1.05 modded, having fun is a stupid statement. Its a game, I could be scooping up dog poo at this very moment so yes I'm having fun.
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In other words the "I'm not playing any of the buggy versions, so I'll spend my time complaining, looking for trouble on forums". No? Well I need that option.
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1.1.2 landing struts behaviour
Velve666 replied to Raiv's topic in KSP1 Gameplay Questions and Tutorials
I flew planes just fine too. Don't come in here questioning my ability to do something I have been doing since pre v0.25. Perhaps I should rephrase, I can fly a plane in the new version, the problem is getting it off the runway. I wonder what it could be? I put wheels on, aligned them correctly. Oh gosh darn must be a silly little bug. Well luckily it only prevents me from using 50% of the game content. Perhaps I misread that post v0.90, the game was half price. The physics feel the same, the wheels however do not. I am struggling to understand why people put up with the latest version? Instead of telling me to not get bent about it would you mind explaining the changes to you personally that warrant playing 1.1.2 over say 1.05 (Since this was originally what my post was about). -
1.1.2 landing struts behaviour
Velve666 replied to Raiv's topic in KSP1 Gameplay Questions and Tutorials
How is this acceptable? You can't fly planes anymore, you can't walk near your own ship? Are people around here just contempt with waiting for "bugfixes" that in turn, induce more abhorrent behaviour elsewhere. In this thread not one person exhibited any negative emotion to something that used to work and now doesn't. "fixing the wheels" is a laugh...."rather land on your engines" ? Am I the only one reading comments like this one and not feeling disgusted? I understand the process of patching a game and user input/feedback, but don't introduce more problems and coin it as a new version number. Personally I am disappointed and slowly turning away from KSP. I love all the new implementations, the UI, among others, and respect the effort gone into actual problems , but exploding legs and non functional landing gear is not a trivial matter to me. -
Hi there, you could simply terminate the debris in the tracking station one by one, but for this scenario I am assuming you are looking for realism. My friend spent about 8 hours clearing his debris through de-orbiting them with the claw. He was new to rendezvous and I suggested it would be good practice. Other than that I would think prevention would be your best bet. Although I wouldn't worry too much about it as you would have to be controlling a ship nearby the debris physics bubble for anything to happen. Unless you have any debris on a highly elliptical orbit that intercepts your station the debris would also not be traveling terribly fast relative to your stations orbit. I wouldn't worry too much about it.
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Sytem performancce
Velve666 replied to ultinator's topic in KSP1 Technical Support (PC, unmodded installs)
I'm no expert but i would say the bottleneck is your CPU, I run an i3 thats 2.26ghz and since ksp is limited to single core calculations I would assume your performance is pretty much the same as mine. You can play around with the "max physics delta time per frame" setting. Lowering it to 0.03 should help that is assuming you have accidentally mistaken sliding it to the left as a perfomance increase. You can wait out the 1.1 release, as you have an i7 your performance should increase a lot. As for using a different OS I cannot help you there. -
Suggestions for downloading Tech Trees
Velve666 replied to Likasombodee's topic in KSP1 Mods Discussions
You could look into the mod "SETI", thats as much help as i can be I'm afraid, as I have tried to build a game fitting the description you posted, yet i felt I had no idea what i was doing. SETI has so many additional balancing mods and I would prefer to keep the game relatively stock. So I second your post as there may be someone who could give an easier explanation or alternative. -
If you acheived your goals and you had enough fuel to bring your periapsis down to what i assume is in the region of 55km then i would call the return a success? Not sure I understand the statement, when i plan a mun return trip launcher my final stage is usually empty or jettisoned when i reach the desired periapsis. Unless you are planning to hop to another biome upon return I'd say mission complete. In career mode wasted fuel will cost you so you are doing the right thing. A few passes over kerbin is time consuming but cost effective.