-
Posts
77 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by HeyThisIsntFallout
-
XCOM 2 does something like this by adding your characters to the load screen. I haven't paid attention to whether it's accounting for small things like unlocked weapons and grenades and stuff. I think it would be a short stone's throw to make this happen, but I also don't know too much about programming, so what do I know.
-
Hey all, I have a problem where my monopropellant disappears after I reactivate the tank it's in. As in, during construction, I will close access to certain tanks (like my lander tanks) so that it isn't used during transit. However, when I hit that little fuel button so that the tank/fuel can be used again, all the fuel disappears. I'm currently sitting 15 Km over Minmus with no fuel in my lander. I've attached my installed mods and some screenshots. Installed mods Tank problems Any help is appreciated.
-
I'd imagine it's probably cheaper to refine on site. Raw material probably loses weight after refinement, meaning that's less weight to launch back into orbit. When it comes to doing anything space, more weight = more cost.
-
I saw the linked post, but had a small reservation of downloading files not released by the authors. This seems to have worked, however and my PC isn't blowing up I appreciate the work @Ger_space.
-
I seem to be having an issue in v1.5.1 in which I can't equip the screwdriver and thus, can not install any power plugs into the SEP central station or experiments. I have tried reinstalling the mod and that did nothing. I can equip the wrench, just fine. EDIT: Is there a reason I don't see a .CFG file for the wrench or the electric screwdriver? As of right now, I only see the .CFG file for the screwdriver; I wanted to cross reference it with the wrench .CFG to see if there is a disparity that I can just change to reflect the wrench, since I can equip/use that tool without issue. Either that or I wanted to move the electric screwdriver over to the Basic Science category in R&D, so that I don't have to cheat to buy Advanced Electrics, perhaps allowing me to install power plugs with that tool, instead.
-
Looking to adopt a plugin/mod
HeyThisIsntFallout replied to HeyThisIsntFallout's topic in KSP1 Mod Development
You know @Bottle Rocketeer 500, as a former avionics technician who worked on an air base, this mod actually piques my interest, even given that I don't use space planes that often in KSP. Upon reading through the thread though, I quickly got a few ideas for the mod's future, that I think would be fun. I don't want to commit to every mod that comes through this post right off the bat, but since Air Traffic Control is on an MIT license, I'm pretty free to explore it. Like I said, I'm just starting out, but i'll definitely keep ATC in mind and contact the author if I think I can make it into something you'd enjoy. Thanks for the suggestion! -
The Name Change Thread (WARNING! ONE TIME ONLY!)
HeyThisIsntFallout replied to Souper's topic in Kerbal Network
How about getting my name changed to HeyThisIsntFallout, please? -
Looking to adopt a plugin/mod
HeyThisIsntFallout replied to HeyThisIsntFallout's topic in KSP1 Mod Development
I appreciate the help guys, I have the next two days off work, so it looks like I've got some time to play around with this stuff and get myself stumped. -
Looking to adopt a plugin/mod
HeyThisIsntFallout replied to HeyThisIsntFallout's topic in KSP1 Mod Development
I see the MIT license, so I am free to play with the file? After I get off work tomorrow, I suppose my first step will be to download KSP v1.3.1 and OAR, sit down and get familiar with the code. I downloaded SharpDevelop; am I correct in assuming that is where I can play with the code? Do you have a Discord or some way for me to easily contact you if I have any questions? I largely plan on teaching myself, but may have mod specific questions, sometime. -
Looking to adopt a plugin/mod
HeyThisIsntFallout replied to HeyThisIsntFallout's topic in KSP1 Mod Development
I actually spent tonight getting a bit acquainted with Github and do have an account, shoot me your suggestion and I'll take a look. -
So, I've been scouring CKAN for mods that don't seem to be getting any love these days. It's difficult considering that a lot of the creators don't leave behind an email address or anything. However, I am really interested in learning how to program and mod; how best to learn than with my favorite game and it's respective community. Now, I could look through the 1,900-some-odd incompatible mods on CKAN or I thought I could come here and see if there are any mods you all wish were still supported because you enjoyed having the content. Point me in the direction of a mod (particularly a plugin or simple part mod, conducive for learning) that has been opened up for adoption and I'll take a look and try to contact the mod author. Thanks for the help and hopefully I'll be able to bring some of your favorite content back to life and learn along the way!
-
parts [1.12.x] Sounding Rockets! Start small. Dream big!
HeyThisIsntFallout replied to RoverDude's topic in KSP1 Mod Releases
As in the nose cone parachute? I have one installed on my craft, if that's what you're asking. (I'll try an install without RT, as well) -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
HeyThisIsntFallout replied to RoverDude's topic in KSP1 Mod Releases
I seem to be having an issue using my first sounding rocket; using the avionics package, the DP-10 antenna and 3 of those mini battery packs, I have no connection to the rocket. Am I incorrect in assuming the avi package is meant to be a simple probe core and allow remote control of the craft. I also have RemoteTech (1.8.13) installed, but I don't know how/if that would be affecting anything. -
KSP1 Computer Building/Buying Megathread
HeyThisIsntFallout replied to Leonov's topic in KSP1 Discussion
I have 8gb in my current rig and while my 100+ mod game uses about 6.5gb, I was thinking that a KSP-rig would have at least 16gb. I also keep it on an SSD to help load times, but honestly while I know that mods slow the game down, I've never really known which components you can optimize to help that. Would a larger SSD buffer cache help with that? http://cpu.userbenchmark.com/Compare/Intel-Core-i3-8100-vs-Intel-Pentium-G4600/3942vs3894 I really hope someone is using one of these two chips, so they can tell me how they fair in KSP. I've got no problem springing a little bit for an AIO water cooler, so I definitely plan on overclocking to get more frames. Apparently, the Pentium anniversary chips are really stable overclockers! -
KSP1 Computer Building/Buying Megathread
HeyThisIsntFallout replied to Leonov's topic in KSP1 Discussion
While I may be reaching for the heavens with the 1k part count dream, I was watching a guy Twitch stream the other day in which, after docking a ship to a space station, he was at something like 1,085 parts and it looked good while it was happening. Was he at 20 fps, was he overclocked, was it heavily modded? I don't know, but he did tell him he was running an Intel chip. I'm just here to put a mental map together so i can weigh part count to PC build price. Speaking of, I think my main rig uses about 6 to 6.5gb of memory with KSP, as well. The I7-8700 is probably more than I want to spend on a rig dedicated to one game. What specs did you upgrade from? -
KSP1 Computer Building/Buying Megathread
HeyThisIsntFallout replied to Leonov's topic in KSP1 Discussion
I was looking for anyone who had benchmarked parts using KSP. Didn't get many results. -
KSP1 Computer Building/Buying Megathread
HeyThisIsntFallout replied to Leonov's topic in KSP1 Discussion
So, I would proposition that while gaming in itself is a hobby, there are some individual games that are expansive enough in their communities and scope that they can be their own hobbies; enter KSP (and SKyrim, Fallout 4 and some MOBA's). This is why I am feeling out the idea of building a KSP only rig. My PC is an FX-8370 BE/MSI 480 8gb that can run almost any other game on high settings, however if I get 350 parts into orbit, i'm stuck with 10fps and that's AFTER optimizing some physics settings. A pain I would only wish on my worst enemies. The question at hand: what specs are you all running and how does your (modded) installation play? My goal: the best value build that can let me get 1,000 parts in orbit running at 30fps, minimum. My rough idea is obviously an Intel chip because single core performance duh, probably a micro-ATX mobo and a single 120gb SSD (it is for a single game after all). I know it doesn't have to be a power house because I just read a guys post about how he's got 500+ parts smoothly into orbit with a laptop's Haswell CPU at 2.4gHz (come ooonnnnnnnn, seriously?). This thing just has to run KSP really well and be cheap and nothing else -
I'm running an FX-8370 clocked at 4.3 GHz, but AMD CPU's usually prosper with multithreading games and i'm aware their single threading processing is pretty lackluster. Which makes this scenario.... unfortunate. I know that physics calculations are CPU intensive, so idk why I didn't think to include my CPU in the post (sike, I do know, it was 12:30AM). I don't know, however, enough about software programming to know why KSP relies on singlethreading over multithreading, but if I OC'd my CPU would that perhaps give me any improvement? I wasn't planning on upgrading my rig anytime soon, but KSP is by far the game I play most often, so I may be knocking on Intel's door.
-
So, my frame rates are less than 5 when I get high part counts, which is predictable. However, I have a decent rig that can handle most games on ultra to high. My settings are at about mid to low, give or take, as of yesterday, when I tried to see if that would help. With those lowered settings, I'm still under 5 fps and just found that my CPU and card aren't even passing 60%. This just in, I literally see my GPU ramping up to 97% while typing this, for some random reason, so I know that is CAN surpass 60%. So far, I've OC'd using MSI AB and gone into task manager and given KSP_x64.exe "high priority" as opposed the the "normal" it was on, both changing nothing. You can also see that my PC chills at like 30 degrees C, which is great. It's an MSI RX 580 OC 8gb and my video memory is sitting at 1500mb +/-. I can't deduce why this is happening? I get 60fps at the space center, but it's like my PC is too lazy to ramp up when KSP is more demanding. Any help is appreciated.
-
[1.8] Station Science continued (v2.6.0)
HeyThisIsntFallout replied to tomf's topic in KSP1 Mod Releases
Hey, so I got missions to perform Creature Comforts and Plant Growth in space around Kerbin and I am able to EVA and pull the Plant Growth and place it in my descent pod, but I can't pull the Creature Comfort results. Is this intentional, for some reason? -
[1.11] RemoteTech v1.9.9 [2020-12-19]
HeyThisIsntFallout replied to tomek.piotrowski's topic in KSP1 Mod Releases
Quick question: I'm trying to create a rocket with a first stage that lands similar to the Falcon 9, but when I plug a circularize maneuver into the second stage's flight computer, so that I can land the first stage manually, the second stage doesn't actually execute the maneuver. Do you have to be focused on the craft in order for the FC to execute planned nodes? If so, then, i'm pretty sure that makes a Falcon-esque first stage recovery impossible. So, I actually stayed focused on my second stage until the FC took over and started the burn and sure enough when I switch back to the first stage, I see the second stage engine cut off in the distance, immediately. Is there anyway to have the FC execute a burn without being focused on it?