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darkracer125

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Everything posted by darkracer125

  1. i think for developers kopernicus is more like a planet building tool. and then they release planet packs with planets made with this mod. so you need this mod to run the planets. so i'm guessing to make all the visual effects on those other planets they need those elements (like shadows) in kopernicus. (oh i didn't know it would combine my comments into one. . the below is a sepperate thing) i have tried looking through the comments but couldn't find anything. when i have non stock planets in my game. then the planet orbits begin... vibrating. you have to look close but you can see it. the planet itself also seems to vibrate in map mode. i have no idea what causes this. (it's also easy to miss and you might just not have noticed it untill now) but i am starting a playthrough with galaxies unbound so i can't even imagine what kind of effect this would have on interstellar distances. is this a fermilliar problem and does anyone know a fix? or should i just ignore it because it won't cause any issue's?
  2. there is no search function that i can use to search this thread. but my planets "vibrate" when i have this mod installed. you can see the orbit of kerbin shake a few pixels. and i have noticed an occasional bug with trajectory's because of this. is there a fix for this? it happens about 4 or 5 times a second. maybe a blackhole somewhere rotating. or is this just a standard thing for kopernicus (because it does it with dresskiller base aswel)
  3. the question was asked already but got skipped over. but what is the "secret" profile?
  4. spent 3 days removing and adding mods trying to track down the culprit. but i found it. somehow this mod conflicts with any solid fuel mod parts. seperatrons. gone, the decouplers from fuel tanks plus with solid boosters. gone. the decoupler from modular rocket boosters. gone. and it's not this mod specificly but it's brother. atomictech inc's kerbal diet pills. but since it doesn't have a forum like this one i thought i'd post it here
  5. auto warp is deffinatly causing issue's for me. though when i manually warp the same places i have no problems. in any case i had alot of issues yesterday where auto warp on the landing guidance was causing it to switch to a nearby sattalite (i can somehow switch to ships that are MILES away) wich causes my lander to crash because it's close to the ground and nothing is controlling it. (luckely i always quicksave before landing) an other instance was when i was using a rover from konstruction (the first one you unlock) when i then used auto warp on the ascent guidance it would teleport me to 1000 meters in the air at the end of the time warp. and it would crash into the ground before the 10 seconds to launch were over. just now i uninstalled hyperedit. i think it's part of the problem. (i use all of these to test my crafts btw. i use mechjeb and also hyper edit as a "simulation mode")
  6. don't know if this has been resolved yet. i also deleted blendshape and it didn't fix things. so i just started uninstalling and installing mods. (trying out spectre for example). and it turns out when i have Astronomer's Visual Pack installed it does this. ofcourse my skybox doesn't look near as awesome as it does with it installed. but atleast without Astronomer's Visual Pack i can get ks3p to work. and i also have tufx installed with turd. (as a side note. with AVP installed, ks3p has options to pick a profile from AVP. so i might just need to look in the AVP folder and delete whatever it has that's related to ks3p) edit: yes i can confirm that if you go into the AVP folder. into effects. and delete the ks3p config files that are in there. then it will work. there is also a tufx config in there wich i also deleted
  7. TUFX does nothing on it's own. it's made like a dependancy. the release from c1usta works. (or atleast it activates) but it's too dark. and nothing seems to actually work. i had a problem that my ks3p didn't work. it was too dark and none of the settings would change. basicly locked to default. when you press alt+3 it opens the menu. and you can enable and disable the mod. but any other setting makes no change. the sliders don't work. changing profile does nothing. turns out if you have TUFX installed. you need to go into the textures unlimited folder. into the dll folder. and delete the second dll in there. (BlendshapeModelLoader.dll) (just incase this has been bothering someone else for a few days aswel now like it did for me.. this should solve it)
  8. recompiling it is nice and all. but why is your "recompile" flagged as a threat [snip]
  9. the spacedock link is apparantly down. so ckan is giving an error now. (near future spacecraft)
  10. except you're wrong. i have both kopernicus (i have another star with it's own planets) AND i have scatter. AND i never did any of what you said. but i play at a solid 60 fps. i have no memory problems. and i can keep the game running overnight without ANY issue's i bet your fix is correct. but the problem is yet another mod that you 2 have and i don't. because i have no issues with both those mods installed
  11. is there a way to increase the rigidness of the robotics parts. currently trying to move around a pretty heavy load and as you can see at the arrows. http://prntscr.com/blaah0 there is a huge stress on them. i have already been messing around with the part files. but the default setting of the "springyness" jointSpring = 0 is already zero. i set the dampning to 100 but it's still unmanageable. what does joint spring do exactly? (ps the stress makes it work like a rubber band. if i were to turn gravity off it would launch the load into the air) adding struts does not work because it makes the part immobile
  12. dude how do i unsubscribe from this. my inbox is being spammed. stop talking
  13. i have not built a plane yet that cannot enter atleast a sub orbital trajectory. most of these engines btw. only start providing real power when you are going faster then 400 m/s at about 10k altitude, and then when you are going about 1200 m/s pull up (30 degree angle) and when the air breathing engines fail. you turn on rocket mode (with the rapiers) and you should be able to get any craft into space. if it has enoegh fuel. and not too much for example the opt scramjet engines. they provide about 600 thrust at low altitude and speed. but then shoot up to a couple thousand thrust when you go faster then 450 m/s at atleast 8000m high
  14. i think you might need a new interstellar fuel switch (or some other dependancy) i added the old parts fuel settings. (1400ish liquid fuel and 1700ish oxydizer) litterally copy and pasted it over from older part files. anyway. at first those were the only value's it had. but now it has 3 diffrent amounts of liquid fuel and oxydiser and a monoprop lfo mix setup. and a only liquid fuel setup.
  15. i deffinatly do not have the time, nor the skill. (well i would have the skill. but it would take me atleast 10 times as long as an experienced person. and i don't even have that couple of hours that a proffesional would take, and it will be nowhere near as professional. i played around with blender for starmade, but still have no real idea of how to do things. mostly i just rotated models with blender) but. i do have the money to motivate someone else to make some time. or would that be breaking the law?
  16. problems like this is what he is talking about. (anyway this is proof of the changes the author made) (wich was incidentilly the exact thing i came here to ask help for) http://prnt.sc/awjsx3 http://prnt.sc/awjstd http://prnt.sc/awjsh8 http://prnt.sc/awjs1t these adapter plates are horribly missmatched. and they looked like the most amazing parts of the mod. is there any way to fix this? i cannot edit the 3d models it's not even the same shape. if it was i could have used tweakscale
  17. where can i download the previous parts? this latest pack is just lacking parts. no good adapters. not enoegh fuselage parts. can basicly only make a giant craft with this. no medium sized one. it's a shame the mod autor abandoned this
  18. i don't have any tanks that can hold karborundum. also tried adding it as a recourse to diffrent tanks in the part file. but it just seems like the game does not know what karborundum is
  19. the latest download of this mod has empty partfiles. it's just basic info (compliled by a bot) without recourses. i went into an older version of opt and just copied the resouce "module" from the older part files but that was a couple updates ago. and now it's acting weird. i have 3 diffrent settings of LFO mix. big. medium and small. and only liquid fuel. only oxydizer. LFO and monoprop and electricity mix.
  20. the main wing type B eleron turns in the wrong direction. also having issue's trying to keep my planes in the air or better said. getting them in the air
  21. so i noticed the parts i have have no modules in the part file. (no fuel no charge) is that what he ment with WIP or did something go wrong. and what are the amounts of fuel and such he was gunning for? so i could add it myself
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