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darvo110
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KSP Version: 0.1.1 Operating System and version: Windows 10 Pro 22H2 CPU and GPU models: i7 7900k EVGA 3080 XC3 Description of the bug. Expected Behavior: When no throttle inputs are on, ship's trajectory should not change Observed Behavior: Apoapsis is slowly increasing and periapsis is slowly decreasing. Orientation of craft does not seem to change this acceleration Steps to Replicate: Log, Save and Craft files: https://gist.github.com/mattdarveniza/5d7c0d180279471db40fc4f8fcf6b457 If launching the craft file: Launch to orbit Drop all stages besides the lander and command module Separate the stack separator Note that the separator _should_ decouple both sides but stays stuck to the lander, this is likely the root cause of the bug Turn command module around dock ship to lander Phantom acceleration! Could be due to the interference of the still attached stage separator, but even after undocking both vessels still experience phantom acceleration A list of ALL mods. If the list is long, please consider using a spoiler window: no mods Other Notes / Screenshots / Log Files (if possible..): See above for files Note that the stack separator was attached to engine plates on both ends. This was done for stability as struts are pretty whacky and broken in this version of KSP sometimes. I can imagine that can cause some pretty whacky logic on separation.
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[1.12.*] MOAR [x] Science! - KSP Science report and checklist
darvo110 replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks for reviving this LGG! This is a must-have mod for my playthroughs. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
darvo110 replied to stupid_chris's topic in KSP1 Mod Releases
I couldn't get that patch to work I've placed it in GameData/CustomConfigs/RealChute.cfg Does that seem like it should work? Or is there some funiness with names and the order in which configs load with MM or something? EDIT: Disregard, I'm a windows noob and my file was hiding it's .txt extension. Changed to .cfg and all good now -
Kerbal Construction Time/StageRecovery Dev Thread
darvo110 replied to magico13's topic in KSP1 Mod Development
Ahhh good find. That was it. Probably should have clued on that it was something like that from the two KCT icons I was getting in the toolbar . Could have sworn I'd clean installed after it broke, but evidently not. Thanks heaps for having a look! -
Kerbal Construction Time/StageRecovery Dev Thread
darvo110 replied to magico13's topic in KSP1 Mod Development
Something seems to be seriously borked with the latest dev build of KCT for me. Strange as it seems others have it working fine.. Broken on existing playthrough as well as fresh careers. On Win64 KSP 1.2.2 and KCT dev build #25. Output Log. Any clues? -
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
darvo110 replied to Galileo's topic in KSP1 Mod Releases
That looks so good. I managed to get the rings to cast shadow, but for some reason the modified kopernicus won't get bodies to cast shadows on the rings. Ah well, still amazing.- 1,019 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
darvo110 replied to Galileo's topic in KSP1 Mod Releases
Fair call. New stuff looks great regardless, and looking forward to when those scatterer configs become stable!- 1,019 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
darvo110 replied to Galileo's topic in KSP1 Mod Releases
This update wouldn't happen to include all the new scatterer/kopernicus ring shader stuff would it?- 1,019 replies
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
darvo110 replied to Ven's topic in KSP1 Mod Development
This would be a really good feature. I have the opposite problem when attaching the Skipper to a 1.25 fuel tank as well. For now I just ditch the shrouds and make my own using fairings. Less than ideal but works okay. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
darvo110 replied to stupid_chris's topic in KSP1 Mod Releases
Yep as starwaster said, by default staging will deploy instead of arm. There's an option in the KSC real chutes menu to make staging arm the chute instead. In my experience the 'must go down' option doesn't interfere with this behaviour. -
Still seems a bit suss that it lags so much. I've got a 2014 intel integrated GPU which handles fine. Like has been said, volumetric clouds and the ocean shader will jank your fps pretty bad, but the scatterer shader itself is pretty low-intensity. If your computer can't handle that alone, I suspect there isn't much you really could improve without hurting FPS
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Not sure if this is related but Ven's Stock Revamp "Bollard" engine has this same issue.