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SeaTac

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Everything posted by SeaTac

  1. Hi Folks, I was hoping someone might be able to help me with a minor challenge I have with the game. I have triple 2560x1440 monitors and would like to play the game across all three without having to switch on nvidia's surround. I edited the cfg file to switch from 2560x1440 to 7680x1440, fullscreen = false, and included the command line option -popupwindow. When the game starts it is shifted one monitor to the right. Instead of having the KSP menu on the center screen and the two side screens showing the rest of the game, the menu is on the right monitor, the center monitor shows the left side and the left monitor shows my desktop. Is there any way to offset so all three screens show the game? KSP Windows 64bit 1.12.1, but I've tried older versions as well. The link is an example of what I see starting up the game. https://www.dropbox.com/s/xyw1yqyygf6vtaq/KSP-triplescreen.jpg?dl=0
  2. I do have Interstellar Fuel Switch Core installed, as it is added by default by CKAN. All the mods installed are B9 Part Switch, BahamutoD Animation Modules, Interstellar Fuel Switch Core, Module Manager, and OctoSat Continued. It does seem to work fine I just wasn't sure if I should see a noticeable difference.
  3. I tried on my experimental install which only has OctoSat installed both with and without B9PartSwitch. Everything seems to work fine, but I'm not clear what the difference between the two should be. Is there a visual difference in how it works with and without B9?
  4. I understand and appreciate the work you do here. I'll see if I can't get a picture or video in the folder as well. Seems there is a bit more than no fuel or switching. I was not able to get probe control with the Octosat probe core either. The video was a bit big so I uploaded to youtube instead. https://youtu.be/RKhvdFXDdzM Still uploading...
  5. I'm sorry, I'm not sure how else to explain it. The fuel won't switch. When you right click on an OctoSat part in the VAB there is no fuel switching option. Link to the ksp, avic, and mod manager logs here: https://drive.google.com/drive/folders/1agoEcwWJBcorrEpuppjzAO1QAYr3VTeC?usp=sharing
  6. I've recently installed the updated version to my career game. It looks like fuel switching is broken. I also did a clean install of NSS only to version 1.7.3 of KSP with both expansions. The version of NSS in the .version file is 0.1.13.
  7. I've been using it in 1.7.1 and 1.7.2 with MH and BG expansions. It works fine so far. Thanks for keeping this mod going linuxgurugamer, much appreciated.
  8. Thanks for putting this mod together. From a visual perspective it just works which is nice, but I had an issue with solar panels not working. If I updated the version of Kopernicus that was included in this distribution to the latest my solar panels work again and the visuals still work. I deleted the version from the GSE mod and installed v1.6.1-2 via ckan and everything now works correctly.
  9. Recently started getting an error: Popup: "Failed to connect to repository. Exception: Value cannot be null. Parameter name: collection" Main CKAN window: "Connection to https://github.com/KSP-CKAN/CKAN-meta/archive/master.tar.gz could not be established" This occurs on both pre-existing installations (1.3.1, and 1.2.2) as well as a fresh install of 1.3.1. If I close the popup I can launch KSP from CKAN. I just can't install any new mods.
  10. I did a clean install and performance is back to where it should be. Thanks Rocket. I'll be doing clean installs from now on.
  11. Thanks for your input. I was suspecting a corrupted install. I've always used express and just let it do it's thing. I've not experience issues before but thought I'd see about other folks experience. First step will be to try a clean install then.
  12. I am curious if anyone has experience serious performance issues when upgrading to Nvidia 390.65 drivers on Windows 10 64bit. I'd been away a lot in January and only got to updating my windows rig at home last weekend. After the upgrade I experienced some pretty serious performance issues with framerates as low as 10fps in any situation. ie in the VAB, at the KSC screen and in flight. At first I thought it might have been a mod update I did within CKAN but moving to a fresh install of 1.3.1 I still experienced the 10 fps problem. Reverting back to the Nvidia 388.71 drivers immediately resolved the fps issue. I did also notice issues in other games as well. I always use the express install for the nvidia drivers. I'm wondering if it's a driver issue or if it was a driver install issue. I didn't have time to do a whole lot of testing but when I get home this weekend I'm looking to spend more time troubleshooting and I'm curious if anyone else has seen performance problems with the driver versions mentioned. I've googled the update and seen many reports on various games but lots of explanations including the windows creator update. Rig info (from memory): Intel i7 6700k, 16GB Ram, nvidia 980TI, run off SSD on 3x 2560x1440 gsync displays in surround (7680x1440 ksp resolution in fullscreen mode). On the old drivers I get very good fps so the 10 was very noticeable.
  13. Thanks silentvelcro, that makes sense. And thanks for a great mod.
  14. Thanks Cheesecake. I'm still confused as to what is meant by merging? If I have a conflict how do I go about resolving it? If there are duplicate files what is the process to merge? For instance if I already have TextureReplacer or ASET?
  15. Amazing timing. I was planning a Duna manned mission for xmas then I saw this mod on Kottabos' reviews. The mod looks great but I'm looking to integrate into an existing career. What do you mean by "merge" in the install instructions.
  16. Interesting videos on Space.com that look like Octosat. I've built something similar to this using the very large dish. http://www.space.com/36815-made-in-space-archinaut-dilo-video.html The second video has really cool arms that help build things. It would be very hand to have a wedge that could do KAS/KIS type activities. Space News article as well: http://spacenews.com/nasa-made-in-space-think-big-with-archinaut-a-robotic-3d-printing-demo-bound-for-iss/ Thanks for the mod by the way. I use it in just about every game both as stand alone satellites and utility components on kerballed crafts.
  17. Thanks Dr Jet. I'm glad to have found something no one has yet. Too bad on the li'l buzzer, it was such a simplistic design and would have given me an alternative to wheeled based explorers for my landers. I'm not sure what you mean on the ModuleResourceIntake. Is this for all parts requiring air intake or is it per part? IE can this be set for the li'l buzzer only and still require the normal intake requirements for all other air breathing engines? I've not looked into how mods work aside from where to put them to enjoy the work so many have put in.
  18. Thanks for such a quick reply. I did remove the cfg file and it works much better, however the skycranes description says it's unmaned, has a reaction wheel, engine gimbal, and has SAS Stability control. Unless another probe core is on the vehicle it won't move. No gimbal from the engine or reaction wheel control. If I add a Stayputnik it works fine. I thought it might be a communication issue so I added a communotron 16-s but still no control. I'm still trying to figure out how to attach a file but the li'l buzzer is a very basic quad copter design. One RC-001S Remote Guidance Unit, one Z-1k Rechargeable Battery Bank, and 4 li'l buzzers attached in radial symmetry on the battery. It does take off and fly but trying to come in for a landing if the vertical speed comes to close to zero it becomes intake deprived and drops like a rock. I was hoping to make several smaller probes like this to use on a Laythe lander to gather science data from other biomes like a quad copter.
  19. I've recently started using this mod again. Thanks for creating it is wonderfully eclectic collection of stuff. My objectives for this play through was more of a probe/rover based exploration. I use OctoSat Continued (it also requires BahamutoD Animation Modules) and this seems to conflict with Chop Shop. I have many other modules in my main game but when I experienced issues using the skycranes and li'l buzzer my debugging pointed me to these three mods not working together. As octosat works with my other mods just fine I thought I'd post here. Install: ksp 1.2.2.1622, OctoSat Continued, BahamutoD Animation Modules, and Dr. Jet's Chop Shop). All installed via CKAN Version v1.22.1-0-g174271a(beta). Behavior: with the skycranes I don't get any engine particle effects and it's like the engine is at part throttle. With the li'l buzzer it gets a very quick intermittent air flow deprived condition causing no thrust. Any thoughts or help for a fix would be great. This is a great mod and will work well with what I have in mind.
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