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stk2008
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Everything posted by stk2008
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I have this installed and realised I should not have i have jnsq installed with Kerbin side but the way points for let's start an airliner mission are in the sea. I have jnsq gap installed so I assume these two contract packs are pretty much the same?
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am I missing some thing with the scanning. I have disabled the stock scanning as I like to make my life harder and one thing I have noticed is even without a signal to KSC I can still see the scanning update on the Scansat maps. I am sure wayyyy back on an older version if the scanning satalite lost connection I would also loose the abilty to see any scans that had took place. I have a lot of mods istalled and I also use CommNet Constellation if that makes a difference though it could have been when I used Remotech but I had to remove that mod for reasons. Thanks in advance
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Fantastic Really appreciate The advice. Thanks to all who is working on a fix for this the ksp Community Appreciate it.
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So what's the final take away from this. There is no real solid way to bypass the new launcher and play with mods in a way that causes no issues? Have they also messed with the original. EXE Files because I dont launch from the new launcher nor do I run ksp from steam dir But still feel some how they have messed with the original ksp64.exe file
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I'm so confused Is this for people that still want to run the game through steam. Again I copy my install to the root of C drive and dont Launch ksp using any thing but a shortcut created from the ksp64.exe. Though saying that since the last update I have seen more issues with mods even doing it this way
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Oh really? Creating a short cut can cause issues....I use the short cut so I can use the force dx11 and no popup window command what sort of issues can happen from using shortcuts
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This may sound silly but does downloading the 1.12.3 version of KSP VIA steam and then copying the game from the steam folder to a different directory and then creating a shortcut to the ksp 64bit exe bypass the new launcher there for removing the issues mentioned above?. I see the new launcher even in the older 1.12.3 versions but as long as I dont use it to start the game and just use the ksp 64bit exe am I safe? or has the old exe been tweaked as well? Thanks
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Hi yep if I set one craft to say 100km then exit to space centre and create another craft and send that to say 120km its all fine it just forces any craft you choose to set to the same orbit. I have been able to get the issue by using the advanced orbit option and graphical but I am sure I remember the basic one working different a longggg time ago. any way thanks for getting back to me but I can over come it
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Yeah as @bigyihsuan said Remotetech is awesome for adding that little bit more to worry about. I shall be trying CommNet Constellation I did post in that thread last night on my discovery of finding it. Shall keep any one posted on my findings Thanks all for the suggestions so far...though I dont think there is any more comm mods
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@LucalisIndustries dont think it matters. It does not physically move the rover to the chosen location. it simulates it in the background so it does a few checks I think fuel/battery,wheels on floor etc then if it passes them then I think it just works.
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OK back again I have done a complete clean install with nothing but hyperedit and I have the same issue. Create a satalite click orbit edit and place it say 100,000km above kerbin. exit back to space centre and load up another satalite. click obit editor again in hyperedit and use same setting as before on last satalite 100,000km above kerbin. BOOM! they collide with one another. This never used to happen I remember my brother using this feature to cheat in 3 satalites to create a comms network. also to note was when he had the satalite in orbit and if he was to click the button the satalite would return back to what I can only assume was a preset configured point along the obit (normally above or near the KSC) this does not do it in the latest version nor the dev version which I also tested. Thanks in advance
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so this is showing two sats up in orbit and one waiting on the ksc launchpad I then hyper edit the sat1 on launchpad to same orbit as other two and it instantly puts them ALL in the same orbit rather than the current active vessell I am going to remove some mods that I think might be causing it and will report back soon
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Hmmm I seem to be having a strange issue. So I create 3 SATS named sat1 sat2 and sat3 all just by changing the last number in the editor to +1 not reloading between scenes etc. I then hyper edit the orbit to be 200,000km orbit for sat1.I quit back to KSC and reenter the editor load up sat2 and do the same making sure I select currently active vessel in hyper edit. I punch in 200,000km again hit apply and it instantly puts the current vessel and the last one I did back into the exact same spot and they crash together. Its as if its also applying the orbit back to the other sat i just put up. has any one else had this? this is game version 1.12.3 and hyper edit 1.5.8 Thanks
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So looking around a bit seems like there is only three otions Remotetech - cant use it I just reinstalled it to make sure and really does eat FPS and causes crazy stutter AntennaRange - not sure its even updated to work on 1.12.3 RealAntenna - seems like the only other option right now I did a quick test and not all antennas are compatible with it I assume you just use the antennas that have a RealAntennas STATS in the part info screen and ignore the rest? plus on JNSQ the gound stations are not in the correct place but thats easy to fix by editing the configs.
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
stk2008 replied to Gotmachine's topic in KSP1 Mod Releases
So with my heavy modded KSP install 1.12.3 I have noticed some thing. I only seem to get a CTD if I by mistake prematurely tap or click a button while I am doing a scene transition. I am sure I read this somewhere else also. I was wondering if you could implement a lock key state on scene transition I think this would also help a lot of others out who get to keen on tapping keys and dont realise that most of the crashes are being to eager to move the camera in the editor or dont give the scene enough time to load. I mostly mean a key lock while the screen is black thats when I seem to notice it will crash if you hit keys to early. Thanks -
Hi all. I was hoping for some suggestions for a replacment to Remotetech.I had to unistall it as it was causing way to much lag. After removeing it I have gained a huge boost in FPS and a smoother game. I am running KSP 1.12.3 with a lot of mods but I am looking for some thing that is just as realistic as Remotetech if there is such a thing. Thanks in advance
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[1.9.x, 1.10.x, 1.11.x] Persistent Rotation Upgraded
stk2008 replied to linuxgurugamer's topic in KSP1 Mod Releases
Hi Linux Can I disable the spinning of Asteroid. Reason is I think its causing huge FPS loss at the point one spawns in and then PR adds rotation to it. Now I could be wrong but watching the debug screen as soon as an Asteroid is spawned in and I get the [PR] generation data for so and so it hits the FPS a fair bit. Could I turn it off and see if its that. I could remove the mod but I want to keep it and see if its just the spinning of asteroids that is causing it. Thanks in advance EDIT OK I am pretty sure its that as soon as this asteroid was spawned and PR did its thing fps dropped from 60fps to 40fps -
Ok I am back but with some info that may help others So I was building a craft and we have all had a craft spawn on runway or other places after building it in the editor and it suddenly jumps into the air (even in vanilla). Spending so so much time trying to get my water plane to not jump into the sky after chooseing harbour spawn I remembered I had KK installed and pressed ALT+K chose the harbour spawn raised it a little and boom...or lack of. It worked. I had the same issue with the same plane on the runway but gave up...but now I am going to start the game again and see if the same fix for the water spawn also works on the runway. I shall report back later