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TheKurgan

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Everything posted by TheKurgan

  1. Ah, yes, the dropbox version has the proper folder structure. The SpaceDock one doesn't.
  2. ok... so does this just go in any random folder I wish to create? I have never seen a mod that doesn't have a folder...
  3. Hello, just wondering, if it isn't too much trouble, could you add change logs to your SpaceDock download section? Thanks.
  4. About a year ago, I built my machine to be a gaming powerhouse, without going too extreme. Core I7 7700k (re-lid, overclocked 20% stable and water cooled) 32 GB DDR 4 3200 ASUS ROG GeForce GTX 1080 Ti (OCed) ASUS ROG Maximus IX Hero motherboard Samsung 850 pro 512gb (currently comparing speeds with 3 of them in raid 0) I have 5 installs of KSP: (one is Steam stock, never used.) First one is used for mod testing with other mods (about 45 mods installed including all the graphic enhancements except SVT) load time is about 2 min and I can get 144 fps with Nvidia sync with 1 or 2 small vessels in physics range... with 300 - 600 parts and beyond it drops to 20fps or lower! Second is my quick test install (squad + 1 to 2 mods at a time) load time is about 10 - 15 sec and I can get 144 fps constant Nvidia sync.. never tested with big ships Space stuff install (80ish mods installed including GPP, OPM, and all the graphic enhancements) load time is about 6 min, FPS is about the same as the first install. Lastly is my install with ALL the mods I use including all the graphic enhancement mods like Scatterer, SVE, SVT, EVE, 120 - 150 mods (changes alot)... around 11 min load time, and FPS is still about the same as the first install. My wife's computer, which has similar specs I7 7700 (non K, not OCed) 16 Gb of ram, some cheap SSD and a GTX 1070 performs almost identically... maybe only a couple FPS lower, and maybe a few seconds slower load time.
  5. I'm not 100% sure here, but I am guessing (because it's what I do) that he means he did it manually. Basically manually maneuver to the correct side of the ship (SLOWLY) then engage docking autopilot.
  6. Stone Blue reported it... Li0n confirmed. Why continue to beat this up? I'm sure Vitas will fix it as soon as he can.
  7. When I am looking for a mod, and I am not sure if it exists or not, I simply do a google search using a key word/words prefixed with KSP. I am honestly not trying to be a jerk, even if it seems like it... If you type "KSP James Webb Telescope" (without quotes) into Google search, it's the very first hit. Doing the "key word/words prefixed with KSP" will even find old mods that are not so easy to dig up by searching the forum.
  8. Exactly what he said... it isn't altering the .cfg directly, it's an MM patch to add Tweakscale functionality...
  9. If it was in the recent past, then the person who failed miserably didn't know what they were doing. I have made tweak scale configs for MANY BDA weapons, and have had no trouble. I'm not sure about this, but here may have been an issue with tweakscaling BDA parts in the past, but afaik it isn't a problem anymore. I think @XOC2008 yelled at me when I made a TS cfg for the GAU-8 because it looked to big for my kerbal scaled A-10. Anyway, here is the TS config I used, just change the gun's part name: @PART[bahaGau-8] { %MODULE[TweakScale] { type = free } }
  10. OMG the internal lights are making the external skin glow!!! Imagine how bright it is inside lol.
  11. Doesn't seem to be any more fields... maybe a couple removed? I didn't think Heat Control had it's own .dll Anyway, try it with just the 2 lines: MODULE { name = ModuleAnimateHeat ThermalAnim = hsanim } As long as hsanim is the correct name for the animation inside the model, it should work.
  12. Yeah, I saw that, thanks. I went ahead and downloaded your dev version. Testing it now with my Warp Core, using those values.
  13. Seriously interested in seeing them sometime. I'm so spoiled by Spanner, Gomker, and DoctorDavinci, I get to see all their new stuff before it's released lol. Ah ok, I see, that makes sense.
  14. Ah nice, I really like the GravFactor and BrakeFalloff, that is awesome. Seems the basic functionality will be the same though, that's good too. Turbo for re-scaled systems. ok, with the speed these things go, I don't personally think it's needed, but a nice addition for those that want to go even faster lol. My warp core as it is, should only require changes to the config to work with your upcoming release right? Or does the model itself need internal changes? (sorry I'm a newb when it comes to Blender and 3dsMax) JadeOfMaar's ideas seem really cool too. Perhaps down the road, if he is interested my model could be made compatible.
  15. @JadeOfMaar ah, ok so a totally different approach, but very interesting! So sustained warp would still be possible, BUT if you only have 1 nacelle, your speed would be very limited? A ship with 4 could go much faster. Different sizes of nacelles for different sizes of ships? or 1 fits all? I have so many questions lol! Sounds very intriguing!
  16. Question, is there a way to have the bubble guide off by default?
  17. Thanks again. I just updated all my installs.. so there was a good outcome Yeah it's AWESOME lol
  18. no, it's the whole thing. I just compared both folders. but yeah definitely the last version of KSPWheel.
  19. yep, that was it I guess. weird. twice I was sure I installed all the newest stuff... brain fart. Thanks LGG.
  20. I compared all the files... only seemed like I had the last version of KSPWheel.
  21. @linuxgurugamer Here you go, I tested it in a minimal install so the logs wouldn't be MASSIVE https://www.dropbox.com/s/v14wni2wpyslnco/KSP.log?dl=0 https://www.dropbox.com/s/yly44t4rfflqkcl/output_log.txt?dl=0 Sigh... I reinstalled everything AGAIN... and now it works. But it didn't work for those logs. KSP is making a liar out of me lately. I am still curious as to what I had done wrong though, because I can't figure it out. Wrong version of KSPWheel?
  22. I know this was pointed out a few pages back, but is it mentioned anywhere as a dependency? If it is, sorry, I must have just missed it.
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