falken
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Everything posted by falken
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[1.1] NavUtilities, ft. HSI & Instrument Landing System
falken replied to kujuman's topic in KSP1 Mod Releases
1) 0.16 2) HL fuselage cockpit by K3|Chris 3) I cycle A and it does not show up at all. I also went to the "addons" section which listed Scansat, Docking cam and Mechjeb 4) Standalone one works fine 5) It's directly inside of gamedata. -
[1.1] NavUtilities, ft. HSI & Instrument Landing System
falken replied to kujuman's topic in KSP1 Mod Releases
Having trouble integrating this with Hyomoto MFD. Just isn't there. -
I seem to be having problems with the Buran manipulator arm. It works fine at maneuvering it, and plucking objects, but once i've docked a station module with it (using a shuttle that is not docked to the rest of the station), and then de-magnetize the game crashes. Upon reload the game will seemingly disconnect the station module from the station, but leaving the docking port behind. The shuttle and module will then begin to rotate violently. When I undock the docking port still left on the station it shoots over to the shuttle again.
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[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
falken replied to Normak's topic in KSP1 Mod Releases
Well, that's completely gone over my head. Sorry, but looking at the part file I have no idea how to do this fix. -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
falken replied to Normak's topic in KSP1 Mod Releases
Could you perhaps link to the updated balka panels? -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
falken replied to Normak's topic in KSP1 Mod Releases
I really wish the Balka solar arrays weren't so needy on performance. Each array I add eats like 7 to 12fps. My favorite design of solar array for a station and I can't use them for performance reasons. -
Well, removing any references to internals in all habitable modules (Habitation, Science, Utilities, KIRS Docking module, both airlocks) has taken my framerate on my old station from 20fps and below to a stable 30. Drops to 25 in proximity of my space shuttle, whereas before it would drop down to 11. I didn't remove the internal from the Cupola module, as it'd be pretty pointless to have it on the station minus its IVA views. Also removed all modulelight modules from all parts. I should also mention that this station a pair of the FPS-sucking Balka solar arrays from the KOSMOS pack, which in my testing were the weakest of the large solar arrays for framerate. Highest being the newly optimised OKEB-250 arrays from Near Future Solar pack which gave me a solid 15fps boost from the Balka arrays.
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Well I think I found my issue with the framerate. Wasn't the docking nodes, but infact the station modules themselves. Built my original station design + extras using a a few Bobcat ISS Modules and like 7 KSO Phase 2 station parts and saw my framerates go from 12 to 35+. Not ing, just pointing it out. Using the X0.04-4 dev build. I noticed when experienting that the framerate in VAB would drop significantly witch each observation module (cupola).
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Any chance of another prerelease? Also with firespitters texture switching it could be possible to make a clone of the existing texture but with different shuttle names on the side. FusTek station has two separate textures on the modules. One for the module itself, one for the module's logo which differentiates it between habitation, utility, logistics etc. So like that only one small texture would be required to edit.
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[1.0.X - Experimental] [On Hold] FusTek Station Parts (WIPs on GitHub)
falken replied to sumghai's topic in KSP1 Mod Releases
Could you possibly do a version of the icabms without any lights at all? I could use all the frames I can get. -
[1.0.X - Experimental] [On Hold] FusTek Station Parts (WIPs on GitHub)
falken replied to sumghai's topic in KSP1 Mod Releases
I might just make a station with just original fusty CBMs. ...once I get back from a week's holiday with no Kerbal. someone please hold me. -
[1.0.X - Experimental] [On Hold] FusTek Station Parts (WIPs on GitHub)
falken replied to sumghai's topic in KSP1 Mod Releases
Let me know how you get on -
[1.0.X - Experimental] [On Hold] FusTek Station Parts (WIPs on GitHub)
falken replied to sumghai's topic in KSP1 Mod Releases
I didn't even think that the IACBMs would do such a thing... I am now going to test this to see if it's why my station has such framerate issues. -
Eyes Turned Skywards UPDATE now with Signup Sheet
falken replied to NathanKell's topic in KSP1 Mod Development
Yup, it's just a procedural structural part. -
Eyes Turned Skywards UPDATE now with Signup Sheet
falken replied to NathanKell's topic in KSP1 Mod Development
Cool, where can I download the radiator panels? -
Eyes Turned Skywards UPDATE now with Signup Sheet
falken replied to NathanKell's topic in KSP1 Mod Development
The added bonus of having integrated docking ports is not only reduced part count, but higher rigidity. Until your truss and solar arrays are available, my hybrid eyes turned skywards/real NASA based Freedom station is coming together... -
Eyes Turned Skywards UPDATE now with Signup Sheet
falken replied to NathanKell's topic in KSP1 Mod Development
Dang, that's big. Going to be impressive! -
Really appreciating this mod right now. Managed to cut my B9 HL shuttle orbiter from 110 parts to 45, and it's also handy for putting together large station truss sections. Shame it's not compatible with Procedural stuff, but I wasn't expecting it to.
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Eyes Turned Skywards UPDATE now with Signup Sheet
falken replied to NathanKell's topic in KSP1 Mod Development
Cool. Is it going to have integrated docking ports, and what will the dimensions be roughly? (in reference to a stock part) so I cab figure out if ny HL shuttle can send the parts up.