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Regor

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Everything posted by Regor

  1. What is the ship called (the one on the other orbit)?
  2. Can somebody please help me with the issue outlined in this thread? All relevant information is in above thread. I know this issue is kopernicus because when I got rid of Kopernicus, the whole vessel on Eve was gone, despite Eve being a stock body that hasn’t been touched by any other mod (except RealisticAtmospheres, which I removed and did not destroy the vessel, meaning it was not the culprit). Any help is appreciated.
  3. I will post in kopernicus. Thank you for your valued help @linuxgurugamer
  4. I will test it out anyway edit: Wow... with kopernicus gone, the vessel disappears on the tracking station. Good thing i backed up my saves. Moreover, after quicksaving while focused at the object on Eve, and then loading the quicksave, everything dies COMPLETELY. Kopernicus is DEFINITELY doing something fishy... one thing i’ve noticed is that its ALWAYS the same chunks missing.
  5. I tried removing settings.cfg, which would reset the graphic settings anyway, but that still left the square chunks (albeit much less so)
  6. Thank you for the response! I will try all options, although I doubt it is the second one. I CONSTANTLY have both HWMonitor and Task Manager on when playing KSP, and it (GPU Memory) never passes 75%. I will try it anyway. I thank you massively for your efforts, as this issue has infuriated me for far, FAR too long.
  7. As @alberro+ has already said, the altitude for geostationary orbit is 2863.33404km above sea level, which means a semimajor axis of 3463.33404km
  8. Custom barn kit that allows the properties of in game “stuff” to change, for example decreasing building upgrade cost, changing science node costs, and adding new levels to existing buildings. Alone, it will do absolutely nothing, but the developers of OPM have generously added a config which allows the stock antennae to maintain connection, even out at Plock by changing the power, or level of the tracking station. Tip: take two or even three of the strongest antennae to Plock. Trust me, you will need it.
  9. Nissee’s orbit is VERY plausible, look at Neptune’s moon Nereid: Also, for the antennae, install Custom Barn Kit and upgrade Tracking Station to Level 4. Then, when building your vessel, use two of the most powerful antennae in the game (either two RA-100s or two of the other non-relay antennae (88-88 i am pretty sure)).
  10. This is cool, but the tech tree node which unlocks it is really early and the cost does not offset the OPness of the batteries
  11. Regor

    Retro Games

    This is somewhat new, 1997, but boy did I LOVE Disney’s Hercules Game
  12. Also, can you take suggestions? If so, I would love it if you could add analogs for Orcus and Vanth
  13. If you are fine with getting a mod, KER is probably an awesome mod for this. Using it, you can find how much torque the engines exert on the object (with 0 being optimal). This makes it way, way, WAY easier to make skycranes. If you don't want mods, maybe try adding a big reaction wheel. That will provide its own torque, and if it is great than the torque the engines are exerting, it will stay upright. Of course this means you may have to re balance your craft because of the change in center of mass, but in my opinion that is worth it. Edit:The front of your craft has only two of the engines on, and not all four like in the back! Check your staging.
  14. No. Don't change anything. If it ain't broke, don't fix it, and it's definitely not broke in this case. Science multipliers are fine, although biomes are excessive. Of course, this may help noobs out (which is of course good), but it also means more experienced players are open to making themselves a new challenge by restricting themselves to one biome. It really isn't that hard to do that.
  15. Also I have noticed a few bugs that may need ironing @Exo's Lab. 1. After landing a vessel on Zore and then going back to it, i find it has morphed underground, and accelerating through the floor causes an instantaneous explosion. 2. Moreover, while in orbit around Havous, I find that the light of the sun can be seen through the surface, and even solar panels register as having light even when the sun is completely occluded. 3. The ground texture on Kal seems to move unnaturally with the planet, meaning the textures stay in the same place relative to the spacecraft while the planet is rotating. This makes the ground seem like it is moving. 4. The ground on Ki’Ki, on the massive cliffside on the major lobe close to the north pole is extremely buggy registering as landed even though the object is hovering moreover a slight tap of 1 m/s on the real floor (which is below the visible floor) with the sturdy panels (Gigantors) causes the solar panel to violently break (not explode). 5. When in orbit, the apoapsis node around both Kal and Ki’Ki doesn’t seem to show up for me. 6. When changing warp to on rails when landed on Havous and then switching back to physics warp, the radar altimeter switches between 0 and the above sea level altitude of the landing area. other than these minor nitpicks, this is an awesome mod, and the removal of Zore.bin fixed the issue!
  16. Hello! I would like to as what the question mark next to some thread names is. Thanks
  17. Do not post ksp.log as most of the time it gets rid of really important stuff. Instead submit the file shown (by @NathanKell):
  18. Graphics settings as requested @linuxgurugamer: Running on Acer Aspire F5-573G-73BD CPU: Intel i7 7500U GPU: nVidia 940MX GDDR5 4GB running on 430.86 RAM: 16GB DDR4 2400MHz SingleChannel Screen: 1080p 60Hz It actually runs really smoothly, lag free and quite cool (around 85-90c for cpu at full load and ~75c for gpu at full load) (these are ok for laptops) for the graphics settings its set at.
  19. I tried setting it to True (as it was False), but that did nothing to solve the problem.
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