siimav
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Everything posted by siimav
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
siimav replied to Theysen's topic in KSP1 Mod Releases
Do you have the KRASH mod installed? That's the only one I could think of that could cause such weird issues. Personally I also had issues with it when I recovered a vessel that was being simulated. It messed with my savegame in a way where some of the options were locked because the mod thought it was still running simulation after recovery.- 2,214 replies
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If you already found the GitHub repo, you could hit the download button on the specific branch you want to try out and copy the files to your gamedata folder.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
siimav replied to ferram4's topic in KSP1 Mod Releases
Did you fix line 67 in CompatibilityChecker?- 2,647 replies
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[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
siimav replied to Padishar's topic in KSP1 Mod Releases
Both the window toggling and adding padding are working for me. Dunno whether it makes a difference but because I have a laptop without a numpad, I remapped the toggling key to alt+del. Padding hotkey is still alt+end. -
[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
siimav replied to Padishar's topic in KSP1 Mod Releases
It's working fine for me without any changes. -
It's working fine in 1.4.1 for me as well.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
siimav replied to ferram4's topic in KSP1 Mod Releases
Can confirm that KJR is working in 1.4 after updating one line in code that checks the game version and doing a recompile with updated game DLLs.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
siimav replied to ferram4's topic in KSP1 Mod Releases
Sadly that is not a true replacement for this mod. Yes, that invisible strut functionality does make a rocket less spaghetti-like. But what it doesn't help about is when you come off rails and physics is loaded. I have a savegame for a spaceplane that is on approach to runway that magically loses it's wings when game gets loaded and physics is applied. That specific plane actually did fly to orbit successfully and would probably have also landed nicely if I wouldn't have re-loaded the game. That same savegame also contains a Munar base that shakes itself to bits when switching to that vessel. KJR is able to fix both of these scenarios because it makes all joints orders of a magnitude stronger when coming off rails.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
siimav replied to ferram4's topic in KSP1 Mod Releases
There's a "Unbreakable joints" checkbox in the F12 cheats menu.- 2,647 replies
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https://github.com/KSP-RO/RealismOverhaul/issues/1797
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
siimav replied to Theysen's topic in KSP1 Mod Releases
I think it was called "Prevent unstable ignition" or something like that. I also kind of remember it being enabled by default though.- 2,214 replies
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Actually the RCS thrusters are not to blame. There's a bug where the weight of all crew members (100kg each) is added to every part on your ship. It only affects the VAB scene and when you actually launch the ship, it has the correct weight. If you want to see your correct weight or dV in VAB, you can just temporarily remove any crew members from your vessel.
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Heat Pumps v1.3.0 for Real Fuels - May 1, 2017
siimav replied to Starwaster's topic in KSP1 Mod Releases
Thanks for the fix, working nicely in RP-0 now.- 125 replies
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Are you sure it's the CPU that's bottlenecking the performance? For me it doesn't really run that much worse than stock game based on CPU usage. The visual mods on the other hand are really bringing my lowly laptop GPU to it's knees. I think scatterer is especially at fault. You could also run for example MSI Afterburner and check what percent of GPU usage you are getting?
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
siimav replied to RoverDude's topic in KSP1 Mod Releases
Interesting... Are the stock intakes supposed to also supply IntakeAtm resource? For me they apparently aren't working that way. Only parts I could find for for that resource, are the scoops. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
siimav replied to RoverDude's topic in KSP1 Mod Releases
I'm having some real issues with keeping the karbonite-atmosphere jet engines fed with enough air. Specifically I'm using the KAE-150S engine with KA-400LA intake. Currently a single engine would require more than 1 intake to not run out of air, or one of those beefier 2.5m intakes. Yea, sure I could slap on more intakes but the added drag makes it almost impossible to get up to speeds where the engines would really kick in. Even at >20km altitude on Eve, I'm unable to reach mach 1. Any thoughts? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
siimav replied to RoverDude's topic in KSP1 Mod Releases
Maybe the drills/pumps you are using require a minimum resource concentration of at least 2.5% to function at all. At least the small stock drills work that way. Also, how did you manage to get these parts to the surface of Eve? As tons of small shipments inside fairings? The Tundra parts have an abysmal heat tolerance of 1200K and tend to suddenly explode with even small re-entry heating. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
siimav replied to ferram4's topic in KSP1 Mod Releases
As far as I know, KJR does not do any changes to your craft that would persist between reloads. Each time your craft is loaded, the joint strengthening is applied again and only remains so for as long as the craft is in physics range. Also, according to GitHub, Ferram didn't do any functional changes for this release. So it should work exactly the same as my recompile or the previous official release for 1.2.2. Although he did add slightly different version check into the code and hopefully KJR will now also work for people who reported that my recompile did nothing for them.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
siimav replied to ferram4's topic in KSP1 Mod Releases
There can't be any issues if you delete the /GameData/KerbalJointReinforcement folder and then install the official release. Or just overwrite all the contents of that folder. I'm not sure whether CKAN will offer an automatic update. For me it showed that the plugin was autodetected but I can't remember whether I originally had it installed with CKAN or it was just copied there.- 2,647 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
siimav replied to RoverDude's topic in KSP1 Mod Releases
Did a bit more testing. Previously I had 'Planetary warehouse' enabled only on the storage of my mining base. Now I also checked it in my main base and am no longer getting the previously mentioned issue. So currently planetary logistics looks to be clearly the better-working option. Should probably ship a nuclear reactor in and move my mining base outside of the main base's physics range to also gain a couple of FPS in the process. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
siimav replied to RoverDude's topic in KSP1 Mod Releases
Did some poking around in the code and it looks like the planetary logistics has a 5% penalty for pushing resources to storage. Although that's small enough to not make much difference at all. Edit: it looks like the penalty should also be applied for pulling from planetary. So 10% total for transferring from one base to another.