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Geonovast

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Everything posted by Geonovast

  1. It's really easy. You just point the two ships toward each other, then floor it. Enable invincible vehicles right before contact, and you've docked! Not actual advice - don't do this...unless you want to.
  2. Turning down the graphics settings should definitely help with a struggling older PC (basing that off of the CPU from 2011 and DDR3). You can also set max debris in the settings. IIRC default is 250, but turning it down to, say, 10 should help and you won't need to manually clean up every so often. Just make sure you have a command pod or probe core on anything you want to keep.
  3. Will there be updated releases to your mods with this included? (Clickthrough has made setting up AGX tedious on big ships) or will that be waiting for 1.4?
  4. I need a "Like all of @JadeOfMaar's posts" button.
  5. External GPUs can help, just generally not the focus for performance. It's usually not what GPU you have just that you take that load off of the CPU. We really will need more information though. What is your framerate when slow? Does it slow down during certain points of the game? How big are the ships? Is this a laptop? Does it get overly hot?
  6. Just tried 1.3.1.4, still not playing nice with KJR. These videos were with 1.3.1.3, but saw no difference with 1.3.1.4 With just DockRotate installed: With DockRotate and KJR installed: And a log:
  7. Well.. no. The accident was cause by Josh Albert. But the entire team went along with it when they knew the maneuver was banned, and lied to cover it up. Locarno pushed them to do it, but they still committed perjury during the investigation. Not that they were really punished for it. Crusher and Sito both ended up on the Enterprise.
  8. Imagine what your relative orbital velocity would be to a planet that wasn't moving. Transfer windows work because the planets are moving and you can minimize relative velocity and keep down the amount of dV needed to get there and to stop by leaving at the right time. You'd need, what, 13 ~km/s dV just to get into Kerbin's orbit from the surface if the planet itself wasn't moving? (guessing here, I don't know the actual math.) Further discussion would probably benefit from a separate thread where the people way smarter than me can discuss the actual physics instead of just guessin'.
  9. The three most prevalent I can think of off the top of my head other than his lie-fest in "The First Duty" He almost got the ship destroyed in the second episode by killing the engines when he took over the ship so he could play captain. He was praised for somehow being the only person on board who could reverse a tractor beam to solve the problem he caused. In this episode he managed to fall asleep during an incredibly intricate science experiment which nearly destroyed the ship. He only managed to save the day in this one because he cheated at the war game by returning from the Hathaway after the game started. Just what I would rather do given the choice between her and Wesley. Oh, and yes I believe you're right about Locarno. Nick Locarno and Tom Paris were the same character with a different name. I read or saw something once about the change so they didn't have to pay the writer of the original character royalties. Probably something similar with Vorik And Taurik
  10. He had a few moments, but a great deal of the problems he solved were ones he caused in the first place. And it was cut, for, most likely, no less than 47 reasons. Crusher suddenly showing up after essentially becoming a god would make no sense. I'm gonna put this train back on one of its rails by saying I'd rather follow Amanda Rogers around in a new show than seeing what Wesley was up to.
  11. My favorite "Q" line in the entire franchise didn't come from "Q", but rather from "Q". "You know, I've always liked Klingon females. You've got such... spunk." It's such a great in-joke for the show, and it took many, many watchings before I was old enough to start noticing recurring actors (My daughter is just starting to do that, at 8. We uh... watch Star Trek all the time. She was named after a certain symbiotic scientist and first officer from DS9).
  12. You must hate interacting with me then.
  13. That was in the modded install with KJR/IR. The stock + Dockrotate install, everything works perfectly. And it wasn't just 180, setting it to other numbers did the same thing. I'm betting it's got something to do with those xml settings.
  14. Makes sense, definitely can help you test out any changes. Oh I'm aware. Deliberately not using any landing gear on the test crafts for that reason. I just hope that my shuttle's landing gear is autostrutted somewhere on the shuttle and doesn't move to the tank when it docks, since you can't shut those struts off. The TL;DR of my issue is that it's basically overshooting its target when rotating and just stopping wherever it wants. Say it was docked at 15 degrees when launched (set that way in the VAB), I would click on the Snap button with the step at, say, 180, and it would shoot past 180 and stop somewhere around 170.34. Nothing I did would get it to go where I wanted, or even land on an integer. I'll try to verify it's KJR or IR doing it.
  15. It was also only yesterday. https://forum.kerbalspaceprogram.com/index.php?/topic/171230-national-cat-day-2018-in-japan/&
  16. It's only on the loading screen and only if you have Module Manager installed (likely one of the newest ones)
  17. @peteletroll Good news! (probably) In a game with only DockRotate 1.3.1.3 installed, I was not able to reproduce the problem I had in my modded install with 1.3.1.1. So either it's a mod conflict, or you fixed it with 1.3.1.3. (I do not use autostruts). The issue was that the small test craft ( 2 x (Clamp-O-tron, Z-1k battery, RC-001S probe, and Girder Adapter)) would spin non stop with Rotate To Snap on and Step set to 180. Would just spin until the craft RUDd after 2-3 full revolutions. Edit: I installed the new version in my modded game, and while the RUDing has stopped, I am having issues. This weekend I'll try to pinpoint that that's messing with it (I'll try KJR and Konstruction! first) and get you a video and log file.
  18. Oh! That, yeah. I'm going to need to be able to zero out all the docking ports when reassembling the shuttle/tank/boosters. Since being just a tiny bit off would make launch problematic. I could use Konstruction! ports for it, but those rotate before docking, and can get quite violent when doing so. Your mod fixes the problem perfectly.
  19. I should be home in about an hour. I'll fire up a game with only your mod, and verify I can duplicate the issue.
  20. Is it possible to have the notification noise, and the "Xuser has replied" noise be different?
  21. What operating system are you on? Does the joystick work with any other games? I have the same hardware, the only issues I've had with it are throttle related. On Linux Mint 18.2.
  22. I was clicking about on this thing the other night, when I realized that the batteries were draining during the day. So I spun around, and was greeted by this! (non-crappy non-FB compressed pic when I get home)
  23. @peteletroll I'm waiting on this mod to get squared away for a project I'm working on, so I'll be more than happy to do some bug hunting this weekend if you'll be working on it. (Not pushing, just letting you know I'm really excited about this and would like to help!) I did have a problem with it the other day, I'll verify details and let you know what was going on tonight.
  24. I do believe that would make things way, way worse actually. I love it. Do it!
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