Zah
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[1.9.x] All Y'All Continued - One-Button Common Action Grouping
Zah replied to linuxgurugamer's topic in KSP1 Mod Releases
there's some bad scaling with physics sim happening I think. I was able to reduce the stutter by taking off parts one by one -
[1.9.x] All Y'All Continued - One-Button Common Action Grouping
Zah replied to linuxgurugamer's topic in KSP1 Mod Releases
+1 from me. I spent 3 days debugging my install that randomly caused massive stuttering freezes with only some rocket builds as decribed above. I did some binary search on my mod installs (as far that was possible considering the rockets that caused issues, also did binary search part removal). It ended up being all-yall. I don't have time to redo the bugged install for logfiles right now, maybe over the weekend, just adding another voice with this exact issue for now. There's probably something broken in this! -
Thanks! I've been irritated by this because if the camera moves at about the same speed you shouldn't get that kind of boom when you're just inside the shockwave, no? Edit: altho hm... now that makes even less sense. I still want shockwave sounds but from other objects that I don't follow immediately with my camera. is that even possible?
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- sound replacement
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[1.12.x] GravityTurn continued - Automated Efficient Launches
Zah replied to linuxgurugamer's topic in KSP1 Mod Releases
I haven't played in a while, always used GT without MJ. Now have to use MJ because KER is giving inaccurate data. But then I run into a problem with GT handing off the auto-circularisation to MJ: it *forces* the timewarp to the node and I *can't stop* the warp until burn time because I don't(!) yet have MJ's Maneuver Editor unlocked. Which means that technically GT shouldn't be able to use MJ to to plan the node yet. I'm not sure how this is done code-wise -- it's either within GT using MJ code or in MJ. However, that's also besides the point. GT should not automatically assume I *want* to circularize (e.g. if I want to actually plan a direct trans-munar-injection) etc. A simple toggle for "use MJ to circularize" would both solve my problem sufficiently and add a good feature to GT. Thanks! -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Zah replied to cybutek's topic in KSP1 Mod Releases
is KER just not working right anymore? The dv numbers are off and sometimes aren't right at all... e.g. with procedural tanks and decouplers -
The problem with this is: it doesn't work as described, and there's quite a few threads with people saying it doesn't work and hacking their way around it in all kinds of ways* As the poster you reply to wrote, not having "unlimited" sizes available from the start makes this mod useless for reducing part count lag. Calling people who want to do that "cheaters" is also not exactly nice. I suggest you reconsider that thinking -- part count lag is a problem people try to mitigate with this. It'd be awesome if the mod had an easy pre-configured state people could just switch in and out without having to spend a lot of time learning how to properly write mm patches. *
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Release KSP2 Release Notes - Update v0.1.1.0
Zah replied to Intercept Games's topic in KSP2 Dev Updates
Joints weren't really fixed in this release, right? Nobody actually likes wobbly rockets and e.g. stacked batteries shouldn't be a bendy joint. -
[1.12.x] GravityTurn continued - Automated Efficient Launches
Zah replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks so much for picking this up, it's been holding me back from upgrading... and now that I have time... -
Sweet! I can do the rest myself (: Your mods are the backbone of my space program, thanks so much!
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@Nertea I have a sort of silly request, but -- could you possibly add engine ThrustTransforms to the bottom thrusters in the RQ5 Heavy RCS Blocks to turn them into RCS/OMS (similar to the SpaceY OMS)? I'm quite fond of their shape (I did modify the texture quite a bit) and use them in a reusable capsule concept (this is heavily modded xD), but the SpaceY shape wouldn't do it here: I know I can "Fore by Throttle" but it makes for awkward dv calculations considering they're my main "engines".
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Do I get this right, I can't just turn one nozzle of an RCS block into an engine using config files because I'd have to add thrustTransform transform(or whatever, later named in thrustVectorTransformName) to the model in Unity? I know I can bind throttle control to RCS in game, but that's all based on the ModuleRCSFXand doesn't actually give me an "engine" (ModuleEnginesFX).
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Uh, sorry about your teeth! But don't worry, I understand you fine xD. Besides this point, I kinda wonder if there's a MM-browser for KSP. Just some simple Windows GUI that lists all game objects and their modules, even those that were deleted/overwritten/changed. I have way too many mods with way too many patches and sometimes a typo can ruin the entire thing. Being able to browse it without having to load KSP could make sense Oo.
- 2,647 replies
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- kerbal joint reinforcement
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Gotcha, binary search on the parts. Shouldn't be hard, it's just 40 unique parts.
- 2,647 replies
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- kerbal joint reinforcement
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For the static vessel deforming when coming out of warp? Like this -- it's static, stays like this.
- 2,647 replies
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- kerbal joint reinforcement
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Can't reproduce the problem without KJR. Hm.
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