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archiebald

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  1. Well, it just doesn't "work", at least for me in career mode. No matter how I set it to pause the game and sound an alarm, once I have transferred to another vessel, any alarms on other vessels may as well not exist. Totally broken. I completely stopped using it, and simply reinstalled the original KAC mod. Life is peachy again.
  2. Seriously dude, the difference is like night and day, as in one works (KAC) and the other is a steaming pile (new stock).
  3. I have a very long ongoing career where I use a Kerbal prefix followed by a name. The prefix tells me what the vessel does, the names are based on design classes similar to naval ships. KST - orbiting station named for their planet- so KST Minmus, KST Duna etc. KSB - landed base - KSB Mun Alpha etc KSP - Spaceplane - Hawk class so KSP Eagle, KSP Merlin, KSP Kestrel etc. KLC - Heavy lift craft for ore - named for Greek olympic weightlifters so KLC Bentelli, KLC Dimas etc. KSS - Kerballed spaceship with no reentry, Gem class and Legionnaire class so KSS Amethyst, KSS Sapphire and KSS Legatus, KSS Praefecti KSM - Kerballed rovers and since I use a lot of Feline Utility rovers, they are KSM Jaguar, KSM Leopard etc. KMV - Ore mining vessels with orbital capability based on real life Ore class so KMV Acanthite, KMV Chalocite, KMV Malachite etc. KSL - light and nimble landers designed for surface to orbit only of the Antelope class such as KSL Serow, KSL Eland, KSL Springbok KCO - Commnet satellite, generally named for orbit KPS - Probe satellite named for planet and number in series similar to the Surveyor, Mariner, Venera etc. etc etc.
  4. Have you tried using KML to reset the docking ports so they can undock? Not sure if it will fix your particular problem but I remember using it a couple of years ago when I couldn't undock some craft. Also some chat in this old thread.
  5. I third that - I have now totally given up on the stock alarm clock and have reverted to using KAC mod.
  6. +1 for AnyRes, I was using it last year on my 1.81 and 1.10 installs. It doesn't cure the resolution change, but it makes it very easy to reset to your desired setting in-game without having to drop back to the main menu. This has been an ongoing problem, but I am now running 1.12.2 (albeit on a new computer) and I have to say the resolution appears to be much more stable. Of course this could be different hardware or drivers. In my case I aim for 1920x1080 but it pops to 4K. In 1.12.2 it has still done it a few times when changing scenes, but then as the new scene fully loads up, it resets to my desired resolution 99 times out of a hundred.
  7. I have used Restock for ages, just got back into playing with KSP 1.12.2 and did a reinstall with all my usual mods. (also BG and MH are installed) I found that when loading existing saved craft from my career in the VAB, the Gigantor solar arrays would be extended through fairings, even when their status panel said retracted. So I retract them (which extends them), then finally I can retract them. Then I send the craft to launch, and the arrays are extended again (but not active as they are in fixed alignment). Also, any time I switch back to a vessel having gigantors, they appear extended even though they are not in reality. After a bit of troubleshooting with a sandbox test in a completely clean install of KSP + BG + MH, I had only Restock and Module Manager installed via CKAN. In fact, CKAN won't allow Restock without MM. The issue with the solar arrays is present in this case. The arrays are even showing as extended in the parts list in the VAB and when you initially place them, they are extended. Any hints or tips please?
  8. I've seen the demonstration that robotics drift, but has it been proven if dock rotation also fails in this way? Actually, now I think of it, I have had a mod installed for dock rotation for years. Don't use it much but never had any apparent issues, could it be the coding works better?
  9. I know that bases have always been finicky but this has been an ongoing annoying problem for a career I started back in 1.7, carried through 1.8 and 1.9 and now in 1.12.2 I have bases on Minmus and Mun that produce ore and fuel. I use lander tankers to ferry it up to an orbiting refuelling station for ships coming through. I have three various lander designs on Mun and two on Minmus. Of these five, just two cause me problems. During landing, as I get into physics range of 2.3km these two landers cause various parts of the the base below to randomly jump and explode. I soon learned to quicksave before getting to this point so I'll rerun the landing attempt and about 1 time in 4, I'll get get it down with no issues. The other three landers never caused any problems at all, 100% landing rate with no oopsies. So, obviously there is something about these particular landers that affects the physics of other vessels. The only obvious difference is the part count being considerably higher on the troublesome landers. I could replace them but I don't know if that will solve anything and I really don't want to scrap them as they are also designed as skycranes for base upgrades. I run plenty of mods including parts that are used in both bases and landers so I cannot simply remove mods which I know makes it is difficult to know where to start looking. I know this would be a difficult thing to solve but I would appreciate if anyone can at least point me in a direction to start researching before I go off in the wrong direction. Cheers.
  10. Thanks - good to know, but then the dev team surprised everyone I think by getting the 1.12.2 update release very quickly so for now I am a happy bunny. Played it through and it seems to be stable (as stable as I have ever known KSP to be.
  11. Just tested this tonight and I can confirm it completely solved the issue of load on the GPU. Was on Every Frame, changed it to Medium and all is good in the world.
  12. This is good information, I just built a new system based on an i5-11600, Nvidea RTX3080 and 32GB of Ram so I didn't expect any issues. I then gleefully cranked up everything in the graphics compared to my previous potato and have been very, very impressed with the new views I have of KSP....until that is I went outside on Kerbin, or switched to one of my Rovers on a planet with atmosphere (no problems anywhere else though). Even though I am running Scatterer, I was surprised when the cooling fans started screaming. I had already set max frames to 60 since I only have a 60Hz refresh on my 4K monitor, but I remember selecting "Reflection Refresh Mode" to "Every Frame", not knowing the consequences so I will be toning this down tonight when I get home. I will report back later.
  13. If you want to cheat, there are several ways to do it. Not sure if there is an in-game method, never looked to be honest. But, for example, you could directly edit one of your save games or preferably you could use KML to do it. It's also a very handy tool for minor vessel repairs or recovery, and if you are careful you can even do some limited upgrades to already launched vessels. I used this to convert a couple of my interplanetary shuttles to nuclear engines and liquid fuel only (sort of a refit in orbit) Personally I prefer the career challenge of leveling the crews up naturally by moving them around the solar system on missions, but that's the beauty of KSP, we can all choose our own path.
  14. I am glad to report that the 1.12.2 hotfix has solved this particular issue.
  15. Hah, and only yesterday I thought that this would be a long time coming so I spent the whole evening reverting back to a clean / modded install of 1.11.2. Oh well, looking forward to trying this out.....tonight.
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