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bacontornado

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  1. @rbeap I redownloaded and changed the upscaling as you recommended, and it seems like the performance issues are fixed!
  2. @rbeap Ah, my mistake then! I'm still getting a pretty big performance hit and that lower layer looked different from other installs where I have volumetrics so I assumed multiple configs were still occurring. I only have a mid-tier system though, so that's probably the culprit.
  3. Thanks for continuing your work on this! Somehow though, it looks like I'm still getting overlapping clouds.
  4. Ohhhhh how I've been waiting for this!!!!!
  5. Any update or new insights on the underground/underwater issue? I have @ballisticfox0 's Earth UHD 64k and I'm still running into it.
  6. I recently started a new KSRSS save and I'm having some trouble with the Atlas LV-3B. I used the design from the manual and it can barely get itself to an 85X100 orbit with no payload mass. I know the stage and a half design can be tricky, and I've read Marcelo Silveira's documentation on the wiki, but I still can't seem to reach enough payload mass to get the full Mercury capsule to the orbits it should be able to. Best I have found is setting the booster engines to jettison at about 3.5 Gs. Anyone have any tips?
  7. Looking forward to trying this out later! Since it replaces stock satellite contracts, is this compatible with Clever Sats?
  8. Update: It seems like Universal Storage II was the culprit. I did a clean install with an, almost, identical mod list and copied my save over. I still ran into the issue when I loaded the craft I was using with the MLP, but I tried something generic in sandbox with the Saturn MLP and it worked fine. So I went back to my save and loaded the craft and started removing moded parts. The craft had a Universal Storage service module and removing that fixed the issue. This was the first craft this career where I tried to use the Saturn MLP, but I looked at other craft I had used that had issues with other Modular Launch Pads and they all had Universal Storage parts. I've removed that mod and all seems good now.
  9. Thanks for the quick response. That's what I thought too, but I can't for the life of me think of anything that it could be. I'm probably going to start with a clean install and slowly add mods back in (unless something happens to jump out at you from my modlist). I'll say that I ran across one person a few pages back in this thread and a couple people on Reddit that seem to have been having the same issue so I'm pretty sure it's not just me. I'll report back if I find anything. Mod list
  10. Hello, I've run into an issue where my FPS is slowing to a crawl/ the game is freezing for seconds at a time up until the point that I launch and release the clamps, then everything runs fine. The issue is worst with the Saturn MLP, but it seems to be happening to varying degrees with other Modular Launch Pads parts too. I've used this mod for years with a significantly inferior PC with no issues and recently upgraded computers. I did the install through CKAN and I removed all IVA related mods since I saw some discussion about issues earlier in the thread. Any idea what could be causing this?
  11. I'm having a weird issue where the Crew Module isn't showing up in assembly (all of the other parts are, though). I can see it unlocked in the tech tree, just not in the VAB. Anyone else run into this?
  12. Thank you! That is one impressive heatshield! What mod is it from?
  13. Loooooong time lurker first time poster here looking for some advice. I've had KSP since 2014 but hadn't played it much for the past couple of years. Recently I ran across Galileo's excellent JNSQ mod and it has really reinvigorated the game for me... I find that you get most of the challenges of real life without going quite as extreme as RSS with RO. Anyways, I'm to the point in my career where I'm planning my first Duna mission/ regular trips to the Mun and Minmus and I've designed a Starship like reusable ship. The problem is, in past careers I would basically ignore the need for a heat shield and renter engines first with a small deceleration burn in the worst of the atmosphere (heck, most of the time you could even get by with no burn). In JNSQ though, this doesn't even come close to working. A longer deceleration burn would probably do the trick, but due to increased Delta V requirements that isn't practical. For my smaller Dragon-like capsule I used radial engines with a heat shield, but my Starshipesque design relies on larger nuclear engines that need to be rear mounted... Does anyone have any ideas on how I might get around this? I know JNSQ might be new, but I figured Deadly Reentry vets out there might have run into the same deign challenge.
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