Jump to content

moyashii

Members
  • Posts

    12
  • Joined

  • Last visited

Posts posted by moyashii

  1. 8 minutes ago, R-T-B said:

    Science Archive still works.

    Yeah, I can see "experiments" there, but not the actual report of the science experiment itself. Describing the situation and such with flair (i.e about space having no atmosphere from the barometer for example). Or am I being dumb and missing some button somewhere in there?

  2. Is there even a way to look at "science reports" anymore with this mod enabled? I miss reading them and couldn't figure out a way, other than before they're transmitted and through the logs (though it gets cluttered there REAL fast, so it becomes impossible as well).

  3. Hey, I have this weird problem when the mod is enabled (alongside Rescale 3.5x) where selecting buildings in the space center is extremely offset from where the cursor actually is located. Not really sure how to get around it, I tried seeing if the resolution/windowed mode would help, but to no avail.  Any ideas? Maybe it's some known issue? Or is it just a mod conflict? 
     

    https://imgur.com/PcDbjLW (image of the problem)

  4. Is the bug with the Avatar, Humpback and so on tail sections still supposed to be a thing? My crafts try to "flip over" on the runway in a way, making anything over 2 parts immediately just explode and get sent a thousand meters into the air, if they have any of the problematic parts. I tried using WorldStabilizer as well after reading up some, but it didn't help at all.

  5. 1 hour ago, Eridan said:

    Open up your version of the following file:

    
    C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\ReStock\Patches\Engine\restock-engines-liquid-125.cfg

    Change the following lines

    
    // Terrier
    @PART[liquidEngine3_v2]

    to something like

    
    // Terrier
    @PART[liquidEngine3_v2]:NEEDS[UseReStockTerrier]

    What it does is prevent ReStock from applying its patch to the Terrier. The patch changes the model (removing mentions of the stock revamped model) as well as changing part geometry and special effect animations. As long as a folder or mod named 'UseReStockTerrier' doesn't exist the above change should prevent the patch.

    Thanks! I had tried editing that specific .cfg, but when I did I just plain and simply deleted all the lines related to the Terrier. I got it working now, but maybe it might be a good idea to point out these steps a bit more clearly in the readme/somewhere in the mod page. Though it's a bit unlikely that most people would actually bother doing this. :)

  6. 19 hours ago, Friznit said:

    You don't need to edit anything.  Simply add the terrier to a restockwhitelist file.  KSP will load both the vanilla and restock models and you can use whichever you prefer.

    Yeah, I've tried doing that while not removing/editing any mod parts. It's still hanging in the loading screen to the VAB. Just to clarify since the readme isn't that clear - I need to make a file named Restock.restockwhitelist anywhere in the gamedata folder, correct? Its extension should be RESTOCK as the blacklist one?

    Then I add "Squad/Parts/Engine/liquidEngineLV-909_v2/" and "Squad/Parts/Engine/liquidEngineLV-909/" to the file's text in two lines, right? 

  7. Really loving the (for once) relatively uniform aesthetic of the parts with the mod. It mostly works fine in 1.8 as others have mentioned, but there is one thing that bothers me about it.

    Is there a way to remove certain parts' overhauls, specifically the Terrier and some of the 1.25m fuel tanks? I much prefer the stock revamped version of the Terrier over porkjet's. I tried removing the lines that edit its mesh and such, and whitelisting it as per the readme instructions, but whenever I try changing anything my game hangs in the loading screen when accessing the VAB, so I'm clearly doing something wrong here.

  8. 53 minutes ago, Waz said:

    That's extremely unlikely to be the actual fix - installing via CKAN or from the github or curseforge release is installing the exact same files. Somehow the act of re-installing fixed something for you.

    It could have been. Maybe CKAN messed up the install? It's happened to me before on other mods, so I wouldn't doubt it. I re-installed it through CKAN a couple times but the problem persisted, though I didn't bother to delete the actual download files so that's most likely why. It's working perfectly fine now anyhow. Thank you for maintaining the mod! Been using EVE throughout the years.

    EDIT: Another update, the FPS issues go away if I install it through CKAN, but only if I remove the stock config files that come with the mod. Funnily enough CKAN allows me to remove it without also removing EVE. It doesn't break anything, and the clouds and mod itself still work fine. 

  9. Hey, I just installed this mod after a long hiatus from KSP. I'm running a GTX1070 and an I7-4790, with 16GB of RAM, and yet I'm getting a massive FPS drop, from a stable 70-100 during vanilla games, even with a lot of mods, to 35 at best in the launchpad/runway with just this and no other mods (for some reason, the KSC and main menu are still at a normal FPS). Is this normal, or is something messy going on with my game/mod configs? I've seen people run this with lower-end PCs than mine while getting higher FPS counts.

    I've tried manually disabling every setting on the in-game mod menu that comes with this. But even with all the features disabled, and relaunching the same craft (of course, applying the changes as well) the FPS remains the same.

    EDIT: I figured out the problem rather quickly. It seems like installing it through CKAN causes some issue with the performance. I installed it manually and got a steady 60 FPS again. If anyone else has the same issue, well here you go.

×
×
  • Create New...