Krazy1
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Everything posted by Krazy1
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Actually DOE is working great in JNSQ. The new planet flares are there and the stock planets are different colors to match the JNSQ changes. CKAN autoinstalls the DOE default config, so I suppose JNSQ is overriding that. Well, it works.
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This mod is a nice addition. I found an issue with the helicopter mission to land on a helipad... I simply launched a staged rocket and when I got to space I saw that I failed the heli contract... it said "without destroying your aircraft" requirement failed. I assume this is because the boosters were destroyed. And/or the launch clamps. I guess it needs a "is helicopter" qualifier... somehow.
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- contract pack
- contract configurator
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It's not a movie. It has to be functional. It's early access and it won't even have science or a tech tree to start. KSP1 was quite buggy. I'm not in line to spend $50 on a demo game.
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So you saying you got to all the other planets (almost) without refueling with ISRU at Minmus? That seems harder to me. Then you must start from Kerbin without hopping around. Almost 3 years for me, never made it to Eeloo and now I'm starting over again. Good luck finishing!
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Yeah, it certainly does. The terrain suddenly changes shape and it also stutters. It really detracts from the game experience. I'd like to see a 1% low framerate graph with the recommended PC. You can try KSP Community Fixes. This is one of the performance improvements listed. I noticed it was smoother but not a cure. PQSUpdateNoMemoryAlloc [KSP 1.11.0 - 1.12.5] Prevent huge memory allocations and resulting occasional stutter on PQS creation happening when moving around near a body surface.
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I started JNSQ and am proud to say I got Jeb to orbit with a 2 stage 30 part rocket (using Better SRB mod suggested and upgraded launch pad >20t weight). He got a bunch of science and tried to re-enter. Ha, ha, ha! No way. He's going to be up there a while. He's orbiting at 3860 m/s. Stock is about 2300 m/s. Kenetic energy is v^2 so it's 2.8x as much in JNSQ. It's like trying to come back directly from Duna and aerobrake in stock...with early tech parts. I'm going to be rolling around KSC gathering science for a while:
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I'm seeing a similar problem where it only shows 1 seat available but there are 3. I have 3 Mk1 capsules. The center one (root part) does show up but the 2 on the sides, don't. Then I removed and replaced the 2 capsules on the sides (in symmetry) and that fixed it.
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Thanks for the info guys. I'm tiptoeing into the game expecting a minefield of errors with a new install and 78 mods... not too bad. Didn't try Parallax yet- it's just icing on the cake. I had to pull out Kerbalism and the Science Only config. It had an exception that borked Texture Replacer and custom skybox wasn't working. Works now. I haven't used Kerbalism before and I thought the science part was interesting without the life support. Next issue is a exception on Research Bodies before the main menu. The OP says it supports it. I haven't used it before but I really like the idea especially with a new solar system. Anybody else using it successfully? Do you have this exception? I'm on KSP 1.12.5 using CKAN 2/14: Also an exception for Scatterer that seems specific to JNSQ:
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Yeah... I know... but it just gets overwhelming because either there are so many mods it's hard to pinpoint or the authors are not responsive so we have to hope for the best or not use some mods. *sigh* at least I'm remembering to back up my save files... this one is now 26 MB. I'm glad you're here and trying to help with individual troubleshooting. Presently I'm working on a new JNSQ build - up to 74 mods. So I'll see how that behaves. BTW when installing DOE/L with CKAN, it autoinstalls the DOE/L default config. I see another DOE config for RSS but not JNSQ.
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Thanks for spending time on this... I have a fresh 1.12.5 install and also confirmed it works normally there with a similar sequence you did. The planet flares work normally the first time loading a craft. I do have a lot of mods on my main 1.12.3 install and there are errors so IDK. Ignoring it for now. Noticed it required MM but load screen says zero patches installed...? It's obviously working though.
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Question for my first install... do these mods work/ recommended? Transfer window planner? I see a web based tool: https://louisb3.github.io/ksp-lwp-jnsq/ [x] Science! In general, how do you track science completion for planet packs? The stock KSC science list thing is just so impractical. Trajectories Parallax (2+)
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@Lisias one more weird thing for 2.1.1.11r2 on KSP 1.12.3... The first time a flight scene loads, in high sun orbit (between Moho and Kerbin), planets dim regardless of the direction of the sun. Planets are only visible near the edge of my monitor. It doesn't matter where they are in the sky. It does dim them if I'm looking at the sun, meaning that part is working correctly I think. BUT going to the map view and back to craft view fixes this... then looking away from the sun, planets are visible again. So there's some initialization issue I think.
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Returned hundreds of experiments from Dres and Jool in 2 different probes. Saw an "equilateral conjunction" of Minmus, Duna and Jool before reentry. New 4K monitor is a too nice... I just watch everything and forget what I was supposed to be doing. This week I built an Eve rover, launched with a new SSTO booster on the first attempt with 2% fuel left, then recovered it. Used The Klaw to push it to Eve. Also found a bug I haven't seen before... ladder near external chair causes kerbal to spawn on the ladder, upside down. I can't even imagine how the code fails to "put butt in seat". Hurts my brain. More full res pics... well maybe not. Imgur has a 5 MB limit before lossy compression. Boo.
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Some men…just want to watch the world burn… Alfred The Dark Knight
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v4.7.1.5 on KSP 1.12.3 shows the speaker icon for me. right... the fan sound is gone. I didn't notice... but now I can't not notice
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No worries. You work hard enough man. I was at about 40 km altitude orbit of Moho when I noticed it. Maybe that's an extreme condition because the sun is so bright there.
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Hi @Lisias With the new 2.1.1.11r2 release I tested the doubled text and... it's better.. but not perfect. It seems to be good for objects inside the set render distance (750000m default) but for objects further but within SOI it shows them doubled still. I saw it on probes too, not just asteroids. I'm not 100% sure about the distance, didn't test it a lot. Maybe it should only show the names outside the render distance for CBs only? I think I see a new issue... The skybox dims when in low orbit at night (eclipsed) and looking at the planet (which is also in the direction of the sun). It's like you're looking at the sun without the planet blocking the sunlight. I don't think it did this before but maybe I'm wrong.
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Request for mod UI scaling for high resolution monitors
Krazy1 replied to Krazy1's topic in KSP1 Mods Discussions
Very nice That's all? OK understood. If I get ambitious I might take a look. I've got electrical problems, no heat in my bedroom so "I suppose" I should work on that first... Thanks! -
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Hello. I just got a 4k (2160p) 28-inch monitor and several mods have very small text or buttons that are hard to use. I know... everyone cry for me. But I'm sure I'm not the only one that has/ will have 4K. The stock pause menu has a UI Scale slider that works for most stock things and some mods. I have it set at 160%. Sorry if this is a duplicate or covered in mod threads. I thought it would be better to keep it all together. Maybe everyone can adopt a common framework? Stock: The text and icons in the map view do not scale using the stock slider @linuxgurugamer Waypoint Manager: no scaling TAC Fuel Balancer: no scaling Haystack Recontinued: no scaling, very small text Better Load Save Game: no scaling Quick GoTo: small icons but not too bad [X] Science!: A mix of things... the main window and Here and Now window text and button sizes scale with the stock slider but the button icons and tooltips don't scale the mod's UI scaling slider set to maximum is just big enough for the main window experiment green/ yellow text the settings menu doesn't scale the [X] Science Selected Object window in the tracking station does not scale. Maybe those could use the stock slider. @Lisias DOE/L: no scaling in the settings menu, but not used often. The Alt-RMB text overlay in flight does not scale (but neither does the stock text in the map view... so it's sort of consistent at least) @TriggerAu Kerbal Alarm Clock: The main window scales nicely with the stock slider, but the pop-up alarm windows do not scale. (I also mentioned in the KAC thread the sub-menus go off the screen to the right) Transfer Window Planner: no scaling option Alternate Resource Panel: no scaling option... really too small to use it. Also when using "replace stock resources app" the horizontal position is overlapping the enlarged stock icons. @Papa_Joe Ship Manifest: No scaling, small text. Also cannot stretch the window horizontally- most other mods can, so maybe you could copy their code/ method? @zer0Kerbal Precise Maneuver: the small menu that opens when you click the tray icon does not scale but it's not used very often. The Scale GUI slider in that menu makes the maneuver node window scale very well. @jrbudda KER: the menu that pops up when you click the tray icon does not scale (everything else does scale using the setting tab in the VAB/SPH) So what DOES work well? @DMagicContracts Window+ is great. It has many options for scaling. The stock scaling is multiplied by the slider in the mod or stock scaling can be ignored.
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Mod to auto-transmit science from laboratory?
Krazy1 replied to DeadJohn's topic in KSP1 Mods Discussions
I'm grinding like this too. The deployed science experiments run autonomously... why can't the lab? Additionally or alternatively it would be nice to remove the 750 data cap. Then what about the data processing rate above 750? Well, it seems dumb to me that the processing rate changes with the amount of data loaded... just make it constant equivalent to 700 data loaded (about average if it stays between 650 and 750 typically when transmitting 500 science periodically) -
Yes, but it was greatly improved... the planets are OK and spacecraft generally are OK too. I could only find one doubled label on an asteroid that I klawed and put in Mun orbit. Another asteroid that has a probe still attached is OK. So... reeeeealky minor now. Edit: I'm using Alt-RBM to display the names. I actually I found some more spacecraft. Hmmm... some do, some don't.
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Krazy1 replied to TriggerAu's topic in KSP1 Mod Releases
@TriggerAu I just got a 4K (2160x3840) monitor and now the second panel (settings or alarm details page) always goes to the right of the main panel, even if it goes off the screen. On my smaller monitor, it would automatically switch to the left side. KAC v3.14.0.0 and KSP 1.12.3. UPDATE: this is related to the stock UI Scale setting. Left/ right automatic switching works at 100% scale but not 160% @LordFerret I hope you found this already... in Settings > general... "max alarms before scrolling the list" I have it set to 15. Maybe you have is set to 1? If not then there's a "double caret" button at the top of the window to minimize/ maximize the list.