WindupHero7
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Everything posted by WindupHero7
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I'm struggling to get Skyhawk Kerbalism working with RemoteTech, while standard Kerbalism works just fine. I love your changes, but as a longtime RemoteTech user I can't give it up in favor of Skyhawk
- 466 replies
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- totm jan 2022
- bluedog
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I was finally able to get this working with RemoteTech, I had to uncomment the DampingExponentOverride, it seems without manually setting it there was never a DataRateDampingExponent being generated (or at least KSP.log made no mention of anything to do with a DataRate). The only question that remains is, how is that exponent usually calculated? I play on JNSQ scales, and I have no idea if the default 14 is a good fit for that because there is absolutely no clue as to how it is decided.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
WindupHero7 replied to nightingale's topic in KSP1 Mod Releases
Is it possible for some contract packs to be blocking others? No matter how many contracts I refuse, it seems I'm always offered the same few types from the same few packs even though I know I've got requirements met for other packs- 5,202 replies
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Oops, I didn't go back far enough to see those ones. That's odd though, I've had kOS installed for a long long time and never had problems with it, and honestly haven't even used any kOS scripting yet in this save. Since the problem seems to be local to the map view, is there something unique that kOS does only when the map is open?
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[1.8.x, 1.9.x, 1.10.x, 1.11.x, 1.12.x] AirPark Continued
WindupHero7 replied to linuxgurugamer's topic in KSP1 Mod Releases
Is there a way to keep a vessel parked even when you're directly near it? I'm trying to perform some helicopter rescues (from GAP contracts) by lowering a seat on a winch, but the moment I switch to the EVA Kerbal to get in the seat the helicopter starts drifting. I've tried toggling Auto-Unpark to no effect -
Thanks for the point towards the configs. I've just upped the atmospheric suit to handle the pressure at 1200 meters. I actually already have your mod installed along with Sunkworks- would you say they are incompatible? I like Sunkworks auto-trim gadget and the ability to turn any resource tank into a ballast tank- it lets me use Procedural Wings to make shapely keels without needing to clip ballast tanks in all over the place.
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Is there a way to limit the seabed depth where salvage missions spawn? Sunkworks deepest dive suit allows 700m depths, but on all my salvage missions so far the plane sinks to <800 as soon as I get close. If it's too deep for me to reach on EVA, I can't add any parts to dock with it (or preferably, raise it to the surface so my salvage ship can crane it out of the water)
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I'm not experienced with Google Drive but here's the log if I've shared it correctly. If I'm reading this correctly, I'm getting exceptions from Contracts Plus? Or is it specific to the WBIContractScenario, which would be Wild Blue? I did remove all other EVE configs, and I should note that this FPS drop didn't start the moment I installed AVP- map view worked well for a while. One thing that did change before the slowdown happened is I picked up a few contracts, so it seems the exception is related.
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As the title says, I'm suddenly having extreme FPS drops when I open the map view or enter the tracking station, regardless of current flight state. I get a stable ~40 FPS when viewing my ship, but the moment I press M it drops to an average of 3.7. Framerate snaps right back to ~40 upon closing the map. Oddly enough, CPU and GPU usage actually drops when opening the map- from 33% CPU and 60-100% GPU in flight view down to ~16% CPU and less than 10% GPU in map mode. This is a fairly early career so the number of vessels and debris in orbit is relatively low, 20 vessels and 8 debris, and I've only got two ships in a different SOI- one around Mun and another on its way to Eve. I have a suite of visual mods installed including Scatterer and EVE, and heavy-math mods including FAR and Trajectories (I know that one is usually to blame for things like this, but removing it has no effect), but I've used them all for a long time and never had this issue before. The only new additions are Deadly Reentry and AVP, but with AVP performing fine in flight mode I don't think it's the cause of my map issues and I don't see why Deadly Reentry would have an affect.
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I need a little help understanding the OSCAR subsatellite. I'm trying to do things by the historical book in this save, and I understand the OSCAR went up with a Discoverer launch- a KH-3 aboard a Thor-Agena- and according to the part description rode somewhere near the Agena's engine. What I'm not grasping is exactly where it was attached and how it was deployed. The description implies it went on the engine fairing, but to my knowledge the fairing remains attached to the Thor which never quite makes orbit.
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[1.12.x] Textures Unlimited Recolour Depot
WindupHero7 replied to Manwith Noname's topic in KSP1 Mod Development
Seems to have done the trick, thanks! -
[Min KSP 1.11] WIP: SunkWorks Maritime Technologies
WindupHero7 replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm experiencing odd behavior between this mod and B9 Procedural Wings. I use the wings as structural pieces (no tanks inside) to build my hulls, and separate vanilla tanks as ballast on the bottom. Upon launch of the vessel, it settles into the water and behaves pretty much how I want it to. However, the moment I activate Diving Control on the Kommodore, it appears to suddenly max out buoyancy on the wings and my vessel comes flying out of the water. After splashdown, I can't force the wings back under the water with any amount of ballast. I haven't noted the issue with any other parts -yet-, and the Auto-Trim function doesn't cause the issue, only Diving Control. -
[1.12.x] Textures Unlimited Recolour Depot
WindupHero7 replied to Manwith Noname's topic in KSP1 Mod Development
After installing TURD it seems my air intakes and engines have holes in them where you can see straight through the entire part, where the "dark spaces" of the interior should be -
The recent changes to the RemoteTech patches seem to have fixed all my connection woes with spacecraft like the Agena and Apollo, but I think there's something else that needs to be addressed with the early probes. For a basic example, Explorer 1- With a tech tree tweak to unlock the integrated 3km Omni antenna and running RT in root mode, I can get Explorer 1 to have connection in LKO when directly over ground stations. However, the battery doesn't even even have enough juice to transmit home the science from the integrated Geiger Counter experiment. I think that along with antenna changes in the RT patches, the early probes need battery life patches as well.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
WindupHero7 replied to Gameslinx's topic in KSP1 Mod Releases
The ladders do not physically interact, they go straight through the surface. I had deployed them to help illustrate the difference between visible surface (where the ladders intersect) and physical surface (where Val's feet and the rover wheels are- they are both grounded in the screenshot). To further explain, in the above shot Val is standing perfectly still on the ground- she is not falling and she is not holding the ladder. The ladder passes through the physical ground right where she is standing and then passes through the visual ground about a half meter below. Shadows too will pass through the physical ground and cast on the visible ground further down. I also noted this just earlier: There is a "ring" around the camera center where this issue is occurring. If I zoom the camera far enough that my rover is outside this ring, the visual and physical ground planes match back up- the visible ground is only lowered within a range around the camera. Here are some better examples. All items are grounded, showing proper collision on the runway but "floating" above terrain. In the zoomed out pictures, note the barely-visible ring just behind/in front of the rover and the shadows being offset/correct on either side of it.- 3,131 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
WindupHero7 replied to Gameslinx's topic in KSP1 Mod Releases
Here's the log (if I shared it correctly), and a badly lit screenshot to illustrate the issue. I apologize for the gratuitous amount of parts mods spamming the log. If this isn't a Parallax issue, any help identifying the culprit would be much appreciated. (I've tried fresh saves to see if it had anything to do with leftover save data, no effect) It's worth noting that collision is correct on KSC turf (Runway, Launchpad, etc.), with wheels and boots visually touching the surface. KSP.log- 3,131 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
WindupHero7 replied to Gameslinx's topic in KSP1 Mod Releases
I'm experiencing a very odd problem- All of my rovers and vessels "land" about a half-meter off the visible ground, and I can drive and walk around the surface without ever physically contacting it. The tessellation is visible and looks fantastic, but its as if there's a forcefield keeping me off of it.- 3,131 replies
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I am experiencing the same double-press weirdness as ss8913. I "solved" it via the keybinding setting, though I don't understand how it works- in the keys menu (showing the full list) there are two blocks labeled "None" in the top left (next to "Clear Key") If you click either of these you'll get a little (1) or (2) next to the displayed keybinding, which appears to stop the doublepressing. Again, I don't understand why it works, but it works. It does seem to revert after any "change of control" of the vessel, be that quicksave or EVA, but is repeatably fixed upon selecting the "None" button
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
WindupHero7 replied to Gameslinx's topic in KSP1 Mod Releases
Is there a plan in the works to overhaul terrain scatters, or can anyone recommend a mod for 1.10 that does? Parallax terrain is beautiful, and then suddenly there's that ugly stock boulder.- 3,131 replies