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Everything posted by Supergamervictor
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Anyone know where the grass/terrain textures are stored? I want to make the grass in Kerbinside match.
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- renaissance compilation
- visual enhancements
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I know the Kraken from a long time ago, and it eats entire crafts. This doesn't. This is caused when reaching high mach numbers where you aircrafts vibrates more if you don't build it to withstand supersonic speeds. The problem is these effects persist even after slowing down.
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Even with supersonic shaped aircrafts with low profile wings, the parts constantly vibrate/shiver/shake/clip even after landing. Is there any way to turn off supersonic effects completely?
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Supergamervictor replied to Thomas P.'s topic in KSP1 Mod Releases
Is this the mod the one I use to make an island? I'm hoping I can do that for a video I'm working on. I know there was an old mod (Kittopia) that had visual editing (I never used it before so I can't say much). I'm kinda wandering around here to find a solution to making an island on Kerbin. -
I am in no way trying to push or ask for an update.. But is it possible to try out the new system? I wouldn't care much if it breaks my game. If anything, I'll be helping in bug reporting. But reading the past post, I can see you guys are having great progress in making a whole new system and are close to finishing it I assume? Take your time to iron it out though.
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Farewell and Bon Voyage! It's been a great 4 years, I wish you all the best for your future. Make sure to drop by sometimes
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Supergamervictor replied to sirkut's topic in KSP1 Mod Releases
I'd like to help on the missing SPH UI issue, as I solved it for not just IR but BDArmory's UI as well. The culprit for me was ModCategorizer (foldername: WildBueIndustries). Removing it brings back the UI. Also, can there be an uncontrolled rail? Like a gantry but uncontrolled. I'm trying to make a arrestor system and I can't figure out how this guy did it -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Supergamervictor replied to bac9's topic in KSP1 Mod Releases
I'll get a log next time. Any clue to this phenomenon?- 4,460 replies
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- spaceplane
- b9
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I don't own one, especially when I'm broke. But I'd like to ask if anyone who does have it, experience any performance boost whilst playing KSP. Quite frankly, KSP is one of the most un-optimized games I've ever played, and for good reason. I can't blame squad on it, but it's certainly something that should not be dismissed. I'm not sure if KSP utilizes much of the gpu's power. I have 16Gb RAM just for KSP alone, joined with an i5 with a GTX-970. I was pretty disappointed when more RAM doesn't mean better framerate when it comes to heavy part counts and tons of mods. Though it certainly did make the editor smoother for me, it didn't make my framerate get any better in-flight. So my questions is: does GPU memory and speed affect KSP's performance, and is the current KSP terrain system unoptimised. What do you think is slowing down KSP? and what are your tips on running KSP butter smooth?
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- graphics
- performance
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Supergamervictor replied to bac9's topic in KSP1 Mod Releases
Hey @blowfish! Thanks for the B9PartSwitch. I was raging for a long time trying to have my B9 HX Superstructures to work. They usually bug out from some kind of collision issue. More serious was the root problem that I had to deal with by rebuilding with the non-B9 root part. Regarding the HX parts, I'd like to suggest longer versions of most of them. They tend to take up a lot of part count when making ships, especially HX4's. Maybe even a B9PartSwitch that switches between standard/longer/shorter. That should save a lot RAM in the long run of massive structures. Also, I'm sure some have had this issue as I suspect is a stock problem. Most times, HX parts tend to bug out to what I assume is collision? The parts glitch into each other and flies all over the place. I also encounter this when having Squad wings in 8x symmetry, and it goes nuts like Total War: Romes's unit collision script.- 4,460 replies
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Actually, I tested KSPRC with the mod support cfg and it worked without problem in the Stock Test. It's just the heavily modded install 1.1.2 that doesn't work. I'll try testing that install without visual mods to see if it works without them. Edit: It's still not working. I'm sure it's another mod making my install to not run WindowShine.
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I have both KSPRC and Ven's Stock Revamp. No reflection loaded for me. I also added NearFuture and had the cfg file for Window Shine. It seems WindowShine doesn't work at all for me. I'm using 2.4.14 with the MM Reflection. I tested a stock KSP with KSPRC and WindowShine, it works. Later with Ven's, it works on most of the stock cockpits (except the cupola). I provide a log if you're interested to know the problem.
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My farewell to Kerbal Space Program
Supergamervictor replied to HarvesteR's topic in KSP1 The Daily Kerbal
5 years I've followed this game and community, I shall follow onwards with it and whatever comes next. Thank you Felipe, for everything. Wish you all the happiness in the world, for you've given all of us that. -
The Name Change Thread (WARNING! ONE TIME ONLY!)
Supergamervictor replied to Souper's topic in Kerbal Network
I made my account long ago, didn't really thought around for a name. Please change it to Supergamervictor, Thank You. -
Advanced Aircraft, Building Techniques And Help
Supergamervictor replied to V8jester's topic in KSP Fan Works
ITS FINALLY HERE!! 1.1! OMG! NO MORE 64bit 1.0.5!- 214 replies
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totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
Supergamervictor replied to Halban's topic in KSP Fan Works
I'm not sure if this is appropriate, but here you go. Read description for more understanding. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Supergamervictor replied to girka2k's topic in KSP1 Mod Releases
Putting -popupwindow. This helps for people constantly Alt-Tabbing by making KSP run in borderless windowed mode.