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astrospud

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Everything posted by astrospud

  1. Wow. That is really uncalled for. I was respectful, humble in light of the talent shown here and proactive in trying to fix something that could have been on my side, and sharing the results. The only jerk here is you Cetera. Show some humility and social grace.
  2. OK, mea culpa. I was just going with a search on posts regarding pink visor. Surely I can't be expected to read 31 pages to get up to speed on the situation? Respectfully, a bit of understanding both ways, perhaps?
  3. The latest one, 1.4.1.2089 So I did a bit of experimenting. I unloaded all the mods in my list except TRR and Ceteras texture set, and added the -force-d3d11 parameter on my startup. No joy on that front, so I updated the the latest Nvidia drivers. Again, no luck there. I also deleted the 2 non- windows shaders (mac & linux) from the shaders folder. I also looked at the folder structure and see that the EnvMap folder is empty. I assume that's for static reflections? I've played around with the suit and helmet menus and the textures do respond to my changes, just not the visor reflections. I'm not sure where else to go from here.
  4. Hello all. I've jumped back into KSP since the new updates and loaded up my favorite mods via CKAN (best tool ever). I used the original Texturereplacer and with Ceteras texture pack and recall it worked a treat. So I fire up KSP tonight and find TRR has an issue with the pink visor. I've read the OP and did a search on pink visor in the thread and find that it's a Linux or Mac issue with OpenGL. I run Win 7 64bit and assumed that this version of KSP runs in DX11 mode by default. Am I correct in this? So I've opened TRR menus but moving around the menus, I'm not seeing any changes being applied to my active kerbal. I sincerely apologise if this question has been asked before, but Im really at a loss to get the visor working properly. Thank you very much for these awesome mods!
  5. All great answers here, thanks! Last night I tried several times to keep my Ap ahead of me, but was always at below 30s to Apoapsis, now I think about it. With nodes, I've almost always needed a burn time near 1 minute for the Dv to circularise, thus halving that burn time to 30s or so either side of Ap. I will practice the with all the advice stated above. Many thanks!
  6. Hello all, I've kinda come up against a wall when it comes to precisely setting up a Remotetech 2 network. It's early on in Career Mode, and one of the juicy contracts is to set up a network with 4 sats, and another to Alt Map scan Kerbin (with network). I've upgraded the VAB, tracking Station and Launch pad once and I would've thought I would have access to node placement, but alas and alack, no. I've had quite a few hours put into KSP over the years, and you'd think I could successfully circularise and orbit from launch without using nodes. Nope. I have no idea what I'm doing wrong. With node, I can time the burn to 1/2 the Dv burn duration either side of the burn and generally get it bang on the money. Without node placement, I'd wait for Ap. and start my burn there. I look over at my engineer and it says my Apoapsis is holding (give or take), until my Periapsis starts climbing out of negative territory. Then my Ap. starts climbing rapidly. A life spoiled by access to nodes I guess. I've done searches for this, but all search results come up with no reference to Remotetech 2 and the need to remain in contact with ground station. The RT2 contact in question requires each satellite to have an eccentricity of no more than 0.04. How do I achieve this without nodes? BTW, here's a small list of mods I'm running (don't laugh. There are some real crackers in that list I can't Kerbal without)...
  7. Ah, ok. I'll give Module Manger a go. As for life support, I've got 45 days showing on the environmental reports (I think that's what they're called). Plenty of O2, water and CO2 storage. The strange thing is, when I end the EVA, I hit F for Board Ship, and the Kerbal in question disappears. I will update Module manager as soon as I can.
  8. Hi all. I have recently got back into KSP and have been running x64 version to get the most out of my mods. I have put together an Apollo style Munar mission and have discovered an unfortunate side effect of returning from EVA - deletion. I have selected 2 of my 3 crew for EVA and on returning to the ship, the IVA slot is vacant. The recruitment centre shows the Kerbals who have returned to Kerbin (initially shown as MIA but strangely end up back at home). For clarity, this is the mod list I'm currently running: Any one else had this issue? I'd like to land on the Mun, but I'm scared that I'll have no one to pilot the Command Module. My ship:
  9. I'm not sure if this has been posted before (not really inclined to wade through pages of thread searches), but how about a instantaneous overlay of both the Ap and Pe showing values as you adjust your nodes on the fly? I think the current method of dragging node, mouse over AP/PA to see changes made, rinse and repeat for fine adjustments. I imagine there is a mod for that, but I'm not aware of it.
  10. Looks exactly what I'm after. Is there a link to the Spaceport upload for all these modules?
  11. While I would absolutely love an update on the physics engine, I've learned to accept frames around 5-8 when my station is within range: Current parts count is 544, with 9 Kerbals on board. No particular thought went into parts economy - I just wanted a good way-station in orbit for IP missions. I've found another thread, pointing out a way to optimise surface water to help increase FPS - and it did help a bit - but I think I'm stuck with single digit frames for now.
  12. When putting together a particularly impressive rocket with multiple stages, could it be possible to have a brief line connecting the stage element (de-coupler, motor, etc) and the staging tree on mouse over? Sometimes it can be difficult to see the highlighted stage element when mousing over the stage tree. Thoughts?
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