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bulletrhli

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Everything posted by bulletrhli

  1. Is B9 Aerospace feature complete or can we expect some updates in the coming future?
  2. Maybe you could have a ship name generator dependant on the root part. Something like a probe or a capsule should have different sets of names for obvious reasons.
  3. If I didn't want to use this for the realism pack and just played with stock ksp, would this tech tree essentially do the same thing?
  4. I am looking for a Space shuttle design using of course FAR but as for parts, the B9 Aerospace, shuttle engines pack, and possibly procedural wings. I am not too worried about the launcher, I could do that myself, but I am having trouble with the shuttle design. Needs to be very stable and able to glide very easily while still having a decent range in atmosphere should I need to have a somewhat powered decent. Something to give an idea of what I am looking for is the NASA Endeavour Space Shuttle. If you need any more information for my request feel free to message me or reply to this
  5. I have been noticing in this latest release a few minor but notable bugs. First off, random crashes that don't provide proper crash logs, an entire file is missing not sure why. The bug in the SPH where it says "Error" in LARGE button graphics on the floor. Also, this only happened once so far but the Science Laboratory looses all its information. All the text disappears and buttons for planets to see what you have logged etc. Loading times for myself even with massive part mods have decreased slightly and my memory usages is hanging around 1400-1500MB which for the size of my GameData folder is relatively well balanced. Nothing too major to speak of at this time but I will keep looking for anything out of the ordinary.
  6. So just to clarify, I do the regular RealChute install, remove the parts folder, then install the module manager config files?
  7. I am considering trying this mod but I have one small question. Can we not use the parts in the mod and stick to stock parachutes but with the functionality of the parts in this mod? So, I don't need a drag chute or anything, just the basic 3 chutes in stock but with all the features like opening based on dynamic pressure, gradual deployment etc.
  8. I just noticed there was a 10x version, what is the difference with the RSS and the 10x version?
  9. Remove those textures from the normal list. The error log tells you exact what is wrong.
  10. Hello there. Ive recently taken interest in the NASA shuttles, especially the last one flown in 2011, the Endeavor. I have been trying to make my own style of it but I have been having troubles with the unpowered flight. I am in the testing phase at the moment so I am not attaching the LF tanks or SRF Boosters atm. I have tried two different designs, one with the wings seating under the carriage of the shuttle, as well as the attached on the sides but can't seem to get it quite right. I am looking for some tips to improve my design. I have not provided any pictures as I do not have a solid model to build off yet, but will as I go on. I am currently using the following plugins to build my shuttle. - B9 Aerospace - Space Shuttle Engines Pack Should this be in the wrong forum section, I give full permission for this thread to be moved.
  11. He didn't create an update that is less efficient. The basic version adds mipmaps which alone is 20% boost to the memory usage as well as a lot is not compressed and stays at a 1 to 1 scale. Aggressive removes the mip maps and halves the texture size. Theres a bit more to each but I don't think its necessary to go over every little thing.
  12. Remove the Boulder Co folder inside the Game Data folder then add the AGGRESSIVE version and tell me your results at the space center.
  13. I think you should find a way not to edit the squad folder because people will be annoyed at the amount of work to revert this (mainly because people don't backup things). Other than that.. PRETTYYYYY
  14. Rbray, I know what to add for the RPM plugin. Inside the JSI config, add this. OVERRIDES_FOLDERS { JSI/RasterPropMonitor/Example/ExampleMFD { compress = true mipmaps = false scale = 1 max_size = 0 filtering = Bilinear make_not_readable = true } } I will assume the same will work for the inside of the squad cockpits, but, for the JSI RPM mod, this works better than expected.
  15. Are there tutorials anywhere or craft files where we can learn Infernal Robotics? I eventually want to make my own Canadarm but I still don't really understand all the parts.
  16. Yes, I found that out quickly. I am an active user with Texture Compressor and their thread. However, I see why that guys config didn't work. Here is the updated version. JSI.cfg NORMAL_LIST { } OVERRIDES { } OVERRIDES_FOLDERS { JSI/RasterPropMonitor/Example/ExampleMFD { compress = true mipmaps = false scale = 1 max_size = 0 filtering = Bilinear make_not_readable = true } }
  17. OVERRIDES_FOLDER { JSI/RasterPropMonitor/ExampleMFD/ { compress = true mipmaps = false scale = 1 max_size = 0 filtering = Bilinear make_not_readable = true } } Does this go in a folder as is because I loaded up and I saw no difference.
  18. My panels arent blank but they have obfuscated text thats jumlbed and woah. XD
  19. With every version besides one, I usually get 1.2-3GB memory usage. I am proud to present.. 880MB! YAY 2-12 ftw!
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