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Temeter

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Everything posted by Temeter

  1. <3 I was thinking about pinging TriggerAu, but it's probably better to have one at the top. This does seem to be one of those small, but quite limiting problems.
  2. Ah, thanks, that explains it! Actually didn't write it into your thread cause you said you didn't even take a look at it. For SSTU in particular it's not a problem in most cases, because you've never used 'running' as a name. Only problem i've found till now is the Orion Service Module, because it basically uses 3 different RCS systems. Good! I think Sarbian just misread it in the rush towards the release.
  3. Hey, I've currently got a problem: Basically, I'm adding ModuleRCSFX to a part that already uses ModuleEnginesFX. However, RCSFX only allows me to use the default 'running' as 'runningEffectName', and I can't change. So I've added the effect (which works by itslef) into EFFECTS under the others: running_rcs { AUDIO { channel = Ship transformName = SC-GEN-RCS-4F-V-ThrustTransform clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.05 volume = 1.0 0.5 pitch = 0.0 0.5 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_medium transformName = SC-GEN-RCS-4F-V-ThrustTransform emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } And this is the ModuleRCSFX, in the second line: MODULE { name = ModuleRCSFX runningEffectName = running_rcs stagingEnabled = False thrusterTransformName = SC-GEN-RCS-4F-V-ThrustTransform thrusterPower = 1 PROPELLANT { name = Aerozine50 ratio = 1 DrawGauge = True resourceFlowMode = NO_FLOW } PROPELLANT { name = NTO ratio = 1 resourceFlowMode = NO_FLOW } atmosphereCurve { key = 0 260 key = 1 100 } However, the entry in the ModuleRCSFX will always be ignored, and always seems to default to 'running'. @sarbian Sorry to bug you, but this bug report points out a similar problem: http://bugs.kerbalspaceprogram.com/issues/11785 Isn't (runningEffectName = running_rcs) in the moduleRCSFX enough to change it's runningEffectName? It's basically step 3 of what he said. How do I change it otherwise?
  4. Btw, the orion service module throws an nullref on spawning (in) vab (otherwise only station modules do):
  5. I had a ram chip burning through, and I'm currently on 10GB. Only time that wasn't enough is with games having huge memory leaks. Or a super heavy modded KSP (RO+RSS at max+douzends of mods). And even then only if my browser also pulls 2GB in the backgrond. Or planetary annihilation. There, memory decides how big your planets can be.
  6. iMac. There is no sense or reason in anything :^) I mean, look at those ridiculous stats and then look at the mid class mobile gpu.
  7. New effects, and also sounds now. RCS isn't hardcoded anymore, but uses an effect module. Tiny orbital engines also use the module, and it's very nice. Here is a pic (looks better ingame^^):
  8. @Shadowmage You want some help with fixes to your mod? I was playing around with the new RCS effects+audio, and it seems to be fairly straightforward to update the cfg to the new EFFECT module (+ModuleRCSFX). If you didn't yet do them, then I can make a preliminary pull request for a capsule + rcs block, so you can check the way I've done it (of course did already try it ingame). Then I can do the others if ok.
  9. Right, weren't there procedural petal adapters or so? There is nothing more nucular than nerteas atomic engines
  10. Yeah, i've seen this as well. Tanks don't seem to generate fairings for the part below them anymore.
  11. I've played a lot with lag, had some ~1400 part crafts. Can't remember a single time the space button didn't register. And it got actually worse with the delay: Imagine you got a lot of lag and you need to stage two times successively. Then you are loveed by the safety, because it's really hard to tell when it works and when not. Hence there should be an option.
  12. If you don't know what this is about: After staging there is a small delay until you can stage the next time. This was introduced in a patch over 2 years ago. Idea is to help avoid accidental staging. And frankly, this 'feature' is infuriating at times, while having very little real benefit for anyone without major motorical problems with his or her hands - I know it certainly never helped me in the last 2 years of play, while killing a few crafts that could've been at least partly recovered. Whenever a craft, launch or operation fails, it's often time critical to stage as fast as possible, and sometimes also just because you messed up the staging or build a complex craft relying on fast staging. In more common flight, it's sometimes just plain annoying. I don't even get who this is supposed to help. Who accidently presses a button, even moreso one as large as space, 2 times in a row? I managed to tip this post, over 1400 letters, without getting double letters a single time. The easy to make mistake with staging is accidental staging, but that's pretty much unavoidable as long as the the function has to be 100% ready at all times - and even then, it just doesn't really matter in the long run, the game plays fine. Then punishing successive staging is highly inconsequent. If you don't want to remove this option (and this is not the first time this is brought up), can we please at least get an option to disable it?
  13. I see. The v scale option does indeed jump around when it's not 1 and you're changing body size.
  14. The statins parts and solar panels are awesome! (especially when the module finally docked; after a bit of an odyssey that included rendeszevousing the wrong spacestation :^) Things that struck me as weird is that scaling/tank type settings I modified beforehand were still affecting them to some degree (changing size and color). Functionally it's working just fine tho, I agree it doesn't really matter.~
  15. Thanks for the warning. I think almost all planets got a bit of an overhaul, so that would require quite some digging, but it seems like a relatively minor issue short term.
  16. Seems like I found an actual bug now: When you switch a standard tank to 0.25 or 0.75m, then body type and v scale vanish. Options still seems to get applied if you changed those values at other sizes (at least cry tank type, cry frame switched back to cryo normal). Nice xD I think I'm fine with my solutions, tho. Unified fuels means you can stick almost every hypergolic engine besides it.
  17. You just ninja'd my eddit, I've done the math myself and found the multiplier. I went for the creative solution.
  18. EDIT2: Nevermind this then.^^ EDIT: I got it. You rounded real engines down to about ~41.1% thrust. Seems fine for lifter engines, but it can be a problem for orbital engines. IRL those engines are of course super weak, but in KSP you got a lot shorter orbits and less time for burns. Causes a slight problem in pre-configured lifters, similar to the upper stages. ------------------- Small feedback: I think the orion service module is a bit weak. Only manages 11kn, which is 0.09 t/w (with orion capsule), too weak for anything but long, high orbit interplanetary burns. It's actually noticeable weaker than the SM's own forward rcs thrust. One way would be to go with more realistic thrust, which is probably about 26.7, since this service module will use leftover Space Shuttles OMS. Would be the realism option. Purely gameplay and KSP wise I think it could even go 2 times that, especially considering this is a planetary engine that can go to the mun.
  19. Btw, those menus for nose/foot adapters, container customization... Honestly, sometimes I'm almost shocked how much brillant stuff this mod does. Good find, I've also thought I just encountered a bug. I do agree tho. If you have all technology available, then it does make sense to include all updates.
  20. Well, I guess the most obvious advice would be to go for a graphics card. I imagine even one for 50€/$ would be a huge improvement. Integrated cards often don't only make the CPU do stuff it's not good at, they also rely on the RAM for gpu things and generally just run horribly. Don't think there is some other solution, aside from keeping graphics settings low. Your CPU is almost high end measured on games performance, a bit weird you don't got a graphics card. Mind me asking why, out of curiosity?
  21. Used the windows zip functionality and it just worked fine. Strange, maybe it's a bug in 7-zip, or some rare edge case it couldn't handle. Well, it works now. Thanks again.
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