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Temeter

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Everything posted by Temeter

  1. 7-zip tells me the compression format isn't supported. Did something go wrong during packing? Last one worked.
  2. Yeah, basic window is the same as Mechjeb. It's a lot more usefull, tho: It does let you specify maneuvers between all planets without having a craft in orbit, and has more options+information (like full delta-v requirements). If you got kerbal alarm clock, then you can also save your own transfer windows to it, so you'll get reminded when that window approaches.
  3. I played the game without trajectory planning tools, and it's not great... xD So god bless TriggerAu!
  4. For now, I can also recommend Transfer Window Planner. UI looks a bit complex at first, but it's actually quite intuitive and plays very well with kerbal alarm clock.
  5. Thanks a lot mate! This mods makes the game feel a lot more... physical.
  6. Btw, you're probably aware of it, but in case you missed it: 1.2's RCS and <1.25m engines have new, amazing effects+audio in 1.2 (using effect module), but SpaceY's rcs is still running the old stuff. I see, someone also mentioned prerelease-KSP had issues itself, with mach effects being applied to explosions. Might be connected. It's btw less severe on your plumes than the realplume ones. For now I've just disable the aero fx.
  7. I think you need to be a bit more precise. Parts should still produce trails, depending on the engine type. Afaik only SRB's have the long smoke trails tho.
  8. Btw, Necro, just fyi: Currently it seems there is a bug with the plumes in that the aero fx (stock mach effect + reentry fire) is also applied to plume particles. Same currently happenes to everything smokescreen currently (realplume stock, but that's of only config), multiple people reported the issue.
  9. Ooooooh, is that zubrins thermo-nuclear nightmare you talked about a while ago?
  10. I'm fairly certain these issues are the aero fx (reentry/mach effects) being applied to the plume particles. Plumes itself seem fine, especially when you zoom out a bit and the bugged effect vanishes A current workaround is to disable Aerodynamic FX in the settings.
  11. I guess what op (somwhat incorrectly) wanted to say was that the bug isn't cause by a specific mod, but stock game systems, which seem to get overwhelmed by hight part numbers.^^
  12. Thanks a lot! Also happened on a completely fresh download just using this one mod and not touching any setting.
  13. Posted it in another thread, but quick question: Does someone get something like this? Basically the stock aero fx is being applied to the plume fx. Seen the same issue for SpaceY (which also has custom fx).
  14. @sarbian I'm not sure if this is the right place, but I've got a bit of a problem with FX plugins (including smokescreen). You seem quite versed with KSP's particle systems: Basically, when I'm starting a rocket with an FX plugin for the plumes, then KSP's applies mach effects to the engine fx. Seen it with SpaceY's plugin, and also now with realplume stock (which is ofc based on smokescreen) that just got updated: Mod-Plumes below are just fine. The aero fx looks buggy, the closer I am, the uglier and bigger are the effects, but at a medium distance they just vanish (when plumes+correct aero fx is still visible). These are my settings, happens both with normal and low aero fx setting. I also checked it in a non-modded install with only realplume, same result. Config is: KSP1.2/Win 10 home/I5 4570/GTX660 (driver 372.70) Trying a reinstall, just for the sake of things, but it happened on 2 KSP's. No clue what's happening. :/ EDIT: Didn't have those issues in earlier versions. Also, did a clean KSP download with no settings changed and only rp mod, same effect (this time liquid hydrogen engine).
  15. Sorry, I don't think i've ever had issues with timewarp and boiloff using your mod. And currently I'm already on 1.2.
  16. As said, you should always copy over game folder to somewhere else. KSP has no copy protection at all, so you neither need steam and can start a game folder from everywhere.
  17. You can change the game to have infinite depth
  18. Yeah, my experience too. 1.1.3, even with RO+etc ran just fine. Guess we got lucky/others got unlucky? 1.2 is ofc much better.
  19. Yeah, the game doesn't seem super-efficient in the graphics performance department.
  20. For those cases where you want to bring a moon lander to eeloo :^) Jk, meshes together nicely!
  21. I'm trying to figure out USI kolonization... O___o Mostly waiting on SSTU and Nertea's stuff. And finally, of course, RO. Can't wait to check out raptor mods.
  22. That's a problem of steam and how it updates, not the games fault. Reason why you should always copy the game folder to somewhere else. Btw, you can still chose 1.1.3 under the beta tab. Do that and, after it 'updated', copy your folder somewhere else. Also no reason to be hysteric about it. You get better answers if you write your problem down in a rational way, these threads are just silly.
  23. I've tried both, CPU is I5 4570. Getting a big boost, even though it does run fairly bad on both versions. 1.1.3 when moving runs at 6fps, and incredibly slow game speed. Unplayable. 1.2 is 9fps moving, and while I didn't check the physics rate, it was notably faster. Probably playable, assuming you got a lot of patience. Feels much smoother in comparision. For disclaimer, I didn't decouple the two parts.
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