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Chimer4

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Everything posted by Chimer4

  1. @Bored971 that isn't a bug, you need a docking port on top of the pod and it fits just fine. I think thats the way it was designed. I have noticed something strange in 1.1 with this mod, in that the gimbals don't seem to work correctly for the majority of the engines. I noticed when one of my crafts using the LVT-45 seemed unreasonably uncontrollable, but I thought I had made a mistake and stuck an LVT-30 on instead. However on further testing I noticed that the LVT-45 only has pitch and roll control (all toggles on) but no yaw control. This also affects a few other engines, but some engines perform yaw when given a roll command. Some engines work fine, some have pitch and roll but no yaw and other oddities. Now I understand that this mod hasn't been updated officially to 1.1 and I will take it as incompatible until that time, but I just find this strange. As far as I'm aware the only change to gimballing was the pitch/yaw/roll toggles.
  2. Hi @blackrack, i saw you mention on the sub reddit how U5 and U4 handle some kind of channel differently (something like 32 bit vs 8 bit i think) does this mean that v0.024 will toa performance increase over v0.0235 in addition to the faster loading times? I would try it out for myself but I'm stuck at work for the next 5 hours
  3. That looks exactly like what is happening to me. Only happens in DX9 (never had it happen to me in DX11 so far) and for me there seems to be nothing obvious that triggers it apart from maybe a scene switch. I've had it occur in the space centre view, and whilst launching vessels but I don't think it has happened mid flight from what I can remember.
  4. I think I might have the same issue as you. Does everything start flickering to black, and eventually the entire screen goes black? I have that issue, but only in dx9. In dx11 everything works perfectly. A couple of other things that I have noticed but haven't seen mentioned. Occasionally orbit lines, planets and fairings turn blue. I don't know what exactly causes it, it seems to happen at random. If I see it again I'll try and grab a screenshot and log. Also the sun flare doesn't seem to show in screen shots. Apologies in advance if any of these have been mentioned before/you are already aware of them. Here are some of my favourite shots from a recent Mun mission, finally saw my first eclipse
  5. Hi @Ven I seem to experiencing some NRE spam with the new SpaceX style landing gear, this is the spam from the log NullReferenceException: Object reference not set to an instance of an object at ModuleLandingLeg.StateUpdate () [0x00000] in <filename unknown>:0 at ModuleLandingLeg.FixedUpdate () [0x00000] in <filename unknown>:0 Hope this helps
  6. That's cool, I've already fiddled quite a bit with some of vens configs (adding engine heating effects, swapping the aerospike model for the old one) and I'm currently using the mk1-2 IVA as I feel it fits a bit better, but that's just personal opinions, nothing against you at all. I did try changing the configs so that all pods use vens IVAs where possible but they all seem broken (mk2lc there's a Kerbal face down on the floor, mk1-2 had no instruments). Call me crazy but I'm sure they used to work just fine
  7. I didn't have problem that it didn't work, its that you are for some reason pointing the VA pod to an IVA for the Mk2 Lander can. From what I can make out in the IVA folder there is no IVA for the VA pod. Or did you use that IVA just so that people can EVE kerbals? Personally I would have used the blank placeholder IVA or sa the 1-2 pod IVA. If you use "name = Placeholder" (I think that's right) in the config then you get the portraits in the bottom right so you can EVA them, but you don't get an IVA.
  8. Hi @Ven Loving the lastest update. Those new engine tank buts/adapters look fantastic and work so much nicer than the old method! Also I adore the new batteries and probe parts. Not a huge fan of the new docking ports though, but that is just personal preference. One small issue though, the patch that was added to IVAs to the kerbcan and VA pod works fine for the kerbcan, but appears to point to a new internal for what appears to be the Size 2 lander can. I don't understand why it is pointing to this, but also I don't see any config in the IVA folder that seems to relate to the VA pod. Are you able to clarify which internals should be for what? Also I could've sworn you made new internals for the pods (i'm sure I remember a new IVA for the 1-2 pod) aside from just the new gauges
  9. Hi there blackrack, here are the screens you asked for of the city lights being hidden by scatterer. Noticed the first on my main 64bit install, but reproduced on a clean 32bit install with only EVE and scatterer
  10. Hi blackrack, just a quick one. It seems that the scattering effects hides the city lights from EVE on the night side of a planet in map view, but they are still visible from orbit. I couldn't see this mentioned in the know issues and couldn't see it in the most recent pages, so apologies if you already know about this
  11. Pretty sure that the only aero bits touched by VSR are the winglets and fins. Pretty much everything else, including the intakes and precooled were reworked by pork jet in the latest update
  12. Sorry my bad I missed out a line in the code. This is the correct code you need to get the aerospike working and at the right size. I originally just copied the code from the 1.8 config and changed the stock node, but forgot to add in the rescale factor. Add this to the config and and nothing else and its all gravy. @PART[toroidalAerospike] { @author = Ven !mesh = DELETE %rescaleFactor = 1.2 MODEL { model = VenStockRevamp/Squad/Parts/Propulsion/Aerospike } %node_stack_bottom = 0.0, -0.7941136, 0.0, 0.0, -1.0, 0.0 @MODULE[ModuleAnimateHeat] { %ThermalAnim = ToroidalAerospikeHeat } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } } Also, if anyone is interested, I am updating the engines config to make use of FXModuleAnimateThrottle that engine glow now uses as of 1.05. So far I've done the LVT-45 and the aerospike. Would this class as a pull request on github? I'm only ever an end user on that site so I have no idea how it works really
  13. Let me help you out as I did this not too long ago myself, the 1.8 era aerospike looks so nice. Start with a fresh install of 1.9, I'm not sure what steps you've already made so best to start clean. Then navigate to your 1.8 download and under VenStockRevamp/Squad/Parts/Propulsion find the 4 files that start with aerospike. Move these 4 files into the corresponding folder in your 1.9 install. Finally copy this into the engines.cfg under VenStockRevamp/Squad/Parts in your 1.9 install @PART[toroidalAerospike] { @author = Ven !mesh = DELETE MODEL { model = VenStockRevamp/Squad/Parts/Propulsion/Aerospike } %node_stack_bottom = 0.0, -0.7941136, 0.0, 0.0, -1.0, 0.0 @MODULE[ModuleAnimateHeat] { %ThermalAnim = ToroidalAerospikeHeat } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } } If you want to remove Vens Mk55 model simply remove this section from the same .cfg @PART[radialLiquidEngine1-2] { !mesh = DELETE !MODEL {} MODEL { model = VenStockRevamp/Squad/Parts/Propulsion/Mk55 scale = 0.7, 0.7, 0.7 position = 0.0, -0.5, 0.0 } @MODULE[ModuleGimbal] { @gimbalTransformName = Nozzle %useGimbalResponseSpeed = true %gimbalResponseSpeed = 6 } !MODULE[ModuleAnimateHeat] {} MODULE { name = ModuleAnimateHeat ThermalAnim = Heat } } Hope this helps
  14. That change has sorted things a treat, thanks Also when you say Kopernicus Expansion support will be provided in the next release, do you mean that they will be procedural or simply just it will be able to be loaded alongside KE?
  15. I'm not sure if I got my edit in before you posted, but yes if I delete the kopernicus expansion folder, the OPM-VO textures appear, and the gas giant clouds will appear when I delete the KSPRC folder. It's weird though that thatmo and tekto clouds work just fine with or without the KSPRC folder
  16. Just installed this, and wow tekto looks fantastic however I'm not seeing any of the textures for the gas giants wierdly. I have KSPRC installed and I found that if I delete the KSPRC folder some clouds appear on the gas giants, but the textures stay the same as stock OPM. So it would appear that there may be something conflicting between your configs and proots. Ok quick edit, the problem with gas giant textures lies within the Kopernicus expansion folder that comes with KSPRC (I think proot uses it for procedural clouds on jool) Deleting this folder gives me your gas giant textures. If the KSPRC folder is present, clouds still wont load for the gas giants.
  17. Ok, so I just when and did some quick and dirty comparisons between a couple of mods to see how FPS is affected. I compared stock to EVE, scatterer, EVE + scatterer, and KSPRC. All settings were set to max and V-sync was turned off. In every case the game was run using the 32-bit .exe on Windows 10, the only exception being for KSPRC where I had to use the 64-bit workaround to actually launch anything otherwise I got a CTD with system out of memory in the log. (no other mods, just KSPRC). My specs are i5-4690k @4.0GHz, MSI GTX 970, 16GB ddr3 @ 1866MHz. Quick summary, scatterer and EVE had an impact on FPS, but it remained at 60+ for the majority of the time. However with KSPRC the FPS rarely made it above 25 but also rarely fell below 25 (according to the in game monitor) although it did feel choppier than 25. Something is causing to framerate to tank, but I'm not sure yet what it is. The following is an album of images from the four different scenarios. For each I tried to get a shot at launch, in flight and in orbit.
  18. Just downloaded, and this looks fantastic One thing however, there's no boulder co folder in the download so there are no clouds. The EVE folder is there, just missing boulder co. My bad, I borked the install, all working as intended now
  19. This looks absolutely fantastic! What a christmas present it would be if this and KSPRC were to be released in time for christmas.
  20. Hi blackrack. First off what a fantastic thing you have created here, the difference it makes is stunning. Secondly, would you be so kind as to let me know (if possible) what settings were used for the "slightly windy" screenshot used in the OP? I've tried fiddling with the settings but I can't get them to look like that picture. Thank you
  21. Check your EVE folder, I think what you're seeing is caused when there are multiple textures for the same thing
  22. Just a small bug to report on the new "Nova" nuclear engine, in the config it is called nuclearEngine which is the same name as the standard "Nerv" so the game loads the "Nerv" instead. Changing the name to nuclearEngine2 (or some other unique name) fixes it. Also a request; nerteas cryogenic engines use InterstellarMeshSwitch to give engines the possibility to switch between variants with and without tank butts/support structures. Would it be possible to switch to this method? (Sorry if this has been brought up before, don't remember seeing mentioned)
  23. Having another look (trying to find a forum thread) it also looks like assets from D magic orbital science (the telescope I think) are used
  24. Was having a look through Kerbal Stuff earlier and came across this mod that appears to use your nuclear turbojet engines, however no credit has been given to Porkjet. Not sure if this is the right place to put this, but just thought you might want to know.
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