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GateCrasherVI

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Everything posted by GateCrasherVI

  1. I'm here to report the same issue. Substantial framerate drop (from 60fps vsync max settings down to ~20fps) in fully upgraded VAB. I say the fully upgraded VAB because I don't seem to have as much trouble in the teir1 VAB in career mode. 'Will try the suggested toggling off of "VAB crew" and hopefully it'll be a functional work-a-round for the time being.
  2. I just wanted to stop in to both confirm this as a continuing issue and reiterate one of the solutions I (and others) have discovered since the problem just happened to me a little while ago and made me question my sanity. Problem: Upon opening KSP, many settings.cfg parameters revert to undesired settings. Changes applied manually (via editing the file contents) don't stay and was immediately recognizable as unresolved since the resolution kept changing itself back to windowed and a different aspect ratio. Solution: Plug your joystick back in and re-open KSP =) Settings changes now began to save and reload properly Causes: This part is pure speculation on my part given my admittedly casual scripting / troubleshooting experience. As others have said, something to do with the way KSP recognizes controllers / joysticks configured as part of the games settings (including keybindings) will throw up a false flag "error" of sorts, and - seemingly as a compatibility safety feature for settings conflicts - it reverts to some other settings.
  3. Has anyone happened to have compiled the instructions and file "key" (which textures go where and what they're names outta look like) into something like a PDF? I may go ahead and get this done if I have the time just for ease of offline use without ugly "save webpage"s which never look as good as the original thread & site.
  4. 'Been using your skybox for a long while in my "cinematic KSP instance" and it's still my favorite. You're work with Nassault is wonderful! Someone recently shared the link to this thread with me so I decided I'd show a bit of support for some of the coolest artwork. It has been in large part the inspiration for my getting into video editing and hopefully soon 3d modeling. I finished my first real attempt at a short story in KSP I made as a christmas card for my little brother. You're truly one of my best creative inspirations! =)
  5. [Checked if this was mentioned already in the "Things Already Suggested" thread since missions have been a thing for a little while now but saw no evidence of it. If I missed it somewhere, I apologize.] I think contract goals could do with larger multi-part missions that involve activities from numerous of the currently available contracts. I think there is an impressive variety of things to do in there. Navigating through the contracts based on difficulty stars and part names feels a little tedious and obscure.Perhaps the interface for missions could categorize them into side-tabs like 0.90 uses for part categories in the assembly buildings. Categories something like this; Science "Tasks" / "Contracts" Various Data Collection Exploration Tasks Rescue Explore Area Flag Planting Equipment Tasks Part testing Space Missions Forward (Surface) Outpost Extra-Kerbin Satellites Rover Deployment Space Station I like the depth of some of the 2 and 3 star missions, but with the current difficulty indicators of 1, 2, and 3 stars the contract office UI feels a bit more like a grocery shopping-list than glorious 'asplodey space programs aspirations. Maybe even some color-coding of difficulties would help know whats what. But things are already getting kinda busy in the icon department of KSP with all the new resources and currency. These categories could give a more obviously rewarding long term goal as well as smaller tasks to keep you busy while you work your way up to the giant leaps. Maybe the larger Space Missions could have subcategories of contracts which effect the overall performance of the mission but don't dictate its success or failure.
  6. Isn't a T30 with lower ISP and gimbaling basically just a T45?
  7. Hey all! I imagine this has been covered before. And I've also read my fair share of relative forum posts, but I was kinda hoping to get some input and perhaps write up a specific run-down of events and the corresponding calculations. So, lemme get to the point. How does one plan their lander / rover missions? More specifically, I'm wanting to know how to most efficiently calculate the minimum TWR and DeltaV necessary so that the most efficient process is the starting point. We're all familiar with the whole "MOAR THRUST!!" approach to getting things done, or simple trial and error and rough estimation. Lots of fun to be had there. Some of what I want to include in this "Guide to Mission Requirements" are things like... Start backwards with the result you want, for example, "a vehicle landed safely on the surface of a planet or moon", instead of just building the whole thing, from bottom to top all at once in a single go. (Trial and error, might is right. ) Calculate the TWR & DeltaV necessary to get that vehicle home safely. Total the mass of both lander and return-flight stage and use that for the basis of initial launch vehicle minimum requirement. If using LOR ("lunar orbit rendezvous" like apollo was famous for having utilized courtesy of support from John Houbolt ) then calculate "time spent in orbital darkness" for after desired insertion / circularization. A nifty calculation that uses a great many of the basic equations necessary for this kind of rudimentary space flight planning. Through this you can make a considerably accurate estimate of battery life and solar recharging rate requirements. Especially handy for maintaining life-support and kethane scanners operational. With lander, and return vehicle mass now calculate the minimum required TWR and DeltaV for atmospheric escape, circularization, and hohmann transfer and stage the launch vehicle accordingly. Maybe this is going a little too far with things for some people. I just think it'd be cool to have as simple a break-down as possible for say, Minmus and or the Mun, for KSP'ers like my son. I'm just kinda curious if I'm missing anything, or if anyone has a point in the right direction to this already done to some extent.
  8. I've used this a few times, but I thought I'd have access to the GUI I vaguely remember using before to adjust the cloud layer settings. But this time around (even though I've found and tried the "GUI = keypress N" in various config files, I can't get the GUI to come up if it's still a thing EDIT: UGH! Just saw in an above post, that it's CTRL N not just N.... >.< great! Now I know how I SHOULDA been trying to access it, lol =D
  9. I can't for the life of me find the config file for the clouds, just DLLs and a single config file that only has two lines in it. Am I missing something that is obvious to everyone else? I did kind of install rather carelessly. The clouds on Kerbin are keepin me from spotting "home" when I'm trying to get back and carefully aim where I end up. I can explain exactly what I'm lookin' at on my end if need be. But maybe someone has a clever guess as to why I can't find where to turn down the cloud density I'm hoping. =)
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