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Everything posted by Eleven
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[old thread] Trajectories : atmospheric predictions
Eleven replied to Youen's topic in KSP1 Mod Releases
Phew. I thought I was being fairly succinct. Guess not! OK, The first time I tried the newly re-compiled Trajectories version 1.1.0.0, with FAR 14.5 and MechJeb dev 366, the first time I hit around 9000meters (I'm guessing) my framerate went down to about 1fps. Every once in a while something I've changed will kill the game and that's how it starts, framerate takes a hit and then the entire laptop locks up. On a side note, I'm running 0.90 in Linux Mint, 64bit. At that point, the FAR MechJeb extensions were not updated. I checked here and saw that Trajectories were updated to 1.1.0.0-pre. I got the same results. Then I checked again and FAR was updated to 14.5.1 and the new FAR MechJeb extensions were out, as well as MJdev371. Combining all three of these new versions I did not get the horrible framerate and everything went as normal. As for 'not jibing' I mean that MechJeb and FAR don't work well together, even with the FAR extensions. Trajectories does indeed predict correctly, even if MechJeb and FAR cannot get that part right. So..in short, I'm using MJ371, FAR14.5.1, FARext for MJ, and Trajectories 1.1.0.0-pre and I don't see any performance hits like I used to. -
[old thread] Trajectories : atmospheric predictions
Eleven replied to Youen's topic in KSP1 Mod Releases
FYI, the first time I tried this the game almost locked up on me while in ascent. I double checked all the versions and saw that the FAR-MechJeb extenstions were updated. I reinstalled FAR and it's MJext, then reinstalled the newest version of Trajectories and all was fine again. MJ and Trajectories still don't jibe with their landing predictions but at least it didn't lock up the computer! -
Version 1.48 spams this at the very beginning of my logfile. What does it mean? I'm using Linux64bit, 0.90: The class TweakScale.ScaleConfig could not be loaded, used in Scale, Version=1.44.0.0, Culture=neutral, PublicKeyToken=null The class TweakScale.TweakScaleEditor could not be loaded, used in Scale_Editor, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null The class TweakScale.TweakScaleEditor could not be loaded, used in Scale_Editor, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null The class TweakScale.TweakScaleEditor could not be loaded, used in Scale_Editor, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null The class TweakScale.TweakScaleEditor could not be loaded, used in Scale_Editor, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null The class TweakScale.TweakScaleEditor could not be loaded, used in Scale_Editor, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null The class TweakScale.TweakScaleEditor could not be loaded, used in Scale_Editor, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null The class TweakScale.TweakScaleEditor could not be loaded, used in Scale_Editor, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null The class TweakScale.TweakScaleEditor could not be loaded, used in Scale_Editor, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null The class TweakScale.TweakScaleEditor could not be loaded, used in Scale_Editor, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null The class TweakScale.TweakScaleEditor could not be loaded, used in Scale_Editor, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null The class TweakScale.TweakScaleEditor could not be loaded, used in Scale_Editor, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null The class TweakScale.TweakScaleEditor could not be loaded, used in Scale_Editor, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
Eleven replied to ethernet's topic in KSP1 Mod Releases
Is there a way to override the Cap on how many StationScience contracts appear? -
[1.0] TurboNisuReloaded - Stock-a-Like Parts Pack [06/05/15]
Eleven replied to a__gun's topic in KSP1 Mod Releases
I remember this! -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Eleven replied to NecroBones's topic in KSP1 Mod Releases
Yay Docking ports! I've already been able to dump one partial-installed Mod because your's includes decent SAS units...including docking ports would allow me to get rid of another! Do you plan on implementing all sizes of docking ports, or just the 3.75m and 5m? -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Eleven replied to nightingale's topic in KSP1 Mod Releases
Awesome. Any plans for an end-user version? I'd love a way to block certain contracts from being generated in the first place- 5,225 replies
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DP Horizontal Space Bases! V0.12 (Nov26) [Stock-Alike] Cargo Bay!
Eleven replied to Night Lone's topic in KSP1 Mod Releases
Absolutley love the black-and-white trailer park at the end of that video...especially the girder-dog -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Eleven replied to ethernet's topic in KSP1 Mod Releases
I would love to see more pics of station designs -
Dunno bout that exact issue, but TweakScale 1.47 is bugged with auto-scaling. It will just randomly resize things...
- 720 replies
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- mrs
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Eleven replied to Claw's topic in KSP1 Mod Releases
I can't remember where I read this, but isn't there some issue when removing mods that either have flags, or agencies where you've completed a contract, that afterwards you cannot enter the VAB and the Space Center locks up? Would there be some way to 'clean up' after that? I know this may not fall in the realm of a stock bug fix but if you're wanting to go back to stock I know this is an issue. Any way to fix that issue? (EDIT) FYI I figured this out. Delete whatever mod you want, fire up the game and on the Space Center screen go into the Debug Menu. Under contracts you can clear the history, do that. I also cleared the current offer list and regenerated a new list. After that I was able to enter all the buildings with no issues. -
Holy Crap. I started on Atlantic in 98...switched to GL around 2000 and stayed there until I finally canceled a few years ago. I just did the 'welcome back' thing a month or so ago to say hello to all my characters
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Eleven replied to Arsonide's topic in KSP1 Mod Releases
I've been leaving my completed missions right where they are (unmanned and satellites only, I always bring back the manned missions) so I don't have a ton out there, maybe a dozen. Some of those have old parts and some use mods that I would like to get rid of, but I can't think of a way to incorporate that scenario into the game, other than just deleting the ships. I don't want to have to do that but I'm getting to the point where I want to trim down my mods and get rid of the ones I'm not using any longer. I have a ship on Eve, it's not going anywhere but as soon as I get rid of the mod with parts on it, *poof* it's gone...I don't like that idea at all I have several satellites out there that could make it back to Kerbin, but they can't land. I even have a rover on Tylo that can't go anywhere but I'd love to have some way to end those missions and clear out the active stuff, all within the realm of the game universe. Not that Fine Print really needs to do stuff like that, but keeping with the feel of the game, a way to wrap up all that hardware floating around would be cool -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Eleven replied to shaw's topic in KSP1 Mod Releases
It's a total suit-swap -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Eleven replied to shaw's topic in KSP1 Mod Releases
I was always just deleting one of them Thanks again! -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Eleven replied to shaw's topic in KSP1 Mod Releases
1.10.2 fixed my issues, thanks! Now what do I need to change to get the visors back to their original light yellow tint instead of this deep orange? I'm using Pimp My Kerbals but I'm unsure if that's what changed this: -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Eleven replied to shaw's topic in KSP1 Mod Releases
Ditto. Pimp My Kerbals no longer functions, the clouds from EVE in the main menu seem to be moving/shimmering very quickly *and* my custom skybox is replaced with default again. -
Yea, 1.47 did something weird, mono tank and lights are HUGE now. (EDIT) FYI I switched back to 1.46 and noticed something strange, at first I thought it had fixed the issue but when I looked closer, it actually had deleted the lights from the ship entirely. Luckily I had a save right there so I was able to to just load up the ship again. That's a crappy bug.
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I can't believe I forgot about this awesome plugin!