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gl0ryh0und

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Everything posted by gl0ryh0und

  1. Update did not address this issue. To be clear, I can change scenes in the game.. tracking to KSC to ship in space to different planets.. all within a couple seconds, but when I revert a flight it reloads the entire game.. This is a major problem, you won't be able to proceed down your road map with out resolving this truly massive problem.. Career will be essentially unplayable for all casual players. Anyone else having this behavior in the game or is it just me.. I see lots of views, but no comments.
  2. MSI Laptop CPU i7 RAM 16gb Windows 11 GPU NVidia 3060 6GB When loading to the launch pad game 'sometimes' will switch back to KSC loading screen, progress goes through everyhting, including 'pumping sim once' hangs there about 2 - 3 minutes then loads. Always when reverting to VAB the game goes through the same loading.. This results in sometimes a round trip time from VAB - PAD - VAB of 6 or more minutes.. I can't play it like this. I did find that if I 'switch' to VAB instead of revert it doesn't do it, but it also deletes my vehicle in the VAB..
  3. I've got a question that doesn't directly relate to this mod, but I've seen the pictures of other parachutes in game like the one in images from the OP. The parachutes aren't over lapping, and behave like you would expect in reality. How do you accomplish that, that isn't how they behave by default in stock KSP.. is there someway to tell the parachutes to have collision mesh after it deploys?
  4. Your media fire download triggered suspicious browser activity, actively attempting for force permission to install a 'media player' very uncool, I suggest you dump media fire and move to kerbal stuff of some other place that is less chancy.
  5. Soo.. my 400+ tonne space dock/ construction yard almost died.. I ran into the physics range bug, where the vessels match orbital velocity when they get into physics range.. but my tanker was travelling in a retro grade to the station and my orbital velocity was about 0 when I entered physics range.. and thus the tragic hilarity began.. docked - transferred Karbonite.. ditched all docked vessels, and hooked the ore hauler into the most central docking port and proceeded to drag the horribly A symmetrical station back into a stable orbit.. thank God it was Minimus, otherwise my poor station would have made a spectacular explosion against some unsuspecting celestial body. I haven't updated in a while, so reading here I see the error of my ways.. lol I must say, very impressive mod. I'm enjoying building space going warships based on these weapon systems..
  6. I think you hit the nail right on the head, but in the same vein, perhaps managing is what he is good at and he might have good ideas. I know it is difficult for the 'specialists' (ie coder/artist) to imagine that a manager's position can be enjoyable, but it can be.. It might be worth a chance, albeit a long shot. Have done some software development work myself, the skills and abilities of the 'specialists' can be highly specialized and they rarely make good managers. All that being said and coming full circle, every manager faces an uphill battle when they come at their project like this.. expect a slow start. Your biggest challenge will be getting a good mix of talents and personalities between your people.. and expect to work as much as the others, or more..
  7. Hmm.. I was using Karbonite conversion configs, so perhaps something in the cfg modules..? Not a big problem, I'll poke around the cfgs when I get chance.
  8. I added a metal bin, which allowed me to smelt some of the scrap into metal.. once I had space for scrap metal, the workshop started working again... So while I have no doubt that your intended function was as you stated, I seem to be experiencing something different.. it's not game breaking fortunately it is just another thing to keep in mind, an over abundance of ore and lack of metal handling capability can bind up the process.
  9. So, finally got my first space dock up and running.. churned out a couple parts for my growing station. Then started building in earnest a large ship... however as I'm sure many of you have run into.. parts stopped building.. turns out I have filled up my scrap metal and my metal.. and now parts won't build.. I presume its' because of the workshop generates scrap metal when making parts and there is no more scrap metal storage, and can't process the scrap metal into metal because the metal bins are full... really?? I mean.. that's it.. I can't just toss away some scrap metal or take a big hit in productivity or something.. I have to ferry some sort of bin up and attach it to the station?? anyone got a solution that doesn't require an hour of my life to haul a dang bin to the station?
  10. Does this mean that Hexcans will be the only choice for containers? :-( Also, tweakscale won't be a requirement I hope. I find it a bit cheaty in early career.
  11. I've noticed and mentioned the same thing.. if you'll notice, its' the scale of the container that is the problem, not the node.. they are about 30% smaller than they should be, but fore reasons that escape me adjusting the cfg file to scale the model doesn't work. At least for me it doesn't
  12. Hey if this is still working with .25 you should update the version, even if it is just a repost of existing work, so this mod doesn't fade into obscurity. Love this on my space planes
  13. I pulled the cfg files for these and I can't find the problem.. I jumped the gun earlier, metal bin does show up properly, but ore and parts don't I don't use the hexcan bins, I actually delete them. I compared the metal bin to the ore bin, and aside from the expected differences all model scaling and nodes were defined identically. I'm going to try replacing the ore bin model with the metal bin model and see if the behavior follows the model.mu instead of the cfg file. EDIT: The issue does not follow the model.mu file.. almost seems like something in the plugin or some other mod is doing it? somehow. I check the module manager files that affect this mod, I don't see anything but that doesn't mean much. I'm running 31 mods so I'm not sure where even to begin.. but its' the only mod with a problem like this too..
  14. I just got back to this thread lol, but Mzxs I don't see that problem.. are there any asteriods or just no new asteriods spawn after the initial new game? I'm not seeing either behavior, and my mods in use is quite extensive.. but I shy away from part heavy mods if I can. mostly plugins.
  15. Has anyone experienced nodes on the bins being out of position.. I get nodes about .3 of meter from the model for ore, metal, parts bins.
  16. Oh I've had my eye on it for sometime.. I do plan on using it.. Probably just end up deleting the hexcans all together
  17. It doesn't fit the theme at all..They stick out like sore thumbs. They do make for some good surface attachment points, but their knobby shape and texture make them undesirable to use on most crafts. The other thing is you cannot see any function from its' form.. there are no access panels, nothing to suggest why a container of something like life support stocks such as food or water would be in that container in that shape..
  18. If hexcan were a kid, you would need to tie a pork chop around his neck to get the family dog to play with him. coincidentally TAC should change its' logo to bacon... mmmm bacon..
  19. As much as I dislike the hexcan, I eagerly await your .25 update.. its' the last mod I'm waiting for before I start all over in career.
  20. So with the 64bit fix from pg 164 everything seems great. However Jeb was orbiting the mun and decided to ditch some unwanted batteries and solar panels.. needed the weight gone to squeeze out a couple more m/s.. however when he grabbed the part his orbital velocity dropped to 0m/s and he begins to fall, and his ride speeds away on him, continuing on its' orbital path. Anyone else notice this? coincidentally he was able to regain an orbit on just his RCS alone, but just barely.
  21. I'd like to participate, I would provide Manufacturing and Piloting. SciTek Industries Station construction services, and SciTek Industries Freight Logistics and Skycrane services.
  22. I might be interested, what mods if any would be used?
  23. I'd like to see the 'Revert to VAB/SPH/Launch' disabled in Career mode. Instead give the user the option to Simulate instead of launch.. This gives the player the chance to see if it works without completing any contracts. I would however make it cost some funds to simulate development costs, Perhaps a small percentage of the overall vehicle cost. 2% - 10% Or start the % high like 10% but it gets cheaper each time, unless you add or remove parts, then it resets the high %.
  24. I did.. but I found it caused instability, certain mods seem to bring about stability issues. I found if I removed the visual enhancements it would load.. rather the mods by boulderCo But bloodbunny here seems to have it working.. might have something to do with the mix of mods? not sure.
  25. No disagreement there.. Me I don't mind the light version of the texture compression, I still find it beautiful.. On another note I did notice a slight difference in the way memory bloats between the two.. on 32Bit the memory usage tends to grow faster.. so while your mods might bloat to 3.8GB on 32bit, the same mod load on 64Bit takes 3.2 or some noticeably less amount. This might be a result of how memory space is allocated and a reflection of how uncompressed textures in the 32 bit environment waste memory space.. I say it that way because with texture compression I was able to take my normal 2gb mob load on 32bit and see it load to 1.6gb under 64bit.. actual performance difference? virtually none.. unless you smashed a 1400 part rocket into the ground.. then you will see how quickly the 64bit recovers from the chaos vs the 32bit.. its' quite noticeable.
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