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JeBuSBrian

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Everything posted by JeBuSBrian

  1. Man, you guys are good. I NEVER would have remembered it was the smallest part of the Large Structures mod. Thanks!
  2. I'm just coming back to this game after probably 2 years away. Back then, I used Quantum Struts quite a bit. I plan to again. But that's not what I'm looking for. When I used the struts, I also used a mod that attached a small flat surface perpendicular to the attachment spot, so that the struts could point straight up/down. They attached radially and were very useful little platforms to stick the quantum struts on. I'm pretty sure this small part was part of another mod back then, but I can't figure out which one it was. Please help! I've attached a picture from back then, and the part I'm asking about is highlighted.
  3. This would be great. I simply cannot get the toroidal tanks into space, currently. No matter how many struts I apply, at some point during the launch, they just go floppy. Still attached to the ship, but wobbling around like crazy, throwing off the center of mass, making it impossible to fly.
  4. I have noticed that for the LFB KR-1x2, it's not just MechJeb that has a problem. The engines don't get added to my staging. I have to add the engine, exit the VAB, then go back to the VAB for the engines to register in the staging + MechJeb.
  5. Something that might help attract more attention: The first post should include a description of what's included in the download.
  6. This is what I've been using. Just paste it into a new .cfg file anywhere under GameData folder and save it. No more need for a separate part. @PART[*]:HAS[@MODULE[ModuleCommand]] { !MODULE[MechJebCore] MODULE { name = MechJebCore } }
  7. They are very floppy, and my ships fall apart when using them. But I suppose if the node sizes increased, it'd be that much harder to actually place tanks on the nodes, since they're so close together as is.
  8. If I'm understanding the correct sequence, I would rewrite that entire popup screen. The author's use of pronouns is quite confusing, as is the general organization of the information provided.
  9. Really need a pictorial guide on that crash goal one. I've read this thread and the known issues, and I just keep getting more and more confused about which screen to click first, second, last, which buttons, etc. The "known issues" explanation is definitely not "better."
  10. In your modelling program, you need to reverse the normals on your geometry.
  11. First off, let me say that I love this mod. I have no complaints whatsoever. It just works. I do have a request / suggestion though. The Spherical / Toroidal Tanks mod has a window that comes up in the Action Groups screen that has a button for texture swapping. Any chance that could be incorporated into Stretchy? And along the same vein, any chance of getting the sizing options into its own window like above? For instance, enter a volume for a given radius and hit a button, and it resizes to be exactly the needed size?
  12. This is pretty much what I found myself doing while building my own station. Replacing a bunch of struts by welding multiples together, rescaling, etc. Ended up spending more time doing that than actually playing the game.
  13. Thing is though, when all you're doing is taking screenshots, you want them to show everything at its best. Messed up shadows are definitely not better than bumped clouds.
  14. I shudder at the thought of docking between solar panels. That's just asking for 'splody boom boom.
  15. That 1px hack looks like it screws up the normals. Shadows are on the wrong side of mountains and coasts. In order to do a proper smooth clouds without screwing up proper shadows, you'd have to do some sort of xor between clouds and ground textures.
  16. Don't get me wrong, I'm not saying it crashes often. But before I found a combination of mods that works for me, I had moments where I had too many. This caused it to top out its memory limit. Every one of those was an out of memory exception.
  17. I'm on a 64bit OS, but never see KSP approach 4GB before crashing. I'm not going to say that it stops at 3.1GB, because I'm never looking at the number the moment it crashes, but it doesn't get much higher.
  18. It's just one of those things. Mileage may vary depending upon your system, but not by much. Even with 4GB being addressable, only about three-quarters of that is available for the program to use. So, no matter how many gigabytes of additional RAM your system has, you will never see a benefit, so long as KSP is 32bit.
  19. Your machine specs have almost no bearing on KSP. Anything over ~3.1GB RAM cannot be used. So, if this mod pushes your game over that limit, you're screwed.
  20. Honestly, I haven't seen anything in this alpha that would cause such attachment from me. So what if my saves break next version? It's not like I haven't destroyed plenty of things myself in-game. Oops, just a smidge too much gas while trying to dock. There goes another space station.
  21. Dromoman already works with this. I'm using it right now.
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