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KSP2 Release Notes
Everything posted by Virtualgenius
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[1.2.x] Kerbal Crew Manifest v0.6.4.0 (Dec 30th 2016)
Virtualgenius replied to sarbian's topic in KSP1 Mod Releases
Will we get a non toolbar option I have 3 icons dont really need a toolbar -
Of course you can but what i was trying to say is the author will not, what you do to improve your own game experience is cool
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Ok I have finally got this to work your not going to believe this but I went through each line of the log to see what it was *****ing about and I found folders that where not in the correct place for example Bobcats soviet pack some of the folders that have the resources and spaces where not in the default location, probably a fail copy and past by me somewhere along the line but to cut this short its working, it doesnt like non default location for mod folders. This is using V27 Basic WRN 17:56:11.458] [HighLogic]: =========================== Scene Change : From LOADING to MAINMENU ===================== [LOG 17:56:12.993] AddonLoader: Instantiating addon 'TextureCompressor' from assembly 'TextureCompressor' [LOG 17:56:12.994] TextureCompressor: Memory Saved : 847445222B [LOG 17:56:12.995] TextureCompressor: Memory Saved : 827583kB [LOG 17:56:12.995] TextureCompressor: Memory Saved : 808MB
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Here is the config file you requested http://www./download/c4yp8pswwdy0bv4/textureCompressor.cfg and a log file http://www./view/fuiw7ywu8xyhc4i/KSP(2).log Half way through the loading screen memory is already at 3.5g using v2.7 using 1.1 its only about 2.2g so its generating quite a lot of memory usage to the point where it runs out
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
Virtualgenius replied to damny's topic in KSP1 Mod Development
Cant get this to work map portrays only grey scale and the scanner i have on just says no data I am either doing something wrong I have the scan map up but portrays no data -
I beg to disagree it works fine cleverwalrus updated the .dll and all the rovers work, the home units themselves work, one code change is required for the recon unit to work in the VAB but apart from that they are still quite playable. I am sure this will die quietly when a replacemant comes along, but until that day people still would like to use the old system which is understandable as long as they understand there is no support provided by the author and they can only be used in the sandbox as no tech tree info is available. If the moderators dont like this delete the post please Recon unit Fix provided by the squad devs / khaoscorp with anim switch change MODULE { name = ModuleAnimateGeneric animationName = door_open animSwitch = true animTime = 1 startEventGUIName = Open Garage endEventGUIName = Close Garage }
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Cant get 2.7 Basic to run it crashes to desktop Version 1.1 runs fine, for us old folks would it be possible to do a step by step guide just in case I am doing something wrong. This is the process I followed 1 Backup current game directory 2 deleted version 1.1 Boulder Co 3 Installed new version BoulderCo 4 opened CFG file listed mod folders 5 Start Game 6 Crashed Game 7 Went back to V1.1 happy camper
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Not playing career mode as its implemented wrong manned flight before probes supersonic flight chucked in down the tree somewhere its all wrong
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Virtualgenius replied to TriggerAu's topic in KSP1 Mod Releases
Go for it nothing but good here and massive improvement over stock -
Totally awesome Codepoet really appreciate the effort the MJ Team puts into our troubles and whims, thing I have been finding out lately is it doesnt seem to work out what its actual altitude is from the ground maybe it needs a radar altimeter or something to work this out have trouble landing with the Duna polar caps if it it does get pushed to DEV you will have plenty of volunteers
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[0.22.X] BobCat ind. Historical spacecraft thread
Virtualgenius replied to BobCat's topic in KSP1 Mod Releases
I dont think the N1 is supposed to be doing this but it looks cool -
I will broach Sarbians favorite subject the landing AP it maintains roughly a 10m-50m difference from the target right up until the last stages before landing it then blows the landing out by 200m. So i adjusted to allow for that and it still did it, do you think it miscalculates its speed and trajectory in the last stages of landing it seems to start with a small aerobraking burst then settles into a 200m miss before landing perfectly. This is on kerbin using a home module at the north pole dll version 150 start orbit 300km