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Everything posted by Hedd
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Been getting a consistant (as in every time) crash while it's loading AirPark_InfoDrive. Anyone familiar with what may be causing it? Almost bone stock, Astronomers, HLAirships and Mechjeb
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parts [1.12.x] USI Exploration Pack - Small parts, big adventure! [v 0.6.0]
Hedd replied to RoverDude's topic in KSP1 Mod Releases
Anyone else find the ducted fans constantly emitting air even in the hangar? Edit: Apparently it conflicts with EngineLight. Problem solved. -
20,000 Woolongs
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Used to watch NASCAR religiously. Then Earnhardt died and while he wasn't my favorite driver at the time, it just made me lose interest in watching. Drove for a bit then life happened. Found iRacing and it reignited my redneck once again.
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The folks down in financial proposed a new and radical advertising campaign. Needless to say Jeb took a liking to it and has a new hobby while the grease monkeys are assembling his next mission to Eeloo. Left, Jeb, Left
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Hedd replied to rbray89's topic in KSP1 Mod Releases
I thank you for pointing out the KSP output log (I assume you're referring to the KSP txt file in the core folder), I was unaware of this file before and could be useful in the future but unfortunately it doesn't seem to help here. Normal running ends abruptly with no logging of what happened, you're welcomed to take a look at it if you want. It's not memory. While there may be an abundance of people asking about things this would apply to, this isn't my first rodeo. I'm currently primarily running just MJ and EVE. I've tested with the texture compressor and the 3rd mod, TweakScale to see if there was an effect to no avail. The fault lies in EVE somewhere which is why I asked if someone was experiencing similar issues. Forgive me if I didn't elaborate. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Hedd replied to rbray89's topic in KSP1 Mod Releases
There is no error log. The program stops working and I have to manually go in and shut it down so there isn't ever a log made. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Hedd replied to rbray89's topic in KSP1 Mod Releases
Anyone else get a "Program has stopped responding" window (instead of a normal crash) occasionally when aerobraking? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Hedd replied to rbray89's topic in KSP1 Mod Releases
Odd, it doesn't seem to be working on my system. Why aren't clouds stock again? -
Anyone notice the stock parts are in a really low resolution? The formerly sharp red stripes on the LFB KR-1x2 are kinda fuzzy and pixelated in 1080p. Matter of fact, the only thing on them that has any sharpness is the flag insignia.
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So I'm running into an issue and am having a hard time finding the source and/or how to fix it. I'm running the 10x Kerbal system. I think it might have an issue in setting or just a conflict with volumetric clouds or textures. I've seen a few people ask on the matter but no actual response on a fix or a settings change.
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It automatically adjusts itself from anywhere in the atmosphere. I've goofed around with it a bit and had my spaceplane trying to dive straight down from 30km so be careful about where you activate it. Otherwise, just line up the runways generally at an intelligent approach, hit the button, and find out if you're balanced good. Note: It doesn't compensate for nose gear lift, it always tries to land flat, so if your nose gear is longer than your rear gears, you're gonna have to flare it yourself just before touchdown.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Hedd replied to rbray89's topic in KSP1 Mod Releases
So I've always been enjoying enhanced visuals for what it's added to my gaming experience. I recently took a trip to Eve and was amazed at how thick the clouds were (even if they sorta faded out at an odd radius but I get how that works programming wise), I couldn't help but fire up a youtube and scream "Atreu!". What did bother me was all this wonder of thick Eve cloud cover, dark Kerbin storm clouds and Duna dust storms but flying though what I figured would be the endless cloud cover of Jool and finding a big black eye staring up at me. Is there something unique about Jool that prevents adding the same quality to it? Also the glowing green sky flashes in and out now with this mod for some reason while down in it's atmosphere. -
5/10 Painshop Surgery Sim. "LET GO OF THE HAND!"
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There is, in fact, a bit of an odd Delta V problem. I saw it with a relatively simple 7 stage straight rocket. Thought maybe it was the new parts so I rebuilt the entire launch stage with different parts but was still seeing the problem. Completely removed the launch stage and launched from stage 6, Delta V was working again just fine. Reattached the launch stage, Delta V freezes again. Using mostly stock parts with a small mix of KW.
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I had something similar happen. Part of my space station would "appear" embedded in the crew cab of the ship I was flying at random. Occasionally I'd reload on the launchpad and see it already sticking out of the front window. I removed the mod and it went away so I can only assume it's something here.
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Hedd replied to Fractal_UK's topic in KSP1 Mod Releases
How big are your radiators? You can have too much heat dispersion and effectively draw the power clean out of your reactor. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Hedd replied to Fractal_UK's topic in KSP1 Mod Releases
So I've been using the plasmas as sort of VTOL thrusters for my space plane models. They worked pretty decently and didn't require direct attachment to the reactor. Then I found Interstellar was updated and did so to find out the plasmas just don't seem to want to work anymore. Example: They don't even show up on the stage planner once I'm on the runway, just....that. -
The most recent update smoothed out camera movement and fixed a lot of the jerkiness of the controls. Many of the planetary textures seem to load smoother too (and less crashing is also a plus). I ended up showing this to a friend and while were were putting around Andromeda he asked me why Kerbal wasn't using something like this. While I'm not a coder and completely unfamiliar with Unity's innards, my initial response was something to do with collision mapping every planet. It did make me curious to what the core difference between the two the prevents Kerbal from expanding in the same scale, particularly considering Kerbal focuses primarily on the area around the ship for it's rendering and effects.
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Fully refueled in both liquid and antimatter, Jeb prepares to embark on yet another deep space exploration mission.....
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Hedd replied to Fractal_UK's topic in KSP1 Mod Releases
Your computer RAM and program memory are two different things. If you 3 finger salute (ctr/alt/del) and check out how much memory the program is using, you should get an idea. Mine starts crashing around 3.6 mil K's, the farther over this mark you are, the more often it crashes. Side effect of it being a 32bit program. To resolve this, use one of the texture compressor mods or just remove some of your less used mods. I'm fairly sure this has been stated a few times. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Hedd replied to Fractal_UK's topic in KSP1 Mod Releases
Was there ever an update involved with MJ and the variable thrust engines? I read some older posts about some issues with it but couldn't find if they were resolved and I was noticing some issues vertically landing them. MJ seems to have an issue with incoming speed resulting in a pancake incident which I would assume is associated with an inability to determine the TWR at partial throttle. I also ran across an odd little bug from the thermal jets. It may effect other engines but that is what I was using when I noticed it. If I choke output down, say 50% just as an example, and I leave the spacecraft to attend to something else, when I focus on the craft again it displays at 100% output but retains the actual output of the choked down throttle. So it would be showing 100% output, but yielding 50% limited output in the example I used. I haven't found a way around it or regaining that lost power yield yet, only to remember to turn off all my limiters before leaving a ship behind. -
Actually while small, I noticed a difference in the shader in .22 that caused my planetary cloud skins to wash off until the sun rose or changed angle. Otherwise everything seems to be working fine.