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Stone Blue

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Everything posted by Stone Blue

  1. How about ASKING, nicely? And if you bothered to read ANY of the past couple pages, you would see the author was gone for awhile, and someone else picked up the mod... Welcome to the forums.
  2. I have a feeling this may be a Unity thing... I get this same behaviour with a few other mods... MechJeb is ESPECIALLY bad... Huh?... You should be able to just toggle the UI on/off by clicking the toolbar button...?? I use Blizzy's Toolabr for this, and it worx fine
  3. Nice ship! Here's some landing legs that might handle something that big: Kerbodyne Plus
  4. Yup... STILL no sorting in the Tracking Station, AND still no extra category/icons for "Satellite", or "Plane", either....
  5. this is a known KSP bug, that popped up in 1.0.5... Hits all three operating systems (Win, Linux, Mac) Google " kerbal tracking screen bug " to find an easy fix Welcome to the forums, also...
  6. It pays to ALWAYS look at the last couple pages, and not ONLY the OP, of an add-on release thread : Look Here
  7. Its still being worked on... Peppie isnt the only RT dev. From the bottom of the OP: RT2 v1.4.0 and beyond is maintained by the Remote Technologies Group, a community effort to ensure the proliferation of unmanned vessels throughout the known Kerbalverse: Erendrake, Pezmc, Starstrider42, Peppie23, woogoose. Additional contributions were made by Dail8859, Grays, Jsartisohn, MOARdV, and Reignerok.
  8. @Kill_off Actually, this is the thread for an icon add-on pack for the Resource Panel... But, yes, there is a double-chevron icon in the bottom right corner of the Panel... Click that, then IIRC, click the Settings, and somewhere in there is an option to replace the stock panel.
  9. @komodo Thanx... Here's a link to the antenna I'm working with: Hyomoto's KSI MFD & UHF Antenna Scroll down and you'll see a pic of the blade antenna, and a link right below. I had it working in previous vers of KSP, but cant with 1.0.5 for some reason... Its a REAL simple part... I have made my own antenna, and modified/patched others, with no issues. The ony thing with THSI antenna that is different is basically just the model/texture itself, which shouldnt have anything to do with getting it working for RT...
  10. Phineas, unfortunately, that didnt seem to work either... No, the RT module does NOT exist in the part.cfg... But I thought "%" not only EDITS something that exists, but will CREATE stuff, if it DOESNT exist?
  11. Wait!...NO!!... Please dont have a lock put on old versions... Many people still play old versions of KSP.... Some people (me included) ALSO, do NOT jump on a new release of KSP right away... I sometimes want 2 or 3 months or more, just for the dust to settle and 90% of mods to get updated & debugged, before updating my KSP... Also, an example, I still have 0.25 & 0.90 installs for my son to play... Due to the soup-o-sphere, it's easier for him to fly , and many mods my son likes, never having been updated past 0.90...
  12. Hmmm... SO I guess to answer your question, I would need one (or more) of my own aswered.. So, first, is ESP activated manually, or automatically, or both?... If automatically, whats the trigger?... I would assume it would be once the EC either hits reserve, or zero levels... Or a user defined level? Secondly, how/what triggers you back into a powered state?.... And what would be the thresh-hold power level?... I ask, because I imagine it would have to be high enough, that if everything that was on before, powers back up all at once, that it doesnt quickly send you back into ESP... Which means the whole thing would have to figure out the state of EVERYTHING, each items power consumption (and or generation?), then do calculations for when it would be safe to "turn everything back on", without going back into ESP in like 10 seconds... ??? ANd on the other hand, if say, there's a formula for having the threshold level for powering back up be, say, 200% of reserve power levels, or 200% of the time it takes for consumption to trigger ESP again, then obviously, you would have to wait, say 15 mins till its safe to power EVERYTHING, instead of just having to wait 2 mins, where the level is safe enough to just power a (manually) selected antenna...??? So I guess my vote would be for having BOTH methods available, manual and automatic... I'm sure there would be other cases, but MY main concern, would pretty much be just getting antennas activated first (I play RT ALWAYS), since being without comms pretty much results in a completely dead (unmanned) craft anyway, regardless of power levels, or what else might/might not be activated... I guess if I just got comms back, then "I" would be able to prioritize what gets turned back on... Also, that might mean I would be able to get 1 or 2 HUGELY important things back on (like comms, or SAS, or life support), before having to wait for power levels to get high enough to power EVERYTHING, like nav lights, cabin lights, disco balls, the kTunes playing on the kPod, etc.... ??? Well, its late, I'm punchy, so I'm sorry for being longwinded, and possibly unclear... LOL Whatever you decide JPL, I'm sure it will only benefit users... And it looks GOOD so far! Thanx for all the work...
  13. Dont bother with ATM... While ATM may have a few other features, its main thing was compressing and rsizing the KSP pre-v1.0 textures to DXT1 & DXT5 (.dds)... But Squad went and pretty much did this to the stock game in v1.0.0, making ATM mostly redundant... Here we are 5 releases into .dds format, and over a year, so the majority of mods have also converted...So unless you have a BUNCH of old, or non-dds mods, you wont gain much if anything from ATM anymore...Use DTL instead... I guess there's some discussion/evidence that DirectX11 works better than DX9 AND OpenGL, and is less resource intensive...?? So try forcing either DirectX11 or OpenGL... And FYI for others, Linux also natively uses OpenGL already... (Though I HAVE heard there are fixes to run DirectX9, (maybe even DX11?) on Linux...??) OT: I usually can push 100~120 mods... But probably 60~80 are pure plugins/.cfg hacks/MM patches... Then maybe 20~30 small parts packs... Definately less than a dozen parts each, if that...Then I usually might be able to manage 2, maybe 3 large parts packs.. Like a few dozen parts or more each... No graphics/beautification mods for me... I run with very minimal graphics settings, and the BEST FPS I can get, with the first couple dozen plugin mods only, is around 30~33fps, and gets as bad as 12~15fps, or worse once EVERYTHING I can stuff is installed...I generally play my heavily modded games on Linux now, and mostly just do light to moderate mod testing on Windows... Tho I used to run heavily modded all on Windows before that...
  14. What??... A stock lander can with some stock RCS thrusters on it.... I dont get it? . . . . . LOL... I'd say those are definately about as stockalike as one can get...:thumbsup:
  15. I can sort of see your point, as there have been mods I've wanted, or been waiting for, only to be told that, yeah, everything is done except IVAs... And several months, or even a year later, STILL no release... I think I've even seen whole mods disappear and become abandoned, between being all done except IVAs or minor final touches, which take so long, or are so involved, that the dev abandons them and they NEVER get released and disappear into obscurity... So yeah, I do agree, that if a mod wants to do these beautiful, elaborate IVAs, then maybe THOSE parts should get done first, and then quit teasing a whole mod, just for iVAs... NO ONE LIKES A TEASE!!
  16. I do this also with my polar sats: Two at 180°, with HIGH Ap, & Lo Pe... I also have tried having them inclined 90° apart... Geschosskopf, for Kerbin, how low do you usually have your PE's?
  17. Huh... Not sure how my last post got cut off, or what I was saying, now... lol Anyway, I have a new issue... For some reason the Vessel Register does not seem to work (its always blank), and hence the bottom half of the Rendevous display doesnt display anything, even though I DO have a target selected, and many craft in flight... This has been going on for me for awhile, thru different modded installs, so I'm inclined to believe it may be VOID specific... Also, I know it was working for me in 1.0.4... Not sure if this started happening with 1.0.5 itself, or a recent release of VOID... Anyone else seeing this? I cant get into my game right now, but I may post screenshots later...
  18. @max_creative actually, with the NEW forum, (this thread was for the OLD forum), you can see anyone's (including your own), by the + or - and number, right below a user's avatar, and right above their post total... You give rep now, by clicking the "Like this" button in the lower right of someone's post...
  19. Can you manage a "sample return" from Duna surface to orbiter? There are at least a couple mods that add hard-drives or science data storage containers... Could you add one to your rover, collect the science, store it in the HDD/container, and have that part liftoff and return to the orbiter?
  20. Didnt I read somewhere before, that ^^ THIS ^^ is why planes always veer to the right, when speeding along the runway for takeoff? If so, then that I guess, goes to show that even Squad hasnt been able to eliminate/work-around this issue... ??
  21. @Paul_Sawyer Well, the first thing I would do, is check any crash logs you get (error.log & output_log.txt, both in the dated crash report folder)... At the top of one of them, it will tell you whether you are hitting your RAM ceiling or not... If you are, THAT should be addressed first, i would think... And if thats the case, again, i would look at dumping the graphics mods... If your computer is actually crashing and rebooting, and NOT just KSP crashing to the desktop, then you're looking at a more serious issue than just some issues interrupting your KSP game... Your talking possible OS issues, or hardware issues... Yes, KSP may be triggering it, but you should address THOSE issues before trying to stabilize your current KSP install as it is... As to figuring out structural failures and CPU spikes, I guess check your KSP.log and your output_log.txt in the KSP_Data folder... I dont really know how to read the logs, but in the KSP.log, look for, obviously, ERR, EXC, & WRN lines... I believe the KSP.log is for showing what happens during the game loading... The output_log is moer detailed, and covers things that happen in-game as well...
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