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abxt

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Everything posted by abxt

  1. Good to know! I'll try that out... it's one-way mirror glass, obviously
  2. Okay sorry for spamming the thread with premature troubleshooting questions... I figured out how to save my kerbals. I temporarily set the game's graphics settings to ultra-low, which allowed me to load the vessel without crashing the game. Dat low-res skybox...
  3. Hi nli2work, just chiming in here to say how much I love the Panopticon pods! They are visually stunning. Unfortunately, I find myself in a bit of a pickle. Despite this warning: I went ahead and built a space station in Minmus orbit featuring the 3-person hi-viz pod without prior testing, and now I can't load it or get within physics range without crashing the whole game. Every damn time. This is a single pod, mind you, with lots of other (stock) parts attached, so I thought it'd be okay, but apparently it's just too resource intensive. I have 11 kerbals aboard the station, so I'm reluctant to just terminate the vessel... but sending a rescue shuttle proved fruitless because the game still crashes (or the orbit totally bugs out) when I get within 4.8 km of the beast. What are the odds that you'll be able to make the pods more hardware-friendly in the near future? In the meantime, any tips on how to circumvent the issue described above?
  4. Just chiming in to congratulate you all on a great site! It's a real testament to the strength and creativity of this community that we get to have our very own mod site as an alternative to the curs'd Curse. Keep up the good work folks
  5. Thanks for keeping us posted. Hope you two can sort it all out.
  6. Any word on why the site is down and when it'll be back up again? I'm dying to d/l BahamutoD's latest Armory update but it's hosted exclusively on KS
  7. Argh KerbalStuff is down today, is there a mirror anywhere so I can get the latest update? I'm dying here!
  8. Got it, thanks! There's no need to change the cost... in my mind ER-7500 is kerbalkind's Apple Inc.: you're paying for the brand, not the hardware
  9. There's a simple question that's been bugging me for some time, and forum/google/reddit searches have yielded no results. What's the difference between the Build&Flight chip and the ER-7500 computer? I've noticed that the ER-7500 is significantly more expensive, is there anything to justify the cost other than the funky retro look? Thanks.
  10. Well I experienced a strange problem with intolerable lag involving a particular craft, see my comment on the previous page. I had to uninstall HotRockets and I miss it very much.
  11. Hi there, I was having some strange issues with a particular craft and was able to identify HotRockets (version from 7/19/2014 with LaunchSmoke; KSP version 0.24.2 x64 Win) as the source of my woes. I thought I'd post about it here in the hopes of troubleshooting a solution that would allow me to reinstall this awesome mod, because seeing the stock particle fx made me facepalm So I was testing this craft (Dropbox link; craft requires KER and ProcFairings) and already on the launchpad I was experiencing an unusual amount of lag, even though it's just over 100 parts so not very massive at all. Then, to my great bafflement, between 23km and 24km altitude (Ap at roughly 38km) shortly after ditching the first stage I would get super-massive intolerable lag that reduced the game to a 1-fps slideshow (the launch profile didn't seem to matter as long as I hit said altitude). Previous smaller craft had been working smooth as butter in this Career campaign with HotRockets and various other mods installed. At first I suspected E.V.E./Astronomer's clouds or a combination of FAR and Procedural Fairings, but trial-and-error testing (removed each mod individually and tried again) revealed that this was not the case. Once I removed HotRockets the problem was resolved and overall lag, from the launchpad up to the previously crippling 23-24km range and beyond, was completely eliminated. What on Earth (er, Kerbin) could be causing such lag, and why does it apparently affect this particular craft but not others? I'm happy to provide further details of my installation, log files etc. on request. Thanks for your help!
  12. I found that I had to configure the Windows speech engine before I could use VoiceCommander properly. VoiceServer.exe would crash on load before I did that setup where you dictate a bunch of text etc, the wizard can be found under Control Panel > Speech Recognition.
  13. Hey everyone, I had a problem where commands were not registering with the game despite the icon appearing and VoiceServer.exe running, so I asked blizzy about it and he suggested the following solution, which worked like a charm for me: After installing the Voice Commander mod as instructed in the OP, copy the whole mod folder (/GameData/blizzy/VoiceCommander/) to another location -- anywhere outside of KSP -- so that you have two copies on your machine. Then run VoiceServer.exe from the *new* non-KSP folder and start the game normally. Now everything should work fine and dandy. Ed.: This mod is so ridiculously awesome. Words can hardly describe my joy!
  14. Can confirm: I remember reading about that the other day as I was checking out the changelog and browsing the forums for mod updates. I'm sorry I can't think of the exact source, but I do remember people saying that the Unity bug was fixed in a recent update. I think this info came straight from one of the KSP devs or a similarly reliable source. Anyway, as a result of the fix apparently PNG remains the most efficient format.
  15. After updating straight to KSP 0.23.5.464 (I came late to the party, thankfully or I might have lost my progress) I completely removed the Kethane folder from GameData and reinstalled from the latest 0.8.5 package. To my great surprise and pleasure, my previous kethane scanning results are all still there! I have encountered no issues yet with the new build and it remains a totally kick-ass mod.
  16. Thanks for this great mod! One thing about the controls: As someone who uses a German keyboard, it was incumbent upon me to customize the key bindings in settings.cfg. I was unsure about the correct syntax for keystrokes in this case, but I think I've figured it out. For anyone else wondering about that, here is a link to the Unity Script Reference, which contains the list of KeyCode values.
  17. Hi fellow Kerbonauts, forum newcomer here (but with plenty of KSP experience). I had a suggestion I wanted to share, and a quick forum search didn't turn up an exact match so here it is. As it stands now [0.21], it can be difficult to duplicate a complex multi-part structure using symmetry, especially when there are multiple attachment nodes. For example, I was building a hollow cage structure the other day: a two-by-four pattern of M-Beams connected by Micronodes. I finished the assembly on 1x symmetry but then decided I wanted two cages on either side of the rocket (2x symmetry). Alas, I didn't build the cage outwards from a single attachment node but rather worked my way out from the main rocket body, and so I couldn't select the entire structure as one unit without rearranging the beams first. It would make things easier if there was a grouping function for parts in the VAB and SPH, whereby I could multi-select all the parts of an assembled structure (in my case, the cage) and group them as a single entity for the purposes of construction. It has been suggested elsewhere on this forum that parts should be physically welded together to create stronger structures, but my idea is different, and simpler. I don't want to change the number of physical parts, it's just that bundling individual parts into "selection groups" would allow for easier symmetrical placement later on. Your thoughts?
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