AstroRick
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KSP2 Release Notes
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I recently updated from KSP 1.0.2 to 1.1.3 and notice a significant difference as to how the game handles aerodynamics. Are there settings changes which would return the game to stock aerodynamics ala 1.0.2? Thank you for any assistance!
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My "problem" was actually a matter of updating KSP. Let that be a lesson to me!
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I have an odd issue. The game loads fine and the debug menus says all the engines have loaded, and yet the only engine available in both the tech tree and hanger is the Divine Wind engine... which works fine. All the other engines are missing. I've tried re-downloading the package twice. Thoughts?
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I am wondering if there are any engines in KSP that don't use the "enginemodual" ID in Unity? Or do they all by default? I'm not a coder in any way. Be gentle. >.>
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Moho Texture Wonky?
AstroRick replied to AstroRick's topic in KSP1 Technical Support (PC, modded installs)
Addendum- After searching through the forums I found the culprit and the fix. Downloading the newest version if the mod "Kopernicus" seems to have fixed the issue. -
I'm playing KSP version 1.0.2 with a number of Mods including Scatterer, Texture Replacer. Movie Time and Outer Planets. I've been having good luck with it since version 1.0.2 came out until just a few days ago when "something odd happened." Landing a ship on Moho I was using the "Night Vision" setting on Movie Time. I noticed that the planetary texture seemed very dark and when I landed there was no surface texture visible. I warped until sunrise and still the ground was black. I switched to an object orbiting around Moho at 100 KMs. At normal view with the spacecraft filling the screen the surface of Moho was again black even with the sun up. Oddly though, as I zoomed out the surface of Moho faded into view. I checked the other planets. Moho is the only one that has this issue. I'm running Microsoft 7 on a newer computer. Graphics settings on KSP are currently set on medium/low More details about my computer Component Details Subscore Base score Processor Intel® Core i7-4790K CPU @ 4.00GHz 7.8 7.8 Determined by lowest subscore Memory (RAM) 8.00 GB 7.8 Graphics NVIDIA GeForce GTX 960 7.9 Gaming graphics 3968 MB Total available graphics memory 7.9 Primary hard disk 341GB Free (466GB Total) 7.9 Windows 7 Professional System -------------------------------------------------------------------------------- Manufacturer MSI Model MS-7821 Total amount of system memory 8.00 GB RAM System type 64-bit operating system Number of processor cores 4 Storage -------------------------------------------------------------------------------- Total size of hard disk(s) 1397 GB Disk partition (C:) 341 GB Free (466 GB Total) Media drive (D:) CD/DVD Disk partition (E:) 891 GB Free (892 GB Total) Disk partition (Z:) 16 GB Free (39 GB Total) Graphics -------------------------------------------------------------------------------- Display adapter type NVIDIA GeForce GTX 960 Total available graphics memory 4096 MB Dedicated graphics memory 2048 MB Dedicated system memory 0 MB Shared system memory 2048 MB Display adapter driver version 9.18.13.5012 Primary monitor resolution 1680x1050 DirectX version DirectX 10 Network -------------------------------------------------------------------------------- Network Adapter Killer e2200 PCI-E Gigabit Ethernet Controller (NDIS 6.20) Notes -------------------------------------------------------------------------------- The gaming graphics score is based on the primary graphics adapter. If this system has linked or multiple graphics adapters, some software applications may see additional performance benefits.
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Very unfortunate this. If the Game is officially out of Beta, they need to give people a chance to play the game before issuing updates which require them to wait for mod updates and then download a slew of them, having to hope that the mods needed for a game save are updated too.
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Does anyone know if there's an automatic patcher out there that works? I am tired of updating KSP and all my mods every time there's a change from 1.0.x to 1.0.y. Alternately, I suppose I can just bite the bullet, be happy with the stable version I have now and try to ignore any new minor updates. I do worry about newer mods being incompatable with older versions though. I'm currently on 1.0.2. Are 1.0.4 version mods still compatable? Or will I get an incompatibility warning every time I start the game?
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[1.5.X] Rover Wheel Sounds v2.3 (2016-10-24)
AstroRick replied to pizzaoverhead's topic in KSP1 Mod Releases
Does not seem to play nice with MechJeb Rover Speed Controls. Always wants to go max speed regardless of settings in MJ rover control window. Crashed into follow target at max speed rather than breaking gently to a stop upon arrival. MechJeb rover controls were used successfully prior to installation of Wheel Sounds mod. I love the sounds though! -
[Airships in 1.12.3] HooliganLabs Mods
AstroRick replied to JewelShisen's topic in KSP1 Mod Releases
I recently updated to KSP 1.0.2... the serodynamic changes are nowhere near as bad as I thought they would be. Even better, Hooligan works now! Thank you for your hard work in keeping this mod alive! -
[Airships in 1.12.3] HooliganLabs Mods
AstroRick replied to JewelShisen's topic in KSP1 Mod Releases
... of course, if someone wanted to take a shot at getting this to work with .90 in any existing putter time, I would offer funds for a few mochas. >.> I've discovered I like a number of mods which haven't been updated for 1.0 yet and don't appear to be in line to be. A jump drive system, volumetric clouds and so on. -
[Airships in 1.12.3] HooliganLabs Mods
AstroRick replied to JewelShisen's topic in KSP1 Mod Releases
I have DDS Loader... not sure why, other than it may have come with another Mod. When I try to use the current HL build with .90 everything seems to be stable with the singular exception that the envelopes fail to inflate and the ridged envelopes develop no lift no matter where settings are on the HL HUD. Not blaming the coders, as I am trying to do a non-standard thing. I guess I am going to have to bite the bullet and go with KSP 1, regardless of the fact that they forced everyone to play with FAR installed, basically. At least you can turn deadly re-entry off. I think. -
[Airships in 1.12.3] HooliganLabs Mods
AstroRick replied to JewelShisen's topic in KSP1 Mod Releases
I want to thank you for maintaining this Mod. It is one of my favorites! My question is this (and I will also search back into the posts after adding this); I am still using KSP .90 until more mods become available for 1.0. Will the most recent version of HL work with KSP Beta? Thank you again! -
Will this Mod work with the "Smart Parts" automation mod?
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Procedural Airships development thread
AstroRick replied to RadarManFromTheMoon's topic in KSP1 Mod Development
I wonder if you could use SmartParts automation to automate all the lift control tweaking? This is a great mod, but I just want to point my airship in a direction and go, rather than micromanage. I suppose you could use MechJeb's spaceplane altitude control as well. -
One sentence you could say to annoy an entire fan base?
AstroRick replied to Fr8monkey's topic in Forum Games!
Squad announces KSP will be sold to Microsoft. -
Question! I've always loved the various airship envelopes from Hooligan Labs. While they function under KSP .90 the control panel seems broken, even with the mod being supported by someone else. I am wondering if the altitude controls of this mod will work with Hooligan Labs airship envelopes! Heck... I'll give it a shot. >.>
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[Airships in 1.12.3] HooliganLabs Mods
AstroRick replied to JewelShisen's topic in KSP1 Mod Releases
I've put the latest HL download into my .90 Gamedata folder and downloaded the latest update for toolbar. The game loads and boots. I can build Hooligan-inclusive vehicles. When I try to launch them the toolbar will lett me select "HL" and create the button. However, all clicking the "HL" button seems to accomplish is turning the "HL" in the button from red to green. No menu appears. I am running aggressive texture compression and am forcing the game to use openGL. I am running the latest updates for mechjeb, Okram fuel cells, KAX (for the electric propellers) and a few others. I am running an old version of Firespitter which the game says is not compatable, but it still works. Everything in the game seems to function fine with the exception of the toolbar/hooligan thing. I also seem to be having a problem mentioned before here in the forums. I cannot use "esc" to bring up a game menu when using a Hooligan-equipped craft. Any assistance would be most welcome! I'm eager to explore the new biomes! -
One sentence you could say to annoy an entire fan base?
AstroRick replied to Fr8monkey's topic in Forum Games!
They're getting Chris Rock to play Lando in the Disney Star Wars movies. -
One sentence you could say to annoy an entire fan base?
AstroRick replied to Fr8monkey's topic in Forum Games!
"I know who planted the chlorine bomb at that Furry convention. http://www.washingtonpost.com/national/health-science/governments-kill-of-4-million-animals-seen-as-anoverstep/2014/06/06/1de0c550-ecc4-11e3-b98c-72cef4a00499_story.html -
One sentence you could say to annoy an entire fan base?
AstroRick replied to Fr8monkey's topic in Forum Games!
"They're discontinuing the ponies and going with just "Equestria Girls" now." -
I'm loath to say it, but I can't get .90 to run on my computer. It crashes more than grandpa did before they took his license away. Version 24-2 purrs right along though. I am using both the texture compression mod and the trick about forcing openGL. I can run this version of KSP all day without a hitch, with all the mods I use. That's fine too; space isn't about the economics for me. It's about the explos... er... exploration. What I would like to know is this; will mods developed for version .90 generally work for this older version of Kerbal? If the only difference is tweaking some text in a file somewhere to get a mod to run, I am comfortable with doing this.