Jump to content

lajoswinkler

Members
  • Posts

    5,869
  • Joined

Everything posted by lajoswinkler

  1. This is too important to be burried in that dusty archive alone. I'd make this a proper plugin and upload it on Spacedock and Curse.
  2. I didn't mean to sound pushy, of course. I just think that Procedural parts are one of those mods that's essential and very important, yet usually people take it for granted and there isn't much feedback, compared to the number of people using it. It probably wouldn't be an overestimated claim that PP is the most used mod for KSP.
  3. R5 M200 / HD8500M. I can run KSP 64-bit at highest settings, smoothly, without problems, but whenever there's sea of Kerbin visible, and I'm beneath that dreaded 160 km limit, framerate drops beneath 20. BTW is there a way to push that limit to, let's say, 80 km? I avoid 75-160 km layer because of these things which is a shame as it's good for interplanetary mission preparation.
  4. Yes, and Squad never solved the problem of framerate drop when ocean is in your field of vision. It's a pretty annoying thing.
  5. AFAIK, Patreon requires constant resource dripping (pledge) and not many people want that. Why don't you put up a PayPal link so that people can do a random financial injection?
  6. OK, I found the solution. It's a Steam thing, apparently. It's in the right click menu of the game, under "Play game". It's stupid. It basically forces, ina clandestine way, the players to play 32-bit without knowing. At least you could see what you've chosen before.
  7. For some reason, when I start KSP over Steam now, it doesn't ask me if I want "play KSP" or "run 64-bit" anymore. It just starts. And it's the 32-bit version it launches. So... what's up with that?
  8. This is one of the most important mods for KSP, but it's always very slow to update. I wish I could do programming, I'd help with it.
  9. As I've been occasionally toying around with high altitude planes going faster than 3 mach, I've decided to try out a trip around Kerbin. Funny, but I've never tried that. Go big or go home, it's said, so I've used the largest parts, all stock. Mind that I'm using Realistic Atmospheres and my reentry heating is set to maximum of 120%. There are six R.A.P.I.E.R. engines, each has its own Ram Air Intake, and there's an additional one at the nose, for a good measure. It takes off at around 60 m/s and takes few minutes to reach upper troposphere. At that point, I use full thrust to get to the 20 km mark. When the plane reaches those parameters, thrust is set to 40% or lower. Flight is stable, going in a sine wave between 25 and 20 km for the most part. Speeds range from around 3.5 to 4.6 mach and parts reach some 80% of their critical temperature. As Kerbin is rather small and this thing goes very fast, it's necessary to lower the nose every couple of minutes to follow the curvature properly. Entering new day and sunrise. Flying over the large crater lagoon. Few seconds after one hour of mission duration, Titan plane reaches the space center. Fuel tanks are still almost 40% full.
  10. I can report that this mod is not working correctly in v1.3. KSP now has three brightness adjusting sliders and that clashes with Planetshine. Terrain gets way too bright (looks like a constant nuclear explosion) and the mod disables those stock sliders. Actual illumination of vessels in orbit works.
  11. Thanks, this is one of those mods I have in all my KSP versions.
  12. Good work, dude. I just hope the Scatterer issue will get resolved. That's all I use and it's enough for me.
  13. I can confirm, this precious mod still works with the newest Kopernicus.
  14. I'm glad this got such a fast update. Nice work.
  15. That's why I use this. https://spacedock.info/mod/879/Reaction Wheel Rebalance It allows very fine tuning of the orientation. Stock values are just ridiculous and annoying and were a problem for me ever since I first started playing KSP. If I want wild spinning, I can use RCS.
  16. AFAIK, values were always expressed for highest details. I can understand 1-2 m difference if procedural generation is to blame, but 15 m is too much. Kerbalmaps exists here, but something is terribly wrong with certain maps. For example, Eve's ocean level is all wrong.
  17. Wiki and Kerbalmaps say the peak is at 7526 m, but I've managed to land a rover there and got to 7541 m, 15 m higher than the official value. I'm using full terrain details. I wasn't aware of these changes, are they new? I'm using Realistic Atmospheres and pressure on top was 0.943 atm.
  18. Absolutely not. It's laughable and that's one of the reasons I've removed it from my game.
  19. Happy birthday, dude.
×
×
  • Create New...