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Astraph

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Everything posted by Astraph

  1. Made my evening. And then I saw your nick. Signing off, I've had enough Interwebz for today. XD
  2. True, true. This is the very last mod I need updated to restart my career game...
  3. Hm, taking into account I haven't seen them all yet and I want to have surprises when I finally get around to actually hunt them... I guess I'll just stick with the stock-sized system for the time being ^^'
  4. And is there any list of which anomalies belong to which category?
  5. One (most likely stupid) question - are anomalies and easter eggs' positions also rescaled, so that they are still accessible? I remember playing a couple of months ago and the monolith near KSC seemed to have disappeared...
  6. Well, guess I need to manually try switching mods off then... Thanks for help, at least I know now there is no quick fix to that. ^^'
  7. Hello, I seem I can't get clouds working at all... I used CKAN to install the mod in high-resolution variant, but when I load the the game, all clouds get invisible. I do admit, I'm not playing on a stock version, but I limited visual mods to SVE, SV Terrain and SVE Sunflare. I did not install Scatterer separately, as from what I understand, it's bundled with SVE's main package. Does SVE has any issues if the planetary system is not 100% stock (i.e. when I have OPM and/or other solar system packs installed)? I tried launching with OPM uninstalled, but to no avail. I also tried reinstalling SVE, to no effect as well. My output log: http://www.filedropper.com/outputlog_2
  8. Once NH and KCT get updated I can restart my old career game! @MinimumSky5 - please let us know once you check it!
  9. Well, I just learnt this the hard way. Luckily reinstalling both mods seems to fix the problem. Guess I'll need to wait until 2.5m parts until I can build those sweet, R-7 style clusters ^^'
  10. Apparently the engines are still broken with TweakScale - I'm playing KSP 1.05 with most recent versions of RO and TweakScale availible on CKAN: Any way to fix this issue without installing a clear copy of KSP? I don't really want to restart my career only because my 2nd most used engine got broken :/ EDIT: OK, I managed to fix it the dumbest way possible - reinstalled both RF and Tweakscale. I just hope other craft with tweakscaled structural parts did not revert to normal sizes ^^'
  11. Is it possible that Procedural Parts may cause memory leaks if used en masse? I am in early stages of my career (max procedural tank size is around 1.325*1.5 m) and when I try to load my heavier rocket (which consists of ~20 such tanks) the game gets memory usage spikes up to 200-300 MB per start. Since my installation loads up with around 2.9 GB of memory used when I enter KSC, the whole game then spirals into a rapid crash. I do admit I run quite a few of mods (including stuff like KCT and Dynamic Texture Loading), so it might have something to do with mods getting incompatible. My prime suspect is the Texture Reloading mod, but I don't know how to check it and since it's better at keeping my installation running than ATM, I'm not willing to give it up. I'll try using regular tanks next time I run KSP and see if the game still has leak issues. Alternatively, I'll try ATM and/or do the classic mod purging to save up some memory...
  12. Damn, must try this out ASAP. First Sigma Dimensions, now this... Does it work with RSS/RO as well?
  13. Neither do I - that'd be my first career game since 1.0 ^^' I'll surely let you know if something strange happens!
  14. Sure thing I'm staring a new game, so there should be no problems starting... We'll see what happens next. I remember some rescaling mods used to have problem in career after the player left the atmosphere (IIRC, the game crashed because it tried generate contracts targets located underneath the planet's surface). From previous posts in this thread I understand that's no longer a problem, am I right?
  15. I'll give this a shot with New Horizons career later today. I wanted to play a rescaled system, but was quite devastated not to see 3.7 or 2 scales on CKAN in 1.05..
  16. Has anyone managed to get system rescaling mods work with NH in 1.05? I'd love to take a shot at career mode in a rescaled NH system, but when I tried installing the 64k scale system, all non-stock planets glitched...
  17. [quote name='Nori']So it wouldn't really work then with the New Horizon planet pack? Since it moves Kerbin to be a moon of a new gas giant.[/QUOTE] I second that question. I'm trying to set up a resupply station for my interplanetary craft, but for some reason even though I managed to record a mission, I cannot execute it again. The supply ship accepts the mission, but once ETA passes (I warp time in Tracking Station), nothing changes, I receive no notification and ships remain in their respective orbits. I can switch to supply craft and when I open RMM window I see "Maybe later" in ETA field: [img]http://i.imgur.com/ZAWkNYY.png[/img] Is it due to my game running on New Horizons? I hoped missions within Kerbin SoI would remain unaffected...
  18. I'm having a small issue (might as well be my lack of skill, therefore I'm not calling it a bug) in 3.7 Kerbin resize. I just can't find a reasonable reentry profile when returning from a rather low orbit of 250 km AP. When I aim at a shallow reentry at ~55 km, the 1.25 heatshield (100 ablator units) burns down pretty fast (reentry effects appear just after crossing the 70 km atmosphere border), and gets vaporised while still travelling at >4 km/s. Truth be said, the ablator reduction rate gets pretty slow at the end, so I reckon I might be pretty close to the correct profile. Anyway, I've tried several other profiles (with PE ranging from 25-45 km), and they all ended with my 1.25 heatshield getting vaporised in a matter of seconds. As mentioned before, I'm using the 3.7 Kerbin resize plugin and FAR. Any ideas on how to proceed? I don't know if DRE's compatibile with planet resize mods (I know it uses a separate config for RSS), or should I just keep trying until I hit the correct PE?
  19. So with *2 system we'd get dV increase of ~1.41? Sounds probable, thanks Also - am I seeing correctly New Horizons is not available by CKAN?
  20. And what about dV? Is there any simple way to recalculate dV values to adjust for bigger distances? I guess it's not as simple as multiplying everything by 2 is it?
  21. We'll see if I can manage Anyway, out of curiosity - are the rescaling mods very detrimental to textures' quality? I'm a bit afraid to see Mun or Kerbin's textures stretched beyond all recognition ^^'
  22. What about the hydrazine bug? I'll try the updated version as soon as I return home, but it'd calm me down to know beforehand
  23. The thing is even the most simple Sputnik is uncontrollable, even with a reaction wheel installed... Guess I'll just rely an RCS then.
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