Jump to content

enki

Members
  • Posts

    40
  • Joined

  • Last visited

Everything posted by enki

  1. I tried the openGL fix and it reduced a game with mod footprint that sat around 3.0GB in the SPH to 1.2GB in the SPH. That is a huge, impressive reduction.
  2. I found a lot of this was an issue with mouse button state. Try clicking both left and right a bit after you leave the KSP window. I had trouble moving things in explorer and whatnot but clicking around a bit fixes it.
  3. I quicksave to prevent having to redo huge bits of work. I avoid replaying the same scenario until I get it right. Its better to let the cards fall how they may. I also design safety features into my craft. Its been a while since I lost a kerbal to mechanical failure or bad piloting.
  4. The navball hiding Chase Camera No loading in background Floating point in general Part configs are willy-nilly. Everything should be based on MODEL{} nodes
  5. Thank you, this is exactly what the doctor ordered.
  6. What direction is the pod you are controlling from facing? If it points straight up and you go up and down hills, the heading will change based on what side of the rover is lowest. Your best bet is to put a probe body aligned so that it faces the forward and points at the horizon. Your heading will more properly reflect the direction you are traveling this way. Also, Streetwind has it correct for compass heading and degrees.
  7. Non-radially attachable docking ports have their uses, like inside cargo bays, where you don't want the radial attachment and only want it to attach on a node. That extra part is probably using a negligible amount of ram, so keep it around just in case.
  8. enki

    .

    It looks stable and has some insane maneuverability. Impressive.
  9. Should really not post until you have a spiffy thing to post.
  10. Had the same issue a page or two back, open the FAR gui and smack the sweep AoA/Mach button. It seems to fix things.
  11. If only some of us had a choice of ISP. Where I live you use the slow as all get out DSL or put up with the local cable company's BS.
  12. I've run into a space program-breaking issue with FAR. Procedural Fairings are causing way too much lift and adding some winglets did not fix it. The same rocket without FAR looks much more stable. edit0: reloaded the rocket, things looked very odd edit: Started playing around with the FAR GUI and the rocket looks flightworthy again. Not sure what is going on here.
  13. Did you rotate the root part at all? All of my controls were backwards when I started with a backwards root part.
  14. Does anyone have a config to add these lights properly to KAS? I found some information on page 37 but it seems outdated. Prefer something that ModuleManager can use if you have it.
  15. Tyoi already knows he wants a polar orbit. That would be a trivial increase in dV requirements as long as the polar orbit was achieved before or right after the SoI change.
  16. Wouldn't reducing the sideways 'grabbiness' of the wheels help? In the same way RoveMax Model 1 wheels will slide vs. teh TR-2L Ruggedized wheels will grab and cause rovers to do stupid things?
  17. I really want to see sparks when I land on something that isn't a wheel. Maybe a similar effect but with dirt and other debris when I'm not on tarmac. Also, how about landing gear that slip rather than grabbing and preventing me from going to space today. https://www.youtube.com/watch?v=HzKL1KaTAFs
  18. They would need to be added to the \Kerbal Space Program\GameData\FerramAerospaceResearch\Plugins\PluginData\FerramAerospaceResearch\config.xml file toward the bottom something like this:
  19. Random user here. I would love to have more things in that little toolbar.
  20. Have you looked into the stock part texture reducer? It may help squeeze a bit more performance out of your hardware as well.
  21. I run mod heavy, the only issue I have is that I keep bouncing between wanting and not wanting RemoteTech. There have been some improvements in memory usage across various mods that let me run NovaPunch, KW Rocketry, B9, and a host of other mods while keeping my RAM usage during load around ~2.6GB. This has greatly improved stability. Previously I'd be sitting at 2.9GB right after KSP loaded and that seemed very unstable during gameplay. Hell just using the Squad Texture Reduction pack freed almost 300MB worth of memory. With the exception of RemoteTech most of what I use is just parts. If I want to build stock only it is pretty easy to do. I do find things like Editor Extensions, Design Assist, and Subassembly Manager essential to my enjoyment. Being able to toggle symmetry mode or pull up a strut, fuel line, or launch support without having to dig through the part tabs is a great help. I've also welded a few common part configurations together to make my construction go faster (like a bare rover chassis).
  22. I strongly suggest looking at the Docking Alignment Indicator mod and never using the mechjeb docking or rendezvous again. This will help get the angles you want when you dock also.
  23. I found sneaking a quantum strut in and toggling it off while adjusting greatly increases the strength of any connection. Specifically wings, IR gizmos, and docking ports. The wings got very wobbly while in flight, but it worked successfully and with the Q struts I didn't have any wobble unless I wanted to.
  24. I like the changes FAR adds to make spaceplanes sensible. I'd be willing to settle for a FAR-lite that includes control surface assignments, but getting a rocket to orbit stopped being a challenge for me a LONG time ago. Yes it requires less dV for orbit, it makes my rocket handle more like a rocket should. Changing pitch isn't something that you just do more or less instantly with little regard to your velocity vector. FAR fixes the infiniglider glitch (mostly, I was still able to get a plane to inch along with control surfaces, it didn't go up, it didn't reach orbital velocity) and generally makes planes tolerable to fly. I don't want to go for ultra realism. If anyone has been following Feed The Beast lately the patches that 'increase difficulty' only end up in adding tedium, not fun. FAR adds fun.
  25. I guess I'm missing something incredibly obvious. I have a Comm sat set up with 2x 4Mm antenna and 4 dishes capable of 30Gm. There are 3 of these setup in keostationary orbits. When I try launching another I point a dish from each of the keostationary satellites at the one I am sending to the Mun. It points a dish at each of the 3 keostationary satellites. They still show max range of 4Mm regardless of having both antennas deployed or having dishes pointed at anything. I'm not entirely sure what I'm doing wrong. How about a screenshot of a proper sat. capable of longer range communication. I think its something simple but I just can't tell what step I'm missing.
×
×
  • Create New...