mike9606
Members-
Posts
780 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by mike9606
-
Missint Part.cfg for Nose Cone Adapter
mike9606 replied to mike9606's topic in KSP1 Technical Support (PC, unmodded installs)
Thanks for that .cfg thingie, it'll be nice to have the old NCS Adapter back. -
I preferred the older model of this cockpit (pre-1.0) because it looked cool and Sam Hall's IVA was brilliant. This model fits the new Mk1 Style better, but I personally liked the old one better (cockpit and Mk1 Style), and the IVA isn't nearly as good as Sam hall's mod.
-
I had some issues using it. I don't know if it was a bad install but attempting to launch my carrier at the Oceania KSC buoy summoned the kraken. after removing the CVE parts I discovered I Was spawning underwater but not freaking out. After attempting to launch from runway Kerbin's terrain went weird. Either way, I'm not using it again considering it seems AlphaAsh didn't even fully read the posts I put here (Page 160 of the kerbinside thread, he didn't even bother to research how to use the mod it looks like considering his boat is missing some important things, and the fact it contains no CVE parts despite me mentioning in one of my posts it only really happens with the CVE parts). I don't know if my install was bad or not though. That was with an old version of KK. Though the buoy did tend to spawn the ship a little above water, which caused issues with destroying stuff that was supposed to sit below or slightly above the waterline. I recommend using hyperedit for launching ships. It's much more gentle with its teleport then land function (ship lander). Another thing to note here is DON'T SUBMERGE THE CVE PARTS. If anyone wants to check KK and Kerbsinside compatibility nwo go ahead. I'm not sure ymself why KK was intent on spawning my ship underwater during my experiments but maybe someone else will have different results.
-
Well, for some reason I can't attach any parts like connectors to others. I'm trying to use a pipe to secure a rover to a Maritime Pack ferry but the kerbal just drops the connector on that spot instead of attaching it to the craft. Everything else works fine. EDIT1: Nevermind just took a look at the manual and you have to have a tool equipped to attach parts.
-
The RO-RO bow looks useful. I think I may set up a mobile base in the arctic, and surely the RO-RO will be useful for it if not atleast delivering stuff to the island airfield. I attempted to use KAS harpoons to attach a transport rover to the inside of a transport plane made with the KN-225 parts from SXT but it failed miserably (the vehicle got jostled around upon landing, leading to the destruction of most of the plane although the fuselage and landing gear survived). Boats are probably the best and safest option.
-
Low FPS in 1.0.4
mike9606 replied to mike9606's topic in KSP1 Technical Support (PC, modded installs)
Well I would have put this on the bugtracker by now, but for some reason I am not getting the activation email for my account. I've tried choosing the option to send another one but it doesn't work. - - - Updated - - - Well, I am very confused. loaded up my game and all of a sudden it works perfectly fine. I am very confused, but am happy that it works right again. -
Low FPS in 1.0.4
mike9606 replied to mike9606's topic in KSP1 Technical Support (PC, modded installs)
Whoops, I forgot to edit the OP to show that I did a test with no mods and still got lag. - - - Updated - - - Well, here are the settings, DxDiag, and log: LINK -
Just a thing I want to point out real quick: ISU-152 and SU-152 are two different vehicles. They share the same gun, but the ISU-152 is built on the IS heavy tank chassis and the SU-152 is built on the chassis of the KV-1S.
-
Low FPS in 1.0.4
mike9606 replied to mike9606's topic in KSP1 Technical Support (PC, modded installs)
In what folder are the logs located? Also, what is dxdiag? I forgot what it was. -
Low FPS in 1.0.4
mike9606 replied to mike9606's topic in KSP1 Technical Support (PC, modded installs)
Well, my computer has 8GB of RAM (7.89 GB usable according to the system specs window) and the processor is an Intel i7-4700MQ CPU with 2.40GHz of processing power. The computer itself is an Alienware 17 laptop, which has only ever had 1 hardware failure for me, which was when the hard drive mysteriously died (there were no viruses) a month or tow after buying it. I had the hard drive replaced and there have been no issues with the hardware since then. EDIT1: Bug Tracker account created. Awaiting activation Email. I'm off to go find the logs. -
Low FPS in 1.0.4
mike9606 replied to mike9606's topic in KSP1 Technical Support (PC, modded installs)
Reproducing isn't very hard. For me I always get the FPS drops in the certain conditions (anywhere in flight, looking to the outside while in VAB and SPH). I'll look into finding the logs and posting them on the Bug Tracker. EDIT1: Why does making a Bug Tracker account require my first and last name? I myself am not really too keen on sharing personal info online. -
Low FPS in 1.0.4
mike9606 replied to mike9606's topic in KSP1 Technical Support (PC, modded installs)
Well, it seems that that is the title for the thread these posts were moved too. Also, that name is incorrect. I only had issues with 1.0.4, 1.0.3 was fine. I think it would probably help if the naming error was fixed as 1.0.3 was perfectly fine, 1.0.4 is the issue. -
Low FPS in 1.0.4
mike9606 replied to mike9606's topic in KSP1 Technical Support (PC, modded installs)
Well, I made a stock install and launched a Searwing A300 (105 Parts) and I get the same FPS as on my modded install. -
Low FPS in 1.0.4
mike9606 replied to mike9606's topic in KSP1 Technical Support (PC, modded installs)
I am 99% sure mods are not the issue as I had the exact same mods in 1.0.3. I'll check though. -
Low FPS in 1.0.4
mike9606 replied to mike9606's topic in KSP1 Technical Support (PC, modded installs)
My main issue is the fact that all of s sudden quite small part numbers on craft have seriously dropped my FPS to unplayable numbers in flight. The editors are a bit laggier but perfectly usable. I think it is some sort of memory leak as changing graphics settings do nothing to help and on the same setting with 1.0.3 it ran fine. I use mods but the only new one is SXT and they all worked fine with 1.0.3 and 1.0.4 is only fixing a single bug. EDIT1: I think its something to do with terrain as looking at the open hangar doors of the SPH produce lag but looking at the inside without seeing the outside world has no FPS drop. -
Low FPS in 1.0.4
mike9606 replied to mike9606's topic in KSP1 Technical Support (PC, modded installs)
Well it seems the issue with the camera derp I mentioned earlier is recurring. I don't want to sound whiney, but it feels a bit like this was rushed out considering that I've had 2 major issues that have essentially made my game unplayable due to an update for a single bug. -
Well I'm rather angry at this update. Seems some sort of major memory leak is back because even with low quality textures I still get roughly -5 FPS with a mere total of active parts (two vessels) equaling up to around 81. [REMOVED] I apologize for slightly overreacting. See page 2 for system specs. NOTE: I did a test with no mods and I still get lag. EDIT1: Dxdiag, Settings, and Log EDIT2: Issue seems to have fixed itself, this thread can be closed now.
-
The issue that bothers me the most with that Performance Preview video is the fact that it seems the crafts just plain out entirely exploded when they crash too hard. See the docking scene whacking around the two ships. First the two docking ports exploded, and then when the adapters hit each other too hard the whole darn thing detonates like its made of nitroglycerin.
-
Mk2 Crew Cabin Impact Tolerance
mike9606 replied to mike9606's topic in KSP1 Gameplay Questions and Tutorials
My main issue is just that compared to other parts that you would see along with it on a plane it is much weaker and thus isn't actually viable for aircraft that may have rough landings or something. -
So I was designing a KAX turboprop powered Mk3 airliner and had a Mk2 Crew Cabin in the tail for "Uber-Economy" Class. After the original design's two PT-100 turboprops proved too weak to keep the aircraft flying I had to ditch it in the sea. I noticed that all of the fuselage survived except for the nosecone and the crew cabin. I checked the parts list and for some reason the crew cabin has a stupidly weak impact tolerance of 6.0 m/s. The cargo bays and inline docking port have a tolerance of 50 m/s, and the cockpits 45. Can anyone tell me why it is like this?
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
mike9606 replied to AlphaAsh's topic in KSP1 Mod Releases
Well all of the issues stopped happening after uninstalling KK. I'm pretty sure that means KK had SOMETHING to do with it.- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
mike9606 replied to AlphaAsh's topic in KSP1 Mod Releases
1.0 looks cool, but I don't think I'll reinstall as it seemed that KK was very much summoning the kraken when used with Fengist's Maritime Pack (look at page 11 and 12 of the thread and you can see what I mean).- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
An H-tail or something similar may have worked better than the standard tail setup in that situation.