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Beetlecat

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Everything posted by Beetlecat

  1. I guess that water landing wasn't as smooth as I thought. I only brought Jeb along, so I can't patch these up. I'll try another landing in daylight in case it's not obvious that we're looking from below the surface.
  2. For the life of me, I couldn't figure out what was going on with what I *thought* was a clean/fresh gamedir -- apparently I've been dragging along some older stock components and it was thwarting everything. Now I know what to fix in that vanilla stash.
  3. So -- sort of on-topic... My rig is getting taxed when installing scatterer + EVE, etc. What's the best bet for helping performance with these different aspects of KSP? I know the general line is that KSP winds up being more CPU intensive than GPU, but does GPU help with things like Scatterer? Is running KSP with Scatterer still going to rely on brute CPU force?
  4. This is pretty exciting -- the visual ecosystem for my next KSP career game is coming together... Scatterer just got a lovely update (and isn't now ((or wasn't?)) DX11-phobic). Bring on the mods!
  5. Sparktacular!!! my goodness. ------ @blackrack I know it may be gauche to speak of $$ -- but is your paypal supposed to point to a French portal? I don't do the bitcoin thing as yet. -- your humble plea isn't falling on deaf eyes.
  6. *BOGGLES* What. The. Heck! A very welcome sight, @EnzoMeertens! Thanks for dropping a new version. Can't wait to try it out. Combined with a recently re-done CollisionFX, we're having fun crashing again.
  7. Oh! as in viewpoint "camera" -- I getcha now. Yes -- some cockpit ivas take up a LOT of the view. I don't wonder that this isn't true of many real-world aircraft, as well. The advantage there is that being in a 3-d space, we'd have a much better situational awareness than we do when plopped into a game-rendered version without peripheral vision and depth perception. When flying usual missions and flights, I find myself toggling internal / external view quite often as a way of simulating better situational awareness, but spend most of my time in-IVA. For lining up approaches, I'll use the cockpit instruments, then zoom in to the window with the double click for the clearer view ahead, then hopping back to check for drift, etc. There's no one view I wind up happy with. Can I suggest (if you don't already use them) Nano Gauges? They're pretty cool little instruments, and you can customize clusters of them really easily to appear in flight, orbit, launch, etc. (or custom settings for IVA only, or for use when zoomed out the front canopy view...)
  8. Low? As in located in the lower portion of the cockpit panels? I'm assuming you know you can pan your view around when you're in IVA? Assuming that's not a silly question, I can't remember if the Hullcam(or something similar) mod provides a popup window you could drag anywhere you want on-screen...
  9. I'm finding myself confused at the SM-H3's construction (and the other hab-labs that look like it) -- is it a clever mash-up of parts to make it look inflatable, or was there a part rework in MH that I've totally missed? Either way, it looks great!
  10. That's really cool. Is it affecting the UI controls too?
  11. I wasn't able to get to it yet this week, but it should be a quiet evening tonight... ;D
  12. You may have been a bit too on-point with your playful sarcasm. I've done it before... But, it does show how much we appreciate the ongoing fiddling, tweaking, and fixing of this and many other mods.
  13. Would my wild slowdowns upon crashing/hard landing that invoke this mod's effects share a similar condition to landing in water? I noticed I get a similar nearly "seconds-per-frame" degree of slowdown when splashing down that gradually improves when each effect fully plays through. Since the behavior is so similar, I'm guessing it's something to do with my settings. Any ideas what game effect or feature this mod invokes to see if I have some absurdly high value set that would govern it? Is it just using the particle system? I'll try wiping my config and see if I can figure out the culprit.
  14. Maybe this is more of a KSP-wide question/issue but is there any means of manually entering/tweaking the wing values instead of using the increasingly-fine-grained sliders? I build a lot of small planes/craft, and wind up using maybe the left-most millimeter of the slider for the most part, making it really hard to match scales when adding control surfaces, etc. I hope I'm not totally missing an alternate tweak method for pwings...
  15. The default configs are messy -- and basically have a bunch of things switch on to full, which is why everything is glowing, looks dirty, is way too dark, etc. Throughout the thread (maybe even on the OP now, or back a page or two) there are other posted config sheets that tune down the settings to be much more reasonable. What looks good is entirely subjective, so it would be worth tinkering with them on your own as well, but at least getting a better starting point is a lot less discouraging. Good luck!
  16. I wonder if something like ModActions would work for this -- though this seems to be quite out of date:
  17. You could add a mod filter on Kerbalx.com to show craft created using APP parts. It's not really a showcase, though. You'd have to page through all the release notes here to see each part one by one .
  18. Okay -- it happened with NavHud as well, so I was assuming it's related to some sort of 'overlay" layer conflict.
  19. Slick! TY for this. Before I try it out--does this also affect the strange "brightening" effect (such as on runway lights) that happens when toggling the markers on? Maybe related to the transparency. I don't know why, but I still run both mods. Just like the looks of these markers more sometimes.
  20. (to this day I still can't believe the sour backlash that elicited...)
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