worldspawn
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Posts posted by worldspawn
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Yeah I reinstalled US and DMagic, too. Still happening It's hard to tell since I can't zoom in probably but when it happens it looks like the quads are missing and there's just a gap.
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I'm having the most bonkers problem using the US parts for this mod in this version. Any ship I attach them to experiences a weird bug where shortly after launch at about 6-7km my ship flies away from the camera as though a part broke. Instead what's happening is the center of mass is moving further and further behind my rocket and it picks up some serious speed as it does so. This causes even slightly touching the controls to make my G forces meter go haywire since the distant rocket tries to move around this way off center of mass. It gets so bad that after my first stage simple things like decoupling cause the rocket to disintegrate from the G forces and pieces go flying away at insane speeds.
Any ideas what that could be? I tested the quad core with no US modules attached as well as then attaching the standard US modules and it works fine. Only the DMagic ones cause this.
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Found the problem with the kerbol 10x configuration. Removing AtmosphereFromGround from the config fixed the problem. I updated my default config at the same location on the OP. Please be aware 10x kerbol is very early in its development. I original created the first version for RSS 5.X. Then I was busy with life so I had not the time to properly support it. Now I'm starting to actually work on. Please be aware in future version of the config KSC might move. The current config's heightmap ends up altering the landscape to not match the biomes correctly. This latest update I moved the KSC to the default stock location but it far from the shore and sunk into the ground. Working on fixing the heightmaps.
I couldn't find it earlier in the thread but does using one of the 8k planet textures out there help resolve the issue where mountains like K2 just become a lump since the heightmap is getting stretched out? I'm tempted to go with a linux install of Kerbal just so I can do that plus still use all of my other mods. Active texture management has reached its limits for me.
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
in KSP1 Mod Releases
Posted
I'd guess they're probably accurate as the increased cost is for the convenience of being able to streamline your ship.