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Mystique

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Everything posted by Mystique

  1. Am I correct that before installing texture pack (say, Endraxials one) I need to remove all TR's files in GameData/TextureReplacer/EnvMap (so that I won't have 2 sets of different textures with different extensions)?
  2. It's a great mod, though after last game&mod's update I had to disable it - it actually uses more memory when enabled, perhaps due to some bugs or mod conflict (most likely with Texture Replacer), so use it carefully.
  3. Any pics? Don't really get the idea why this is better than clamps (except cases when clamps interfere with ship's parts).
  4. Can you land it anywhere on even surface, not aiming for runway? Maybe you're also overcorrecting during final phases of approach, when speed is small and it's easiest to stall. Try just flying directly forward and gently landing somewhere in grasslands, at least for practice reasons.
  5. After completing lots of contract they became less interesting, so I do like this when I need money for some grand stuff like interplanetary mothership with several nuclear reactors: Pick up all contracts "test ... while landed" available. Pick up all "juicy" contracts like "test huge engine while in suborbital flight and get ~500k Kerbucks" Decline all contracts that don't match (like cheap part testing contract "in flight over Kerbin"), see if new ones similiar to listed above appear, if they do - also accept them. Build test rig capable of getting huge engine to needed altitude and landing it back safely, stick all "land test" parts to first stage so that they will be triggered and decoupled immediately on launch. Get up to 1 Megakerbucks in next 2 minutes. P.S. And don't forget about policies, who cares about reputation anyway?
  6. I've uploaded last 2 cfg I've found in game's folder, hope they're what you need, because I don't see cfg with modified time of the last time I've launched KSP =\ https://www.dropbox.com/s/rii3lpui7sy0www/AGExt00630.cfg?dl=0 https://www.dropbox.com/s/6mtzyzhwz8qpqfg/AGExtEditor.cfg?dl=0 There are generally 2 new things I've used on SSTO which has that error - cargo bay and rapier engine, both have key bindings made with AGE, both work properly.
  7. I believe we have the same issue, though I see those sometimes flickering shadows (especially during timewarp) for quite a long time so I just stopped paying attention. Experiments with settings and mod had no effect. Problem concerns shadows on piloted vessel cast by its own parts (like wings and other stuff), usually it occurs when under bright light (and usually on LKO, but this may be a coincidence).
  8. Yes, it persists on vessel reload. Strange, because all assigned parts are in place and I don't see any problems with bindings. All works well in flight also.
  9. Stock SM button keeps disappearing sometimes during flight. Any ideas how to prevent that? I'll try switching back to blizzy's toolbar, maybt it'll be more stable (even though I had some issues with that button before update - sometimes it refused to close SM main window, somehow it was fixing itself after docking).
  10. After last update I keep getting some floating green text when I enter SPH: AGX Load Action ambigous. Count: 0 Module: ModuleAnimateGeneric ToggleAction Any ideas?
  11. Tried optional MJ module for NEAR, doesn't seem to change much - plane still makes too sharp moves when I activate SmartASS and using stock SAS is the only option, sadly. Seems I've noticed a bug: when generating circularize node (at least after take-off from KSC) and hit NODE in SmartASS while force 0 roll is checked, rocket tends to turn upside down, i.e. having Kerbin above the head (by the look of navball). Long time ago there was a bug when SmartASS made such mistakes, but now I somehow a feeling that it's node related, like node is somehow "flipped". I'll try to prove that, 'cause I'm not yet sure. P.S. I was hoping to find some difference in node editor, but there seems to be none. Anyway, nodes creating using "circularize" after I'm in stable orbit no longer cause same behavior as written above.
  12. Same thing here. By the way, what does "show in action groups" mean?
  13. That new "porkchop" interplanetary transfer node generation feature is totally awesome Really, before I either packed up LOTS of delta-v (like near future mod is allowing to do) and made kind of Hohmann tranfer regardless of transfer windows or was just doing some other stuff not involving interplanetary transfers (especially after visiting all the planets with ~200 ton biomass-generating mothership, but that's another story). The only request is - is it possible to make other maneuver planner option to be selected by default? Otherwise when you choose some planet as target it starts generating that graph and window size is increasing, which is not alway covenient.
  14. Any mods like Texture Replacer? I saw that someone was reporting memory leak after replacing skybox or something, plus ATM that you're using was just updated and I think that update may fix the issue.
  15. Great, nice to see that mod is being developed Really waiting for science alert feature (it wasn't so bad until I started to use Orbital Science mod, now that I have lot of science part for each vessel it gets really tiring keeping track of all of them manually)
  16. Doesn't NEAR have that cool feature? Yesterday I lost my wings when turned my "figher" jet too sharply. Tried to land it using canards and drag chute, but, well, no luck =\ I usually build with starting TWR around 1.3 (I don't like it less than this - lift-off is quite slow and heavier rockets may get unstable during that slowest phase of ascent and/or hit launch clamps) with final TWR for 1st stage (either SRB or LFE) 1.8-2.5 depending on design, usually more for SRB and less for LFE. After I reach about 1 km altitude and about 60-100 m/s speed (the higher TWR is, the earlier I may start) I start gravity turn by making pitch 85-80 degrees. Then, depending on how rocket will behave: if prograde marker stays stable, i.e. rocket is going up steadily and vertical speed is increasing fast, I continue turn by keeping rocket's not around lower edge of prograde marker until I reach ~30 km altitude, then I turn much faster until reaching pitch of ~0 degrees; If I see that rocket for some reason tends to keep turning towards the ground even though I don't ask it to do so, i.e. if prograde marker starts falling down faster than pitch, I keep pitch above prograde marker, but better not exceeding 10 degrees angle of attack (otherwise there is a risk of flipping). 2nd case is worse, because you'll be flying at an angle and fighting gravity while also losing fuel, but if thing don't go FUBAR, I'm making it to 80-100 km orbit with much less than standard 4500 km/s delta-v.
  17. Yep, that's right. About phantom stage - it's actually chutes that were left on detached stage for automatic recovery purposes. When that stage was flying near me and getting hot, its chutes appeared in phantom stage with overheat warning, even though they weren't part of the vessel anymore. Maybe that the cause of problem, who knows.
  18. Another issue - when using KAS to re-attach any part on vessel (like RCS port that didn't even have hotkey assigned) all keybindings made in AGX are lost. Is there any idea how to fix it (besides not using KAS)? [LOG 21:43:02.182] There are loaded Kerbals on a ladder. Cannot save [LOG 21:43:20.295] [KAS] Grab - Grabbing part :linearRcs [LOG 21:43:20.323] Docking event! [WRN 21:43:20.323] [PartJoint]: None of the provided nodes was valid! [ERR 21:43:20.326] Cannot find module 'ModuleDockingNode' (-1142502075) [ERR 21:43:20.327] Cannot find module 'ModuleDockingNode' (-1142502075) [LOG 21:43:20.342] Part count change, reload AGX I guess that's when keybindings are getting lost. Update: quicksave/load returns key assignments to what they used to be (real relief ).
  19. Does that bug affect all crewed modules or only basic pod?
  20. Re-entered from LKO? Try re-entering directly from Mun free return trajectory for testing purposes
  21. Log shows only record about stage activation, that's all. In console I have lot of spam "Skipped frame because GfxDevice is in invalid state (device lost)" (the Kerb should that mean), but there were also records like you posted above and when I have to press space 3 times to actually open chute. P.S. Just in case, what exactly part were you using? I was using stock chute (which is currently tweakable like all RC chutes).
  22. And just in case someone is using MechJeb - there is useful button in SmartASS like PAR- which will keep your docking ports aligned automatically, while you can focus on all other maneuvers. It's not needed for ships with perfectly positions RCS ports, but save some headache in case they are not, so you won't have to switch to rotation while in docking mode to align your ports.
  23. I suspected DRE somehow, generally because I build craft with kind of service/propulsion module that also carries heatshield. After hottest part of re-entry I usually decouple it and have chutes deploy there at the same time in order to get some cash back. When I do this, I get some phantom stage (i.e. empty stage that can be deleted with "-" button) and when I press "space" to activate chute stage, it plays deployment sound while that phantom stage disappears. So I thought that it somehow tries to activate part that was left on decoupled module. Right click or action group is fine until you have to do it while there is about 7 km to nearest mountain, which is quite blocking your way, speed is above 400 m/v and things are getting FUBAR because control was lost when thick air aerodynamics kicked in I have it on, didn't try to switch off ever.
  24. Is anyone experiencing chutes not being deployed first time when you press "space" to activate corresponding stage, even though corresponding sound effect seems to play? Not sure it's RC related, got quite a bunch of mods here, so I'm just guessing, because it only affects chutes so far =\
  25. With disabled ATM seems like it doesn't, though reflections don't show up either: [LOG 20:30:39.843] Load(Texture): TextureReplacer/Default/GalaxyTex_NegativeX [LOG 20:30:40.268] Load(Texture): TextureReplacer/Default/GalaxyTex_NegativeY [LOG 20:30:40.654] [TR.Loader] Generated mipmaps & compressed TextureReplacer/Default/GalaxyTex_NegativeX [2048x2048 DXT5 -> DXT1] [LOG 20:30:41.137] [TR.Loader] Generated mipmaps & compressed TextureReplacer/Default/GalaxyTex_NegativeY [2048x2048 DXT5 -> DXT1] [LOG 20:30:41.139] Load(Texture): TextureReplacer/Default/GalaxyTex_NegativeZ [LOG 20:30:41.917] [TR.Loader] Generated mipmaps & compressed TextureReplacer/Default/GalaxyTex_NegativeZ [2048x2048 DXT5 -> DXT1] [LOG 20:30:41.919] Load(Texture): TextureReplacer/Default/GalaxyTex_PositiveX [LOG 20:30:42.764] [TR.Loader] Generated mipmaps & compressed TextureReplacer/Default/GalaxyTex_PositiveX [2048x2048 DXT5 -> DXT1] [LOG 20:30:42.766] Load(Texture): TextureReplacer/Default/GalaxyTex_PositiveY [LOG 20:30:43.525] [TR.Loader] Generated mipmaps & compressed TextureReplacer/Default/GalaxyTex_PositiveY [2048x2048 DXT5 -> DXT1] [LOG 20:30:43.527] Load(Texture): TextureReplacer/Default/GalaxyTex_PositiveZ [LOG 20:30:44.316] [TR.Loader] Generated mipmaps & compressed TextureReplacer/Default/GalaxyTex_PositiveZ [2048x2048 DXT5 -> DXT1] [LOG 20:30:44.317] Load(Texture): TextureReplacer/Default/KerbinScaledSpace300 [LOG 20:30:48.864] [TR.Loader] Generated mipmaps & compressed TextureReplacer/Default/KerbinScaledSpace300 [8192x4096 DXT5 -> DXT5] [LOG 20:30:48.888] Load(Texture): TextureReplacer/Default/NewMunSurfaceMap00 [LOG 20:30:51.031] [TR.Loader] Generated mipmaps & compressed TextureReplacer/Default/NewMunSurfaceMap00 [4096x2048 DXT5 -> DXT1] [LOG 20:30:51.039] Load(Texture): TextureReplacer/Default/NewMunSurfaceMapDiffuse [LOG 20:30:58.024] [TR.Loader] Generated mipmaps & compressed TextureReplacer/Default/NewMunSurfaceMapDiffuse [8192x4096 DXT1 -> DXT1] [LOG 20:30:58.038] Load(Texture): TextureReplacer/EnvMap/NegativeX [LOG 20:30:58.327] Load(Texture): TextureReplacer/EnvMap/NegativeY [LOG 20:30:58.348] [TR.Loader] Generated mipmaps & compressed TextureReplacer/EnvMap/NegativeX [512x512 DXT1 -> DXT1] [LOG 20:30:58.643] [TR.Loader] Generated mipmaps & compressed TextureReplacer/EnvMap/NegativeY [512x512 DXT1 -> DXT1] [LOG 20:30:58.644] Load(Texture): TextureReplacer/EnvMap/NegativeZ [LOG 20:35:06.207] [TR.Replacer] Mapped "GalaxyTex_NegativeX" -> TextureReplacer/Default/GalaxyTex_NegativeX [LOG 20:35:06.208] [TR.Replacer] Mapped "GalaxyTex_NegativeY" -> TextureReplacer/Default/GalaxyTex_NegativeY [LOG 20:35:06.208] [TR.Replacer] Mapped "GalaxyTex_NegativeZ" -> TextureReplacer/Default/GalaxyTex_NegativeZ [LOG 20:35:06.209] [TR.Replacer] Mapped "GalaxyTex_PositiveX" -> TextureReplacer/Default/GalaxyTex_PositiveX [LOG 20:35:06.210] [TR.Replacer] Mapped "GalaxyTex_PositiveY" -> TextureReplacer/Default/GalaxyTex_PositiveY [LOG 20:35:06.210] [TR.Replacer] Mapped "GalaxyTex_PositiveZ" -> TextureReplacer/Default/GalaxyTex_PositiveZ [LOG 20:35:06.211] [TR.Replacer] Mapped "KerbinScaledSpace300" -> TextureReplacer/Default/KerbinScaledSpace300 [LOG 20:35:06.212] [TR.Replacer] Mapped "NewMunSurfaceMap00" -> TextureReplacer/Default/NewMunSurfaceMap00 [LOG 20:35:06.212] [TR.Replacer] Mapped "NewMunSurfaceMapDiffuse" -> TextureReplacer/Default/NewMunSurfaceMapDiffuse [LOG 20:35:06.217] [TR.Reflections] Environment map -x -> TextureReplacer/EnvMap/NegativeX [LOG 20:35:06.217] [TR.Reflections] Environment map -y -> TextureReplacer/EnvMap/NegativeY [LOG 20:35:06.218] [TR.Reflections] Environment map -z -> TextureReplacer/EnvMap/NegativeZ [LOG 20:35:06.219] [TR.Reflections] Environment map +x -> TextureReplacer/EnvMap/PositiveX [LOG 20:35:06.219] [TR.Reflections] Environment map +y -> TextureReplacer/EnvMap/PositiveY [LOG 20:35:06.220] [TR.Reflections] Environment map +z -> TextureReplacer/EnvMap/PositiveZ [LOG 20:35:06.315] [TR.Reflections] Environment map cube texture generated. [LOG 20:35:06.330] [TR.Reflections] Visor shader sucessfully compiled.
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