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ThorBeorn

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Everything posted by ThorBeorn

  1. Are you running any other mods? If you are, try loading the game with just FASA (and Squad ofc). I have a very vague memory of a mod conflict between FASA and some other mod, being caused by a faulty patch in an other mod. Could also be due to running out of memory as G'th said.
  2. @Lack: I know the OP is extensive already, but this info is very useable for those of us who delete a lot of parts manually for whatever reason. Perhaps put this in the OP? Thanks.
  3. That is a known bug from Scatterer. It does that with rescaled planets in map view. I think Blackrack has been working on a fix for it.
  4. Gad: I had the exact same problem with rescaled systems. I posted pictures of it a couple weeks ago. I never got a response by Blackrack though. I will try adjusting exposure too, thanks for the advice.
  5. I hear you. FAR was the first mod I suspected and the bug is present without it. But I haven't tried with a stock install only. I'm about to go away for a week, but I'll report back here if I get around to do some more bug hunting.
  6. I have a bug to report. The center of mass starts this inverted bahaviour (CoM moving backwards when filling up a tank forwards of CoM for example) after some time in the VAB. Sometimes the CoM just goes wild and ends up 30 meters outside of the craft. I don't have solid reproduction steps, sometimes everything seems to be normal, but I suspect reverting to VAB or loading an already built craft causes it. The bug disappears when RCS Build Aid is removed from my install and it comes back when I put the mod back in Gamedata folder. I run a RO install with lots of mods. I realise this introduces confounders, but I don't feel like digging more into this today. Output.log: https://www.dropbox.com/s/eogir10q15gz8ly/output_log.txt?dl=0 KSP.log: https://www.dropbox.com/s/5qtyxq48z66xs54/KSP.log?dl=0
  7. Now where are those fancy parts (beside the super fancy KF parts) from?
  8. Dante80: I'll +1 this. The new one looks amazing, but the old one still has its own niche. Reflections could be cool, but are far from necessary. I also seem to recall people trying that on PP before and failing. Look in the old "Reflection plugin" thread, I think it was discussed there.
  9. Very cool. I even had to stalk your discussion with ferram4 on reddit You can never learn too much.
  10. Here are some screenshots of the artifacts I was talking about. As you can see they appear more obvious above the ocean. And they only change/appear when you move through the atmosphere, like when you fly something, zoom in or out etc. Let me know if you need more info. Oh and you probably want to look at the images in full size.
  11. Started using this for the first time since 0.90. I get a weird bug where the small and medium stackable intakes just can be attached backwards, with the intake part towards it´s attachment. I cannot make it attach forwards using the node_attach. Something with 1.04. changing node_attach? Edit: Probably has nothing to do with SXT and everything to do with some other mod. I started seeing the same behaviour on lots of other parts now. Edit2: So it turns out it is probably how attach nodes work these days. Some parts in some mods including Squads own parts caused this. Seems to be a known problem.
  12. Say I want to manually delete some stock files replaced by Vens SPR. Is it safe to delete both .mu's, textures, diff and nrm textures? Take the cupola for instance. It has some textures besides the .mu file adding up to 1.8 mb. Deleting all textures and models not used should save quite a lot ram right? Edit: Did a bit of testing. It seems like all those file types can be deleted. But it ofcourse affects SXT like mentioned in the op. However only a few of Squad textures are used be SXT. I have no idea how much ram I saved doing this, don't know enough about how KSP loads textures. But, only 5-6 mb savings as mentioned in the op sounds a bit too little, no?
  13. Shazbot: Nice plane! How did you set up the control surfaces? More specific, which surfaces did you set to help with large AoA? Do you only use the all moving horizontal tailfins for pitch?
  14. What a great addon. The cockpit is very cool and the S2->1.25m adapter is very useful. I remember your small cockpits mod from a while back. This is really on another level. Neat stuff.
  15. Is the maintenance port the one under "download" on blowfish's bitbucket page? The reason I'm asking is, that it is 735 mb and I'm on a crappy restricted mobile connection atm.
  16. I thought about that for a brief moment. "Hmm could be that, but no thats too ridiculous". Well there you go. I think I'll use the docking wafer or whatever it's called from IR instead. That's not too cheaty right? Edit: So I built some engines using the docking washer from IR. The most overengineered one had eight blowers (20 kn static thrust each), 32 fan blades and four propeller blades. Two of these babies got my aircraft up to a whopping 15 m/s on the runway. I guess there's room for improvement here...
  17. Do you mean when landing with some horizontal velocity, like when landing an airplane and you slip through the ground and explode? Then yes. That bug happened when KSP and RSS switched from 0.24.2 to 0.25. I think someone said it was a stock bug exaggerated by RSS, something to to with the lack of precision in floating point numbers.
  18. Then it's probably not z-fighting. There's small black dots which flickers and appear more obvious the farther away you look towards the horizon. It was hardly noticible in the 2x rescale until you reached 12km. In the 10x rescale it was obvious from the ground almost. I'll see if I can get a screenshot. Yes exactly. It's also mentioned in the OP.
  19. It works right out of the box. The only thing thats not working as intended is map view. Blackrack said he was going to take a look at that. Edit: Actually there's slight z-fighting/flickering in PQS with KScale2. And there's worse PQS z-fighting with 10xKerbol so: blackrack: Any idea how to fix z-fighting with larger scale solar systems? (using dx9 btw)
  20. You're probably right. It must be so frustrating to not being able to implement clever (imho) features because of median user stupidity/lack of effort. Though this game can be quite tricky sometimes. I'm all for toggleable controls like Gaalidas mentioned if you ever feel like doing that. On the other hand, I should probably make a request for a plugin in the general add-ons forum to adress all rover wheels. This is a sweet mod no matter what
  21. Just downloaded the new Overhaul version. Atmosphere still seems to end at stock ~69 km. FAR shows zero dynamic pressure at altitudes higher than this. Could you have forgotten to change something, atmo scaleheight or something? Edit: There's no pressure curve or temperature curve in 10xkerbol.cfg. Have I got something backwards here?
  22. I think using throttle (shift, ctrl, x and z) controls would be great. That would make it easier to use KF wheels as landing gear. And you would also have more control of the throttle, less of the ON/OFF thing.
  23. This is so cool Azimech. But how do you get the props to rotate? I mean you must attach them either using surface attach or node attach right? Or are you using the rotating docking part from Infernal Robotics or something else, rotating joints? I saw you used landing gear to keep the propeller in place in one engine, but how did you get it in there in the first place without using a "stiff" attachment?
  24. Moderators please delete this post. Too many browser pages open at the same time.
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