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Everything posted by Tic-Tac
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[0.22.X] BobCat ind. Historical spacecraft thread
Tic-Tac replied to BobCat's topic in KSP1 Mod Releases
Already using it... -
[0.22.X] BobCat ind. Historical spacecraft thread
Tic-Tac replied to BobCat's topic in KSP1 Mod Releases
Is there some kind of texture reduction for this mod? I have good fps values when I don't use it, but adding it just kills it, I drop at about 10 fps... Even though I have enough memory. -
A Mechanic Is Jeb, or "KAS For Almost Everything"
Tic-Tac replied to GavinZac's topic in KSP1 Mod Development
Didn't change anything for my install, except an AIES strut... I suppose I installed it wrong, i'm supposed to put it in the Gamedata folder, right? -
So... I read a bit of the Wiki, it's not really well explained how to add new grabable/attachable/placableincontainers parts(for example I'd like to add some mod solar panels to them, and also batteries). I saw this: https://github.com/KospY/KAS/wiki/Part%20modules Okay I got how that worked, but... Where do we put those lines? In a cfg in the kas folder? In the part's cfg? In gamedata? And is there anything we have to add? Name? Thanks.
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[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Tic-Tac replied to Normak's topic in KSP1 Mod Releases
I already used all of those, except Active texture management that I have never heard of, I'm trying it now, and it seems to have fixed the crashes even with the kosmos pack, thanks for the link ! edit: crashed after two hours, but it's still about 8 times more than without it, so it's nice -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Tic-Tac replied to Normak's topic in KSP1 Mod Releases
It's not enough, my game already crashes every half hour or hour, and I only have KW rocketery and AIES that give me parts, with Kosmos (and with lite), it crashes after maybe 15 minutes, usually during loading screens :/ And sometimes without even a crash report. I only have 4 Gb of ram, probably that, and my processor getting a bit old (dual core amd 3.1ghz) -
encounters sometimes unstable
Tic-Tac replied to lammatt's topic in KSP1 Gameplay Questions and Tutorials
Having the same issue, sometimes the encounter isn't even shown, I just have an elliptical trajectory, but once I get close the SOI changes... -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Tic-Tac replied to Normak's topic in KSP1 Mod Releases
Thanks mates ! dammit, the mod gave me too many CTDs, I had to unninstall it, maybe when I get a new PC... -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Tic-Tac replied to Normak's topic in KSP1 Mod Releases
Do we have to add the parts manually to the tech tree? -
Flags are not "Flights in Progress"
Tic-Tac replied to jfjohnny5's topic in KSP1 Suggestions & Development Discussion
That's what I'm talking about, anything that is landed shouldn't be counted as a flight in progress. But it is now... -
Flags are not "Flights in Progress"
Tic-Tac replied to jfjohnny5's topic in KSP1 Suggestions & Development Discussion
IMO to be called a flight, in game, an object needs to... not be on the ground. Anything on the ground(Bases, buggies, rovers, flags, kerbals) isn't a flight. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Tic-Tac replied to ferram4's topic in KSP1 Mod Releases
But the thing is, I upgraded it yesterday, and it changed nothing :/- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Tic-Tac replied to ferram4's topic in KSP1 Mod Releases
Hi, i'm having some issues with Ferram, I only have KSP interstellar, KW rocketery and Engineer installed, and when FAR is installed, my reentries goe terribly wrong. I first had the problem with a lander that came back from the mun, it was a basic cockpit, with a material lab, four goo containers, four temperature scanners and seismic scanners, and 3 chutes. When it started getting in atmosphere, it lost most of it's velocity REALLY fast, and without any reentry effect, and it started falling really fast (It went from about 3000m/s to 30m/s, within something like 30 seconds), and when you are at 30 000 meters high, 30 m/s is a really long descent speed... And it happened then with every other reentry I had. It seems that when I make it go into physical time warp, the vessel shakes really fast but only a bit, and It also seems that I almost can't control rotations with the reaction wheels, the vessel stays fixed in the prograde direction... Help?- 14,073 replies
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[0.23] ActionGroupManager (AGM) 1.3.2.0 (29/01/2014) : bugfixes
Tic-Tac replied to SirJulio's topic in KSP1 Mod Releases
I don't like it. I love it. it's just the most useful mod ever when it comes to space stations, if you don't remember which part of the station had which solar panels etc mapped to which key, you can edit it in space. Just awesome. -
When do parachutes rip off?
Tic-Tac replied to Zwer.ch's topic in KSP1 Gameplay Questions and Tutorials
Opening the chutes earlier is the first thing that comes in my mind,slows down faster. I usually don't have enough area on my landers to put any drogue xD -
[0.23] ActionGroupManager (AGM) 1.3.2.0 (29/01/2014) : bugfixes
Tic-Tac replied to SirJulio's topic in KSP1 Mod Releases
I restarted the game and now it was clickable, thanks ! -
Are experiments resetable?
Tic-Tac replied to lazarus1024's topic in KSP1 Gameplay Questions and Tutorials
"For all experiments other than crew/EVA reports, the amount of science you can earn for a given experiment in a given location is capped at 40% of the total available if all you do is transmit." Wow, that's a really big big nerf we got here Well, at least it gave the career mode some longer lifespan. -
[0.23] ActionGroupManager (AGM) 1.3.2.0 (29/01/2014) : bugfixes
Tic-Tac replied to SirJulio's topic in KSP1 Mod Releases
It doesn't really do anything if I click on that "arrrow" (well, it doesn't even look like an arrow on my screen...) -
[0.23] ActionGroupManager (AGM) 1.3.2.0 (29/01/2014) : bugfixes
Tic-Tac replied to SirJulio's topic in KSP1 Mod Releases
Hi, is there a way to move the toolbar? I couldn't find any... -
I Usually put one circular intake or ram intake (depending on the design of the ship, the ram ones look more "sci-fi"), and maybe two or three mod added radial intakes (that have the performance of the radial intake, but just look more aerodynamic, can't find an image now) It doesn't have lots of air intake(the max I had was something lile 1.6 or 2), but it's just eye-friendly And I usually play with FAR, so it might be why it is easier to get to orbit, since atmosphere gets less dense faster, and getting out of it requires a bit less of d_V
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Are experiments resetable?
Tic-Tac replied to lazarus1024's topic in KSP1 Gameplay Questions and Tutorials
So I suppose that doesn't do anything to the eva reports/surface samples? Can still spam.