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sashan

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Everything posted by sashan

  1. Rafale. Flies very well, literally took me one hour to make and polish it. Tweakscale, Ven's revamp, OPT cockpit, BahamutoD gears. Can't get it supersonic so far. It isn't perfectly area ruled, but nothing terrible as well. I just need an engine with more thrust, but not as much as the Turbojet has. The stock game has big gap in jet engines, 150kN and then 800kN. Should I clean it up and upload?
  2. Oh, ok. I'm just concerned about KSP misaligned smoke and plume. Have you got them aligned?
  3. Aren't they too long in atmosphere? They should become turbulent and turn into shoke much earlier, aren't they?
  4. I'm still habing a bug of voxel model updating each 2 or so seconds. This causes massive stuttering on my otherwise smooth-running game. Unplayable. The game completely stops during each update. Moreover, they are also happening in space, what for? It can be updated once in atmosphere, everything else is just a waste of precious processor time. I have everything at latest versions. The voxel update is shown in logs.
  5. Wow man I really like the service bay as well. Maybe you can build some ladders in so we can climb walls and out of the side hatches as well as a retractable ladder for that bottom hatch? Surface ataching stock extendable ladders... Just isn't it.
  6. And add more polys to that Global Hawk nose. Too blockish now.
  7. Invert the direction of the nodes. node_attach = 0, -0.050327, 0.0, 0.0, -1.0, 0.0, 1 Here the first three are position, next three are direction vector, and the last is size. Invert the vector by changing the sign before its numbers to opposite.
  8. I have Ferri now, and there's a bug where a certain vessel would trigger recalculation of voxels each second, causing stutters. Is it fixed in Froude? I melieve the error is caused by PorkJet's nuclear lightbulb engine, which has huge gimbal range, and the whole 4-meter long engine swivels around, with its collision mesh.
  9. Oh, are you using old plugin? I'm using the new one, from wip thread. It can also change ground material and add daylight cities.
  10. No, I wasn't following this thread. Well, auroras are part of the cloud system, so they are OK. What about ShaderReplacer.dll? What does it do?
  11. Is it possible to disable atmosphere edits and water shader overhaul? I just want to have clouds, I use Scatterer for everything else.
  12. Actually I would very much like to see these props in Near Future modules for stations and big ships. Currently I control my big multiple-use interplanetary ship within the docked lander.
  13. Why is my atmosphere extending up to somewhere 120-150kms? I mean visual part. Don't have a screenshot unfortunately, but staying in 100km orbit looks real weird. ALso, the KSC has some problems with lightning: Would be nice to have an option to disable all the lightning and fog effects in this mod. Even at this stage Scatterer deals with that better. It isn't compatible with opengl tho...
  14. Had same problem. It is most likely caused by RAM problems, but maybe by other stuff as well. NEver was able to solve it, some of craft files would simply give it, always.
  15. Just a side note, B9's Mk2 cargo bays would make nice hangars. They are closed from sides where attachment nodes are.
  16. I guess he is hard about interiors. Exteriors are nice. Well, the texture mapping is not nice as some of other mods, the textures are pretty big, but still.
  17. I guess gettig to these planets within any reasonable time would require you to reach Kerbol's escape velocity?
  18. OPT wings are great If only they've supported FAR... This baby is a pain to fly, using only stabilizers for roll. Well, it is a paint to keep from oscillating on pitch, at least without joystick as well. But it looks great
  19. I've done a few things to balance game up a bit. Basically, I've decreased fuel tank empty mass and fuel density 2 times, and increased engine gimbal limits to realistic values. Now I'm flying mostly unstable rockets, just like in real life. Engine gimbal, stock SAS, MechJeb ascent trajectories and angle of attack limiting are doing a good job to keep rockets from flipping. One should be careful not to exceed speed tho, usually limiting acceleration to 18m/s until first boosters or first stage separation. It's still freakin difficult tho, but I like it. The most difficult moment is stage separation, as there's no engine thrust to keep rocket stable at that point. You have to use same tricks as real engineers do. Also, I feel I really need a set of 5m parts - low fuel density makes rockets very tall now. Here's the patch, you may try it out. @PART[*]:HAS[#category[FuelTank]]:HAS[!RESOURCE[*],@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer]] { @mass *= 0.75 } @RESOURCE_DEFINITION[LiquidFuel] { @density = 0.0025 @unitCost = 0.4 } @RESOURCE_DEFINITION[Oxidizer] { @density = 0.0025 @unitCost = 0.09 } @PART[*]:HAS[@MODULE[ModuleGimbal]:HAS[#gimbalRange[<4]],@MODULE[ModuleJettison]] { @MODULE[ModuleGimbal] { @gimbalRange *= 2 } } @PART[*]:HAS[@MODULE[ModuleGimbal]:HAS[#gimbalRange[>3.9]],@MODULE[ModuleJettison]] { !MODULE[ModuleGimbal] MODULE[ModuleGimbal] { gimbalRange *= 1.5 } } @PART[MassiveBooster] { @MODULE[ModuleGimbal] { @gimbalRange = 8 } } @PART[Size3EngineCluster]:Final { @MODULE[ModuleGimbal] { @gimbalRange = 6.5 } RESOURCE { name = LiquidFuel amount = 1620 maxAmount = 1620 } RESOURCE { name = Oxidizer amount = 1980 maxAmount = 1980 } }
  20. Oh, thanks. Will grab AIM one now. Maybe I'll do something on my own when I finish this semester of studies. On a side note, the performance drop is quite significant it this version. I believe that comes from a processor, since my NVidia 740m can handle Crysis 2 on ultra. ALso, it would be nice to see some functionalyto on those panels with telemetry, radio and other subsystems control. Like disabling hydraulics disables control surfaces, gimbals and landing gears, disabling pneumatics disables brakes etc, radio settings affecting RemoteTech, air conditioning settings integrated with life support mods etc. I know that's a lot of work, but anyways it would be nice. By the way, what is this? I suspect ATM mod, any workarounds? I'm talking about screens, not blurry textures - that is definetely caused by ATM. I also have Ven's Stock Revamp as well as a bunch of other mods, like Scatterer, CollisionFX, RCssounds and similar. Doubt they play any role here tho.
  21. I can't radially attach radial SAS from Ven's stock revamp. It says wrong node, with all 3 nodes it has. Just started using this, so I'm learning. Been using KAS since 0.22 tho.
  22. Is it possible to make ATM ignore certain testures? Currently it breaks almost all GUI icons that are added by mods, and IVAs like ALCOR and KSO have blurry text on their dash panels, which makes them unusable. It still saves much RAM, mainly by recompressing. Can't play without it - not that I have much mods, but still... And OpenGL is incompatible with Scatterer, which I am addicted to.
  23. Don't know is this was asked before, but is there any way to make FAR "see" landing gears from mods? So far it still displays warning about lack of gears with them, and there's no option to extend/retract gears from FAr menu.
  24. Are there any mods that add these props to other IVAs? WOuld be nice to have similar styled iva-only flights with other ships. EDIT: Just noticed the post on previous page. What about other IVAs?
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