-
Posts
52 -
Joined
-
Last visited
Reputation
50 ExcellentProfile Information
-
About me
Rocket Surgeon
-
Location
Floating over Eve's oceans.
-
Interests
Playing Ksp. Modding KSP. Fixing broken stuff, coding, writting. SPACE
Recent Profile Visitors
2,274 profile views
-
Quoting myself for continuity. I made it to Dres. It wasn't very fun. I made a 240+ parts rocket that took about 10 minutes to reach orbital altitude. FPS from 5 to 7 from the pad to space. Realized RCS also tanks FPS a lot. Multiple engines on the same fuel tank, low FPS. Apparently solar panels also reduce your FPS. However everything seems related. I'm willing to bet that this is a bug and when corrected it will increase performance across the board, so I'll wait and see. And yes, I'm running KSP2 on an SSD, load times are nice.
-
These are my most important specs, and this is the kind of FPS I've been having. So far I have had a few simple bugs come up but nothing major. No major drop in FPS, will update if that happens. Notice the difference when looking at the KSC and when looking elsewhere, a 20FPS increase.
-
Also known as IndexOutOfBoundsException in Java or TryingToReachTheDoorHandleOnTheOtherSideOfTheDoor in brain
-
[1.12.5] Restock - Revamping KSP's art (August 28)
Darkona replied to Nertea's topic in KSP1 Mod Releases
it already works in 1.12, don't harass modders please. -
This has been happening for 10 years and its completely normal. Every time the game updates we must wait for the modders to update their respective children, when and IF they decide to do so. Such is the life of playing modded. For what it's worth, I use close to 70 mods and most of them are working, some of them from version 1.4.4 (!) Patience, friend. Also, part mods tend to work across versions, so you can install them with little issue.
- 321 replies
-
- 3
-
- grand discussion thread
- on final approach
-
(and 3 more)
Tagged with:
-
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Darkona replied to stupid_chris's topic in KSP1 Mod Releases
Congratulations Chris, you just achieved 5.555 posts with this update, as well as being one of the first (or maybe the first?) modder to update to 1.12! -
I kinda resent that if i'm out of the regions listed i can't even see the preorder button. I can buy stuff and get it in USA even if I don't live there, international mail forwarding services exist. If you can get stuff in US and get it sent to your home country i recommend opening the store page with a VPN so you can preorder your stuff like everybody else.
- 51 replies
-
- 1
-
- ksp
- kerbal space program
-
(and 1 more)
Tagged with:
-
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Darkona replied to Paul Kingtiger's topic in KSP1 Mod Releases
Trying this in 1.9.1 Part switching does not affect TAC Life Support Solid Waste values. Some other parts regarding TAC LS stuff also don't work. I checked the cfg files and found that in for example the Hydrogen tank, the values are all separated by colon (;) while in the TAC LS stuff, some values are separated by commas (,). Going to try changing the commas for colons and will update this post accordingly. Edit 1: Also the amounts seem excessive even for the smallest version of the parts. Carbon Dioxide at 56400 on first size lasts like 2 years for 3 kerbals. Edit 2: I made some MM patches for the Life Support related parts. I tweaked the sizes to some I feel more confortable with, feel free to tweak them back. But keep the colon separation (;) Enough stuff/space in each container to keep 3 kerbals alive for 60 days. The combination life support can keep 3 Kerbals alive for 13 days (water, oxygen, food) Also added kerbal engineer to the probe cores.- 1,553 replies
-
- kis
- universal storage
-
(and 3 more)
Tagged with:
-
Explorer: An Extended Grand Tour with 135 Landings
Darkona replied to JacobJHC's topic in KSP1 Mission Reports
Thanks for the answer, but that's not what I meant, I guess I asked the wrong way. What I mean is how many years in kerbal time have passed since you started in the save. What does the clock say at the end? I have to add, I'm thoroughly impressed with your videos. I can't fathom doing something like that in my wildest dreams. My greatest kudos to you pulling that off. I'm very, very humbled by your dedication and preparation.- 27 replies
-
Explorer: An Extended Grand Tour with 135 Landings
Darkona replied to JacobJHC's topic in KSP1 Mission Reports
I need to ask... How long in ingame time did all this take?- 27 replies
-
- 1
-
[1.7.3/1.8.1] Extrasolar v1.9.2 [24/01/2020]
Darkona replied to Andi K.'s topic in KSP1 Mod Releases
Finally reached Maol Jeb is ecstatic. He was frozen for a long, long time. MAde it there with KSPI, DeepFreeze and a bunch of other mods.- 132 replies
-
- 1
-
- planet pack
- star system
-
(and 1 more)
Tagged with:
-
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Darkona replied to Nils277's topic in KSP1 Mod Releases
Any chance that the creator makes a ramp for the open cargo section? The normal cargo bays are quite small for a smaller rover unless it is really really tiny. I wanted to carry an Akita in the open bed of the lyns, but can't have a ramp for it -
Another one
-
I'm just bumping a bit to share this mod: http://forum.kerbalspaceprogram.com/index.php?/topic/155480-122-stockalike-station-parts-expansion-jan-23/ I didn't see it on the list Kind regards,
-
Hi all, I tried compiling this for 1.2 and got it mostly working again, plugin-wise. I don't know what I'm doing half the time, because some methods disappeared from some classes in the 1.2 API and I have no idea where to look for them. However, I noticed there are relatively few things to work in to update this mod. If someone with more experience than me could take a look and, let's say, make a pull request (I won't since I don't know what I'm doing) it should be somewhat quick.