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ctbram

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Everything posted by ctbram

  1. Yes it is confirmed I am retarded! Yes I am orbiting prograde and need to be retrograde. I will launch a new sat as I do not have the dv to do a 180 deg inc change lol. Ty for pointing this out. I had not looked at the direction indicators and just assumed everything was prograde. doh.
  2. Why am I NOT getting credit for this orbit. It's well within the 7%! It's things like this that made me take this mod out in the past. Now I am stuck with a contract I apparently cannot complete even when I match the orbit practically perfectly??? The sat also clearly meats the requirements - battery and antenna. GRRRRR! and now the orbit is within <1% of the target orbit and I am still getting stiffed on credit for the mission!!!! WHY!!!! Where is the damn database for this mod. At this point I am going to just force give myself credit for succeeding. I refuse to have to fail because of mod bugs!
  3. okay I just realized I needed cit utilities so now I have the button in the VAB ans when I click it it opens a gui that says Please pick a part. I pick a part and nothing happens accept I pick the part up normally. So how do I "Pick a part"???
  4. How the hell do I launch this. I installed the NodeHelper folder in the gamedata folder but there are no buttons in the VAB and if I click on blizzy's toolbar mod and select configure visible buttons there is nothing in the list for this mod???
  5. O M G!!! -force-opengl where have you been all my life!!!! What a difference! I set scale in the ATM .cfg to 8. Set texture scale in the stock graphic settings to "full". launched with -force-opengl and my game now starts at 2,343,588 mem. Before these changes I was running with atm scale 4. Stock graphics ts at quarter and my game was starting at 3,188,527 bytes and my textures looked like absolute crap. The addon icons where just blank black boxes in fact. I'd have to hover over them to read the popup text to see what they did! TY for the tip you may have just let me get back to playing instead of cursing at it as I have been for the last few weeks. UPDATE: my settings now are stock graphics texture scale full, ATM scale 4, and I am starting well below 2,600,000 mem and can play for hours without any memory issues. The force-opengl launch flag is a life savor for me. I have a gtx-780 and also was able to crank up a lot of the stock graphics features like ground scatter and per pixel shaders and anti-aliasing up as well.
  6. " increase your graphics setting..." What does that mean? Do you mean increase my texture setting? If so then I CANNOT do it. Even with Aggressive ATM and the stock game texture setting at 1/4 my game starts at 3.1GB!!!!! There is just no way I can increase that setting. If I go to 1/2 I get about 15 minutes of game time or maybe two trips to the VAB before my game crashes because of the damn memory limit!!! It's just maddening because I am right at the damn cap. With one stinking more GIG I'd be able to run everything I'd like with no compression at all. 64-bit is totally broken as I will not play the game without proc fairings and realchute and 64-bit does not support them as well as having all sorts of other issues with artifacts and what not. I am at the point now where I am thinking of going through all the part mods and cutting out the bits I don't use. But that turns into a never ending task where I am not playing anymore! I am just fighting to cram 10 pounds of crap into a 1 pound bag. It's sucking all the fun out of the game.
  7. I had an addon called addoncontroller. I removed this addon and the attach nodes for kwrocket were corrected. I still have some that are off though. The KMS shrouds and the squad turbojet. I am thinking of adding the nodehelper mod and just fixing them as needed since it seems not all mods have adjusted properly for the node changes in 0.25. I just hate adding yet another mod. lol
  8. I am running x86 aggressive and I still have to run with my stock graphics textures at one-quarter res. I am still hitting nearly 3GB at game start and my toolbar icons are totally hosed! Is there a way to fix the toolbar icons? They cannot possibly be taking enough memory to warrant making them illegible. Also is there a way to force it to re compress everything? I was going to delete the texture cache but wanted to confirm this was okay first.
  9. I sure did but I will try it again. I was about to start a new game. As far as I know there is a single folder "KWRocketry". I will completely delete it and reinstall. I have a metric butt ton of mods and I am hoping it's not a conflict with something like tweakscale or hotrockets or one of the other mods. S$#%%%! Nope reinstalling does not fix it every engine is offset floating in space. Must be a conflict with another mod. I will have to do a binary search to identify it unless someone else has already discovered what causes this and save me half a day of trying to track it down. The entire mod is useless to me if all the parts do not fit correctly.
  10. yes I have 2.6d2 from kerbalstuff. I also have a good number of other mods and all of them are attaching just fine. It appears only kw rocketry part attached nodes are borked??? I filtered only kw parts and selecting every single engine the attach node is floating a good distance above the top of the part so when attached it appears to be floating.
  11. I could have sworn AIES antennas and dishes were supported but are working for me? What did I screw up? I do not see an aies cfg file in the rt2 folder
  12. Why are my attached nodes for the KW engines all screwed up??? See the screen capture. The attach points are floating a good two meters above the engine so they are floating in space when I attach them???? I am getting this for every single kw engine part???
  13. Not to sound ungrateful but how the hell do you use this "techmanager"??? I installed it and my tree still does not update properly! do I need to remove "treeloader"? Do I need to move a tree.cfg file to someplace? The mod does not come with instructions that I can find that are of any use. Why is it you guys assume that everyone is omnipotent. I do not know how the treeloader stuff works nor do I have any interest in learning. I just want to add mods and have them work properly so I don't have to spend time (like this) figuring out yet another mod.
  14. This mod seems to break the tech tree loader. When I select a node the correct amount of science is deducted but my tech tree does not expand to the next node. I have to leave the tech center and then come back in to see the next node in the tree. This is kind of tedious and confusing. Is there a fix forth coming because it's bugging me enough to just remove the warp mod until it is fixed.
  15. This mod both basic and aggressive x86 seems to kill the FAR icon. I have confirmed this for both the basic and aggressive version. Here is a shot of what it is doing to the FAR icon in the KSP menu at the upper right. You can see the blank icon which should be "FAR". I remove ATM and the icon renders fine. I put ATM in and the ICON gets wrecked. Oddly if I select the FAR option to render in the blizzy toolbar the icon renders play there. But then there is no way in the FAR options to ever move it back to the ksp menu. (lol)
  16. Okay, I did a binary swapping of all my mods and tracked the culprit to ActiveTextureManagement x86 in both basic and aggressive mode. I switched to basic and the problem persists. I switch back to aggressive and you FAR icon goes blank white again. But if I remove ATM completely the icons renders fine again. As a work around I have selected the option to display the FAR icon in the blizzy tool bar instead of the quad tb. I will toss the ATM author a note with some screenshots. Hopefully this will help if someone else stumbles onto this issue. cheers
  17. I can promise the mod is installed properly. Before posting I uninstalled and reinstalled. I will start a completely fresh gamedata folder and start with just FAR and other mods to see which is causing the interference. I will let you know what I find.
  18. Where is the 0.25 equivalent of this mod? I do not see a native 0.25 "purchase all" option? I use this mod for when I add an addon and all of a sudden I have a bunch of parts available in older nodes of the tree and then I have to go back and pick them all one at a time (WHICH SUCKS!).
  19. Two things with 14.3.2 missing texture see here .... and if I put it on buzzbies toolbar there does not seem to be a way to switch back to the ksp menu??? There are several mods possibly causing this - ATM, TR, native texture size reduction,.... I am hoping that someone has also seen this and can narrow my search. I do not want to do a binary addon search if I do not absolutely have too.
  20. I have found an issue with the Eddie series engines. With SAS they start so oscillate wildly. Can one of the devs look into this. It can be reproduced by simply creating a porbe made up of the octagonal probe core, a 1/8 1.25 tank, and the engine. Put it in orbit and then just make some orbital height changes. Start at say 80km and then go to 250km. For me it starts to oscillate pretty badly. I think 5deg of gimbal may be to much.
  21. Hey, can someone tell me how to fix the Eddie 0.625 engine attach y-axis offset so that it does not float below the thing you are attaching it too? I looked in the .cfg but I am not familiar with the attach_xxx values and don't know how much to adjust the y-axis value such that is attaches properly. Thanks, Here is the module manager fix I made to the ED051 == 0.625 Eddie Engine @PART[ED051] { %node_stack_top = 0.0, 0.10, 0.0, 0.0, 1.0, 0.0 %node_stack_bottom = 0.0, -0.10, 0.0, 0.0, 1.0, 0.0 }
  22. PLEASE FOR THE LOVE OF GOD...If there is an update for this that works for 0.25 start a new damn thread. Trying to scrub through 140 pages to see if there has been an update, a patch, or anything useful is ANNOYING as hell! I mean seriously I love this mod but if it has been abandoned by the original developer why not make a new thread that can have a proper sticky page number one to let people know about current update status and the latest version????? I keep seeing posts saying a new version is in development but I have to scrub through a bunch of pages of posts which is a waste of time. Why not start a new thread and if there is an update put it on kerbalstuff so people get automatic emails for updates. People can have dozens of mods and trying to scrub through all the flotsam in this thread is just a total waste of time.
  23. Is there a way to move the hud windows? The default position of hud2 is really bad for me. I also do not see where you can change the background to smokie.
  24. Will this mod be made compatible with 0.25? the game tosses a hissy fit and launches a nasty gram at me saying it's incompatible at launch.
  25. It seems the costs were not updated in 1.2.4. I noticed the cone and radial chute have a cost and entry cost of zero. I confirmed by checking the .cfg file. Is this an omission or on purpose?
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