rsparkyc

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About rsparkyc

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    Rocket Exploder

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  • Website URL https://www.youtube.com/channel/UCSiTjUVe4FLhmkGNBq-NWjw

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  • Location On a free return from the Moon with no fuel.

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  1. Yep, I had a feeling that was going to be the case. I do have 16 gigs of RAM, and my video card is an AMD Radeon R9 M370X, though I have no idea how that compares to other cards.
  2. I'm on a macbook pro, and have no idea how well this would run, but would love to test it out with my RO/RP-0 setup
  3. Anything we as a community can do to help you get this working on 1.2.2?
  4. I'm having the same issue with mechjeb executing maneuvers immediately, so glad to know I'm not the only one. I haven't been able to reproduce it in stock yet, so I don't know what's going on with that one.
  5. Is there any way to support RT's delay feature? For instance, I want to shut down my antenna for 1 day because it causes a drain on my batteries. RT lets me add a delay to my actions, but it seems that Action Groups Extended uses it's own queueing mechanism, and doesn't respect the delay I've put in RT. Thus, there's no way to deactivate my antenna, and then set it to active a day later without using the "Bypass RemoteTech" setting.
  6. That part is true. I can't remember the last time KSP crashed.
  7. I don't have the patience for 1000+ parts
  8. I never had any issues stock, so maybe that's why. Maybe my issue was number of mods, and not base performance.
  9. Sorry to crush your hype, but honestly I feel like it's about the same. I know there are some mods that can increase the amount of mem KSP uses to reduce garbage collection, but I'm still playing around with those
  10. Perhaps we could use this cached copy, it seems more up to date: http://webcache.googleusercontent.com/search?q=cache:mPTqhScKNiQJ:forum.kerbalspaceprogram.com/index.php%3F/topic/140070-113-realism-overhaul-v1132-august-31/%26page%3D1+&cd=18&hl=en&ct=clnk&gl=us
  11. From what @Theysen said, he may have cloned the 1.1.2 thread, and is working on getting all the links for the 1.1.3 versions of the mod, at which point he'll updated this to 1.1.3 (and then 1.2.2 once that's fully ready)
  12. What I was referring to was that I couldn't get the perl command to work because of missing libraries. The dll that's in there is the 1.2.2 dll, so you don't need to recompile that.
  13. Should this not be 1.1.3 then?
  14. @JeeF There's a community edition of visual studio that works just fine and is free. I'm actually on a mac, and downloaded windows a windows 10 ISO (from Microsoft, free and legal, no need to activate) so I could boot up a VM, then installed Visual Studio Community Edition in it (again, free). I couldn't get that to work for me, but I also don't think I made any changes to files that would cause a change in Tree.cfg
  15. As for RO, you can go to the releases page here: https://github.com/KSP-RO/RealismOverhaul/releases RP-0 is a bit more complicated. I have a PR out to update that to 1.2.2 (https://github.com/KSP-RO/RP-0/pull/606), so you would really need to download that fork (https://github.com/rsparkyc/RP-0/tree/1.2_CCupdate), compile it, and move it into your GameData directory.