Jump to content

Guernica

Members
  • Posts

    13
  • Joined

  • Last visited

Reputation

1 Neutral

Profile Information

  • About me
    Bottle Rocketeer
  1. Sorry, Necro, I figured it out. Deleting the Squad folder was the culprit. I first tried installing your mods only and that did not work. I then looked in the GameData folder and to my horror, find the Squad folder missing. I must have deleted by mistake when I deleted everything from the folder after the 1.1 update.
  2. I'm using CKAN to install/update mods. Here's the link to my ksp.log This is the exported list of mods from CKAN I love necros' work. Don't want to make it seem like I'm accusing. It's probably one of the mods I've not tried before, so after I post this, I'm gonna delete all, install Necro's first, and then add until I hit a bump. Edit: No... I'm a noob. I deleted the Squad folder... *holds head down in shame*
  3. Hey Necro, I'm getting a freeze on loading with all of your mods: Fuel Tanks Plus, Space Y, Real Scale Boosters, etc. I have MM updated to 2.6.23. IFS is 1.24. As MM is patching mods on the loading screen, it freezes everytime it hits one of yours. The game itself does not freeze, but it stops loading. With Fuel Tanks Plus, the exact mod if freezes on is "FuelTanksPlus/Size0/TPdecoupler0m/TPdecoupler0m". Maybe that can help us track down what's going on here? It is definitely seems to be something common to all yours though as it is happening with yours only. Sorry to cause a headache, and if there's any more specific info you need that would help, I'll happily provide!
  4. So I did a bit more investigating and testing and the problem seems to be with TweakScale. Using the default size of 1.25m, it rotates fine, but if I scale it up at all, it becomes frozen. Further research suggest this has been a problem going back quite awhile (present in .24.5 of the game). I tried the model re-work, but it does not offer a part that is flat so-to-speak. The bearing rotatron just does not look good on a station where you'd expect the crew to transfer between rotating and non-rotating parts, even scale to Large+. I feel like a spoiled brat asking for more milk.
  5. I'm trying to use the Free Docking Washer to make a rotating portion of a spacecraft, but nothing will allow it to spin. I've made sure it is not connected to a docking port, but it still acts as if it is locked in place when I fire rockets to spin the section up.
  6. Holy crap, I bet it could. I used to do this. Dramatically reduced loading times... wish I still remembered how I did it.
  7. I'm getting a major memory spike with the use of this pack. For whatever reason, Novapunch uses nearly 2 GB of RAM! At first I thought it was another mod, so what I did was installed one mod at a time. With about 10 other mods installed, my game is running at about 1.6 GB RAM. With this mod installed, it's running at 3.3 GB RAM. Something is wrong here. Anyone know what's up?
  8. If Squad does not want to either increase the max warp, or create engines that may allow for speeds even 1/20th the speed of Kerbal light speed, then perhaps they could at least allow modders the capability to do so, and allow those modders the capability to create other star systems. Also, IRL any trip to another star would take years, so I'd be satisfied with trips between stars being "on rails" at super high warp speeds.
  9. Here's my idea on implementing a galaxy-esque environment into KSP: I like the idea of procedurally generated star systems. The names of the stars could come from a pre-defined list (not that hard, I don't know how to program, and I've made callable lists in Python). The names of the planets around those stars could follow the name of the star such that around a star named Rigel, planets would be named Rigel a, Rigel b, so on and so forth, until you landed on said planet, plant your flag, and are given the option to rename it (or something like that). The next big road block seems to be the amount of memory tons of star systems loaded into KSP would take. Perhaps it would be possible to code such that once one exits a given star's SOI, only the star itself would be rendered, perhaps with a list of the planets in a right-click drop down menu. Basically there would be maps at varying levels of detail. One map view, like the current one, would show everything within a given star's SOI. The other map would be a Galactic view, showing only the stars themselves, with a clickable/hover menu detailing the planets around those stars. As for the actual design of the galaxy, I like the idea of keeping with the current trend of modelling after our own Solar system, but with it's own character. So a Spiral galaxy, even if it were only 100 stars and 20 light years across would be more than sufficient to keep even the most ardent player occupied for a very long time. Not to mention, if this tiered map view were possible to the galactic level, there is nothing to say someone couldn't then mod a higher order map, creating nearby galaxies. If I knew how to program/mod, I would start on this project right now.
×
×
  • Create New...