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barlow.a

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    Rocketeer
  1. Requesting a Closing of the thread - Thought it was alright to ask - not testing the powers on this one
  2. I am having trouble figuring out how to install this beast. I think the total package is this? https://github.com/rbray89/ActiveTextureManagement Sorry if it is spelled out somewhere but I am not finding it. When I copy over and merge the folders, I just get a game boot/crash. This is NOT the freeze I expect. It is a complete game crash. Also - What is this "aggressive vs normal" I can select between? Thank you for the help!
  3. Just as it says. I got the major pack from here: https://github.com/rbray89/ActiveTextureManagement . Is this right? and if so, dragging and merging things didn't work - I just get a crash, and I don't understand the tiny bit of instructions within. Thanks!
  4. What are the coolest moons without an atmosphere? I'm reading on Vall?
  5. B9 is hard to find, kinda. Here is the most recent. https://kerbalstuff.com/mod/132/B9%20Aerospace%20Pack Thank you for the clarification. I am by no means a mod genius, just saying what worked for me. Yeah forgot to mention the deleting Kerbal Folder.
  6. Hmm link not working. sec... There? http://forum.kerbalspaceprogram.com/threads/59005-0-24-Release-3-4-Active-Texture-Management-Save-RAM-without-reduction-packs! If it does not work, search Active Texture Management...It is the first item and is located in Kerbal Forums. Of course, you are cool to not install this unless your game is crashing. If it isn't, might not be worth the 2min load. But at the same time, I'm pretty sure this has cleared up a ton of framerate issues for me too.
  7. "I got it working fine, but only in 32 bit. Just figured out all I needed to do to deal with the lower ram cap but its smooth as a baby's butter...? I installed B9, including all its included mods (firespitter, etc.) and only used B9's included mods as the originals when another mod wanted the same addition, such as how may moving parts mods uses firespitter, too. I have other mods installed, from all the nearfuture mods to smokescreen to novapunch2, but the most important is the ActiveTextrueManagement mod that lowers ram usage secondarily. Pretty sure this is the one - http://forum.kerbalspaceprogram.com/...eduction-packs! Now the catch, your load goes from 25sec to a couple minutes, but at least the game isn't crashing anymore. When you first load the KSP load screen for the game, it stops for about 30-45sec and gives a not responding signal. Just let it go through, it will respond and finish. There ya go! Let me know, man." I had this posted in another thread. Also, use the firespitter mod folder that comes with B9. Don't use others, and if others come with one, don't install theirs. Its all the same. Firespitter is needed to make movable things mobile/actuatable. The texture modifier above is good because you will run in 32 so the game wont crash because of memory. I found it necessary for B9, I think you might, too. This will allow you to set action groups, right click in building/open, right click in flight/open,e tc. It also works for spaceplane plus, etc.
  8. Hell, if you could already do this, let me know. I have searched all over and just assumed its not possible as of now.
  9. I think you should be able to setup an action group under "stage" that a selected stage activates. For example: 1) stage 1, launch activates all engines on a shuttle and solid boosters 2) detaches boosters 3) detaches fuel tank also deactivates directional thrusters (these are active to reset the offset balance from the fuel tank but need to be turned off after detachment but cannot be ejected) Here is my shuttle...It works, and yes I can press a key with the above described action group, but staging would be amazing. The three concerned boosters are the awkward, rear facing jet and the inside, two small boosters near the fuel tank. https://www.dropbox.com/s/2sovqrziypdmnm0/screenshot4.png?dl=0
  10. Hey man, agreed. I have 16gb memory that needs to be used. But you have to remember, x64 is not only for mods. It was just released and requires tweaking for even the program itself to utilize it properly. Can't run a high grade fuel in a car without properly addressing engine issues first. They will bite this thing asap, so for now, 64 is for KSP testing and not mod testing. What we help them solve concerning its running now benefits us mod-wise later.
  11. I got it working fine, but only in 32 bit. Just figured out all I needed to do to deal with the lower ram cap but its smooth as a baby's butter...? I installed B9, including all its included mods (firespitter, etc.) and only used B9's included mods as the originals when another mod wanted the same addition, such as how may moving parts mods uses firespitter, too. I have other mods installed, from all the nearfuture mods to smokescreen to novapunch2, but the most important is the ActiveTextrueManagement mod that lowers ram usage secondarily. Pretty sure this is the one - http://forum.kerbalspaceprogram.com/threads/59005-0-24-Release-3-4-Active-Texture-Management-Save-RAM-without-reduction-packs! Now the catch, your load goes from 25sec to a couple minutes, but at least the game isn't crashing anymore. When you first load the KSP load screen for the game, it stops for about 30-45sec and gives a not responding signal. Just let it go through, it will respond and finish. There ya go! Let me know, man.
  12. I didn't see this before because I must have installed it just prior. The reinstall and installation of a texture modifier helped. Thanks guys! BTW 32 works 64 doesn't under my circumstances.
  13. I had removed a couple mods and that was one of them. Possible they are intertwined somewhere within. I will try a fresh install in case. Also, I guess if I am limited by 32 bit I could run out of memory, but I would also assume that would create a bsod and not just a game shut down. I have looked in and around the main menu and it does not tell me which version I am running, but I will assume 32 bit because it is through steam. I will try a reinstall...see if that helps. Also a fresh install of the above-listed mods.
  14. I wanted to include that one crash had happened after pressing save in the hangar. That was the other day when the issue started and there have been 20+ crashes since. The others were from clicking launch, either at the main base screen or in the hangar, or at the revert to construction button on the launch pad/in the air.
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