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Lei07

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  1. Void: Interstage decouplers are just a different way of having stage seperators. Think of them as a hybrid between seperators and fairings. Normally you would just hide the engine of the next stage within them, but you could hide payloads in them sure. They are used in just the same manner as regular stage seperators, so make sure that they are placed on the most bottom node of the item that you are attaching it to, or the Kerbals will have an early firework night.
  2. Then please refer to: I do not use CKAN, I'm sure it's a great timesaving Addon Manager but I know for a fact not every newest version of every mod that it hosts is on there straight away. I'd suggest doing it manually as stated, using 6.3.5 as it's base and making sure you have updated DLLs. It's possible CKAN is linking you to some unfinished dev build, somehow. I don't think it would hurt to do so for all of your mods. I use about the same amount of mods as you and I have nowhere as near as many MM patches, in this situation there could possibly be conflicts. Personally I would just install and update everything manually. Yes its a bore, but it would guarantee a correct installation.
  3. Do you mean 48% of your system's resources or 48% of what Unity can handle? It's moot trying the 64bit build of KSP as the majority of mods are not compatable. Squad themselves have said that the 64bit build is unstable, so mod authors stay clear from it for the most part. Remember, your PC could be as powerful as Skynet, it doesn't matter 'cos 32bit Unity is limited to somewhere between 3-4gb of memory before it likes to crash. You can do several things to fix this: -If you use beautification mods try lower resolution packs/versions. -If there are parts in mods that you do not intend on using then delete them. Please note parts only! No other type of file should be removed. -Remove any mods that you don't really make use of, or any mods that have the same functionality as others in your build but do not do it as well. Resource gathering ones are a prime type here. -Lower your ingame rendering to 'Half Res', try this before you decide to lower the terrain detail. -Use Active Texture Management. This will greatly reduce memory usage but sacrifices some graphical fidelity. +ATM users may be interested in Naten's ATM configs to handle problems such as missing Toolbar icons and the like. -Force the OpenGL mode. I personally have had little luck with this, but many many others have. This will cut your memory usage yet again. Another option that I'm not too familiar with is to use a DDS converter to change the format of textures into a more compressed format. It seems that DDS textures are slowly becoming popular with mod authors. Work your way down the list, it's probably in the order that I would address things. Many would just jump to using ATM and OpenGL but you can get a better looking game, with more mods, that is just as stable, if you make small sacrifices here and there, as opposed to jumping in the deep end right away. Don't get me wrong, I've used ATM in the past and it is a great mod, I just prefer to use it as a last option. Should your memory usage be okay, redownload the main Firespitter mod and make sure you use the updated DLLs, which are somewhere over the last few pages of this thread. A correct installation should then sort matters. I'm sure all will get an official update when Snjo returns.
  4. Erm, not getting defensive, I'm just correcting you. Erona is still working on the project, who is an original dev. Only TSG left, and though he was the lead modder I'm sure Erona will do grand once the new EVE is out. And fyi, mod works fine with 0.90.0 if you install it correctly with updated dlls. So it is neither outdated nor abandoned as you stated, just in between versions.
  5. It's not old, outdated or abandoned, Erona is still working on it and is waiting for the new version of EVE.
  6. Not a major issue, but the textures on the ER 7500 seem to be missing. Just a heads up The unit works fine, though.
  7. Well, thanks Boris for stepping in like you have, you have obviously spent alot of time on this over the last day or two. Merry Christmas to you and a general thanks from the community! Hopefully Fractal can use your build as a base for the next official update. Just B9 to go and I can get my teeth stuck into KSP again.
  8. I for one would love to see you continue on with BA Erona, and have whatever features you care to include with V6. If later you learn to/want to reintergrate elements such as Joolian rings and the like that will be your call! I'm sure the community will drink in V6 as much as Kerbals love icecream. Would just like to thank both the EVE and BA teams, past and present, for two totally fantastic mods that really add great polish to the Kerbol System.
  9. The reason why there isn't currently a 0.90.0 version of B9 is because alot of the dependencies have not yet been updated for the latest version of KSP. You cannot make an omelette without eggs. The creators of B9 are active but have their hands tied 'til other plugins get updated, and that is not anything to do with them. The various authors, or interum caretakers, of these dependencies will deal with it in due time, be patient. There are some that have had temporary "mid-version" updates that may or may not be stable, scan the various threads to find out, or wait 'til an official update. Also, it's the holidays guys, be reasonable.
  10. Now I'm not a dev, an admin, nor a programmer, I haven't programmed stuff since BASIC on my Commodore 64, but there are a few things I would like to mention after reading the last few pages. I've tested these things a little bit over a few installs, and this is my two cents. Firstly, I maybe very wrong here, but due to the changes between versions, such as autoscaling, any craft/saved game created using 1.44 or earlier will be incompatable with 1.47 and 1.48. It's just a hunch but you may have to remake a craft from scratch if you are still playing in KSP 0.25 and upgraded from 1.44. Tweakscale works, but it doesn't act friendly with craft made using older versions. Also, the same can be said for using older craft in the newest version. Secondly, several people are using pre KSP 0.90.0 builds of Tweakscale in KSP 0.90.0. The front page clearly states that 1.49 is the new version for the new game. Please use the right version of the mod in the right version of the game, and do not use any mod in x64 KSP, as most mods do not support 64bit. Otherwise the author may skim these pages, see all these issues, and think there is a particular problem with his current build when there infact is not. It's Christmas and it's not fair on Biotronic to give him a load of unnecessary work. I'm sure there are issues with the current version of Tweakscale, I'm not denying that, which is why it's important to limit the amount of "incorrect posts" so those with legitimate issues can be tended to, and those bugs can be fixed more efficiently. Thirdly, it's the holidays, expect updates to be slow. Be understanding, guys. Lastly, an alarming amount of "requests" for help seem to be overly agressive, discourteous and just plain feckless. "It don't work" and "It's broke" doesn't constitute useful information. And neither do posts that rant and rave, when they are asking for help from strangers that they are relying on to solve their problems. An elderly person, wanting aid to cross a street, will not pound someone to the ground with their walking stick and scream into the face of their would be saviour. Treat people how you would like to be treated, yeah? Any combination of these comments, and many other aspects I'm sure, could potentially derail any possibility of updates and support. Mod authors do this because they want to make content, they do not get paid, they have no responsibility to the community at large. Any mod author is well within their right to one day simply say "screw it, I'm done" and that will be that, no more fancy cool mod. It is not their day job, and many pour hours into coding for a game ontop of having a full time job and having a family. Be considerate, folks. For what it's worth, I'm using a "muck about" install of 0.90.0 with a few mods in there, updating as they are available, with a new temporary career game, with all newly constructed ships, and I am having zero problems with Tweakscale.
  11. Kittiopia needs an update, as do all the dependencies except Texture Replacer, the last time I looked. Doesn't mean they won't work though.
  12. No, you need to use Unity Assets Manager and edit sharedassets9 with the BA SunflareDDS like I said. Or wait til someone posts one. I would share mine, if I get round to doing it, but it never looks as good as ones compiled by TSG or someone else who knows how to do it better than I. I just follow the instructions the best I can.
  13. So... you put the 32bit file into the 64bit folder? That would probably be why? Why rename the folder anyway, just make a shortcut in your Steam library that points to the 64bit launcher, if you really want to use that build. I'm sure either of those two things would cause issues of some kind. Also, it's highly probable that the asset file is incompatible with 0.90.0, which means you need to create a new one using Unity Assests Explorer with the SunflareDDS file within the download. Plus, you're missing KittopiaTech terraforming tools as a dependency if you want all of BA's features.
  14. Hodo, the point was so that you have a fresh clean version of the game that you only have to download once, incase you need to make a fresh start with your modded install, or multiple installs. Nothing to do with the method of installing mods
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