aluc24

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About aluc24

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    Rocketeer
  1. [1.3.0] Kerbalism v1.2.9

    Consetellations is only for RSS though, isn't it?
  2. [WIP][1.3.1] Galactic Neighborhood

    I see... But why then other multi-system mods are such RAM hoggers, even with minimum amount of planets? I contacted several devs of these mods, but no one could explain it properly
  3. [WIP][1.3.1] Galactic Neighborhood

    I see... I wrote to that thread, but the dev of Kerbalism is away indefinitely. Thank you for the clarification. By the way, if you don't mind me asking a technical question - I tried several multi-system mods now, and GN is the only one that doesn't cause excessive game load times and incredible RAM usage, even when I add a lot of stars and planets to GN. For example, KSS and IAR make KSP take 15 minutes to load, even with just a few extra solar systems. GN loads under 5 minutes, even with 5 extra solar systems. How do you manage such efficiency?
  4. [1.3.0] Kerbalism v1.2.9

    So there is no hope of making it work with multi systems?
  5. [WIP][1.3.1] Galactic Neighborhood

    Hey, @Sigma88 , sorry to bother you again, but is there any hope of making GN compatible with Kerbalism? Right now, the solar panels of Kerbalism don't track the Sun, but instead, some other object (Galactic Core, maybe?), and do not produce EC. No pressure, just wondering if you are aware of it.
  6. [1.3.0] Kerbalism v1.2.9

    I tested it, and it doesn't work... Is there any multi-system mod that works with Kerbalism at this moment?
  7. Hey guys, I am looking for a mod that adds more solar systems. I tried KSS and GN, and now want to try this IAR - but I saw several posts back in this thread, saying that IAR peaks up RAM usage (and I already have very heavily modded install, and very little spare RAM), so my question is, is it worth even trying then? With KSS, I had game load times up to 15-20 minutes. Is IAR going to be the same in that regard? Is it heavy on RAM?
  8. [1.3.0] Kerbalism v1.2.9

    I see, what about Galactic Neighborhood?
  9. [1.3.0] Kerbalism v1.2.9

    Hey guys, I am using Kerbalism with Kopernicus and KSS (Kerbal Star Systems), which re-parents the Sun. As a result, solar panels do not work with Kerbalism. They don't produce any EC, and don't track the Sun either (I think they are trying to track the galactic core or something). How can I fix this? I believe I saw somewhere that Kerbalism is compatible with multi-system mods.
  10. Hey, guys, I'm getting the lag spikes thing too, despite the fact that I installed that DLL from the previous page on this thread. Is there no way to fix this issue? I don't remember it being present several updates ago. What happened?
  11. [WIP][1.3.1] Galactic Neighborhood

    I see. Thank you. Is there any hope for the KSC bug due to reparenting being fixed? I heard it has been present for quite a while, and it comes from Kopernicus. Is it at all fixable?
  12. [1.3.0] Kerbalism v1.2.9

    Wow, I wasn't aware that DP actually resets these stats. I thought it just freezes them at the current value. Alright, thanks, I will use it from now on!
  13. [1.3.1] Kerbal Star Systems [v0.7.3] 11 Dec 2017

    That's what I did... And it still doesn't load into the menu. Is there any way I can force the problem to appear on the log or somewhere? Because I know I'm not giving you much to grab on to here.
  14. [1.3.0] Kerbalism v1.2.9

    @ShotgunNinja , I have a question. I have recently started playing a new career with multiple star systems (Kerbalism supports all the planet packs, thanks for that), and even with futuristic engines, creating interstellar voyages and colonizing planets means kerbals won't be returning to Kerbin. Upon reaching the destination planets, life support resources can be replenished, but I can't find a way to heal radiation sickness and prevent mental breakdown. Even with extremely roomy craft with maximum radiation protection, the eventual build-up is inevitable. Are there any ways, even if expensive ones, to heal these effects without disabling these features altogether?