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greenTurtle1134

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  1. Notification: This isn't dead, I've just managed to procrastinate writing the program by literally months. I'll have some free time in coming weeks. Here's the plan, just for reference:
  2. Agreed. It's been struck from the modpack. Yeah, that's why I put KCT in the first place. I'm going to need to fine-tune the exact turn times later. They're going to start out annoyingly short and gradually get longer as we go.
  3. Well, it's just "go into the GameData, open the BDB folder, and delete these folders", but that's still a bit more complexity. Probably no BDB to start. (We can always add it later)
  4. I feel like x86_64 might be referring to the 64 bit version, but x86 is a synonym for 32-bit. Who knows, try it. That's OK! You can take a turn whenever you have time. (Turns will be rather long as each is basically its own space program) Yeah, I think I'm going to cut it Not all mods are released for 1.9.1. We'll start it on 1.8.1 and I think we can upgrade without breaking the save, right?
  5. Okay, at this point I'm seriously considering leaving Bluedog Design Bureau out of the modpack. Just from scrolling through the list, it contains a ton of parts that are ONLY going to be of interest to people building replicas - all the part niches are going to be pretty well covered between ReStock and NFT. All those parts also mean a ton of RAM usage, as well. A lot of people seemed to want it further up in the thread, thought, so... thoughts?
  6. okay, @Just Jim, just one question when you wrote the first chapter, how much of this did you see coming
  7. Of course it is! One cool feature of this project is that people can drop in at any time. You might want to check that your computer can run the modpack first. Right now I'm still working on the program to handle Forgetting... Note: I've added HullcamVDS and IndicatorLights as "Stage 3". I think I'll leave out BDB for now. It's easier to add mods later than to remove them after all...
  8. It's already relatively slim - as I said, runs in about 5 minutes on my computer and 8 Gb of memory is plenty. It's way smaller than packs I usually play with, at least. @fulgur, did you get it working? Also, @Vagrant203, how much RAM does your computer have? And what do you see when you use Task Manager on KSP? Is it using up all the memory? Edit: it uses less than 2.7 Gb of memory for me. Does go not-responding a long time, though. Make extra sure you're running the 64-bit version. How are you launching the game, through Steam?
  9. I guess you could take a first turn with just the Stage 1 mods? Or hope you get a better computer, whatever.
  10. I think you just run the 64-bit file; it'll take as much ram as it needs. Linux actually had 64-bit support first. It might already be running 64-bit.
  11. NF is indeed a rather big stressor, and maybe your computer is at-limit. How much RAM do you have?
  12. This is normal. It will usually suffer a massive lag at "Expansion Loading Complete" and the "not responding" message shows if it takes more than 5 seconds and you click it. Generally, I just leave it be. Don't worry. It'll get there. Loading will also be faster after the first time as MM will cache the patches so it doesn't need to reload them
  13. oh fail shoot sorry, my mistake. The modpack is designed for KSP version 1.8.1. Should've mentioned this earlier. Sorry for wasting your time
  14. Okay, here's another possibility - some of the mods bundle different versions of ModuleManager. After installing your mods, go into your GameData folder and see if there's multiple copies of the ModuleManager .dll there. If so, delete all except the latest version (4.1.3)
  15. I eagerly await the results of this science. See, part of the problem is that I haven't been able to get a stable potential player base. If you look back through the thread, it seemed that people wanted BDB in December. I'm frankly good with the pack as it is, but I don't want to exclude people with slower computers.
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