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Kamiyosha

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  1. Agreed. After the new year, i will have to look into those options. Until then, im stuck for now. I do prefer buying new, most of us do. But expenses will dictate the future.
  2. consider this. the PC im working with right now is 15 years old. it cost me exactly $6,439.65 to build from scratch. that was when I had a really good paying job, and didn't have the medical issues I have now. so, this pc is still a powerhouse 15 years later. however, nowadays, you young whips have the luxury of motherboards that can fit 7 different kinds of processors, rams stick that can reach 4 gigs on one stick, Solid State drives, and other fun toys of the age. my board was designed to fit one. a Pentium Quad Pro. these were the days when 64 bit was still experimental. let me put it in even better perspective. do you know what an 8088 is? an IBM 386? these were my teen years computers. I had a brand new, BRAND NEW, Commodore 64/128 when I was 6. from that history I built this machine, that can STILL play a game like KSP 15 years after its construction. my ONLY limiting factor is the chipset, which needs a new board to install in, which means new compatible RAM, and a new compatible power supply. $1,500 bucks piece meal minimum to get minimum performance requirements, and thats if I can reuse this case. an expense I can ill afford these days. so, in reply, your right, I can barely play the game at all. right now its only possible running it at the lowest possible graphics settings, even though my current video card (the only thing on the system that I could continue to upgrade) is capable of a lot more. but, any higher, and it suffers a memory shortage crash even before its loading screen is done. its a huge achievement for this machine to be capable of running it at all after 15 years of solid service as a gaming machine. and lets just say, if I can get the money to build another, my next parts list on newegg right now would shame the best Alienwares available currently. forgive the rant. *sigh* I have such a list of stuff I want to have and play that is now out of reach because of a bit limit. lol. I find it very frustrating.
  3. UPDATE: I redid a BCD edit, and made a few changes to the BIOS of my computer, and now KSP is starting normally. although its still hogging a lot of resources, it is at least playable for a short time before a RAM overage causes CTD, which everyone is still having issues with. I would still like to see squad redo the allocation method for ram limited systems, or for that matter, all systems, simply because having the whole thing load into the ram is not the best of ideas, especially when we are dealing with the textures. it doesn't help that many modders don't consider the texture load their mods take up, and one still has to be careful how much ram load you are asking for. In any case, my issue is fixed, so, thanks again for helping out. and I don't know how to close the thread. lol. see ya'll later.
  4. ah ok. well, I have pretty much decided that im gonna uninstall, and leave it that way until I can afford to go to a 64 bit computer, with a massive ram cache onboard. like, more then 100 Gb's. its expensive, but, as others in this thread would say, KSP is computer torture. minimum req's be darned, this program only wants extreme gaming machines. serious players only club. lol. anyway, thanks for helping out. I hope that I can return to the stars later on. until then, see ya'll later.
  5. that was my conclusion. same result. crash on the loading screen. so, thank you for you assistance. I have reached the conclusion that my version is unplayable until I can afford to purchase a 64 bit computer. squad may as well just stop supporting 32 because they cant figure out that we gamers would prefer longer loading screens over fast boots in favor of stable platforms using dynamically loaded ram method. loading the whole game into the ram is ok for computers that have really no limits on ram, but 32 bit NEEDS dynamically loaded ram allocations. the program is simply becoming too large for 32 bit to handle. ok, rant over. I am not going to be seeking further advice on this subject. it gives me a headache. and everyone keeps saying "go to 64" without considering financial situations first, you guys excluded of course. squad made a really cool game, without considering system impact and redoing the allocation system to better handle limited ram situations. i'll see you guys some time in the future.
  6. hello all. so, before we even get started: this is a modded install I have checked all the mods to ensure current versions and compatablilty I have unmodded I have done a reinstall I have done a deep clean reinstall this viersion is not from steam, but direct from the developers webpage I have done a 50/50 mod check method and I have the log file I am NOT downloading some program to imbed the file into the message, so deal with it. BEGIN LOG FILE: [snip] now, my issue. the game crashes at the end of the loading screen. refer to the bullets above BEFORE giving me advice that I have already done. thank you. now, if anyone can, can you help me figure out this latest headache concerning this program?
  7. Thanks for your reply. So far as i can see, both upgrade and downgrade were fresh. However, as recently i had to perform a system restore, and as a result corrupted some file paths, im now going through and deleting all instances of ksp i can find. Then i will be trying 1.3 again and see if i can trim it to be playable. As far as mods go, the only large mod i have installed is the USI Suite, which is all the mods for USI. All the others are quality of life mods that use less then 30 Kbs. My system also meets all req's as well. Ive even turned down the visual setting to save ram usage.
  8. sadly, im stuck with 32 bits. i cant afford to go to 64 yet, as that means a new computer altogether, and even cheap ones are out of the question at this time. my current pc is maxed out at 4 gigs, with 3 available to KSP. i run no visual mods at all, and my part mods are less then ten now. there was a time when i could run more then fifty. overall, im lucky to get one and a half hours of play before i crash to desktop. but 64 bit has this issue as well. ive read posts of people with 30 gigs, on 64, running few mods, getting CTD'd within 3 hours. now, my current version is 1.2.2. i went to 1.3 and i found that it was more hoggy then 1.2.2 was, and reverted, to no avail now. i may as well go back to 1.3, because before i did the update, 1.2.2 ran really well. now its just as bad memory wise as 1.3. for this pc anyway. im hoping patch 1.4 will bring much less resource hogging features and the GC issue will be largely resolved. ive deactivated ram hungry windows processes such as superfetch, to help free a little more. but, it seems for now that i am stuck with the problem until squad changes the way the game is loaded and handled, or i can afford to upgrade my pc.
  9. Hey Squad. Before I begin, I just want you to know that I find your simulator to be quite an achievement, and I get much enjoyment out of it. im not sorry that I purchased this product from you, and am looking forward to what you have in store next. the leap to multi lingual is a huge step, and as a result, I feel that you will increase your customer base greatly. however, I must be forced to place a huge, and as of currently, un addressed issue with your software, which I am hoping that you finally see that it should be made top priority before any further development of content is continued. RAM USAGE. I am sorry, but there it is. Unity's use of the RAM cache is simply terrible. it continues, to this day, to absolutely refuse to release RAM it has no more need for, and this continues to pluage us gamers as the game gobbles up more and more until it actually kills itself, crashing your game right to the desktop. this situation has become intolerable, and I for one am hoping that you will prioritize fixing this huge and glaring issue before deciding to make more content for the game. a game should be stable to play, not make us watch our usage like hawks to log off before it dies from starvation, causing us to lose our work within the environment. Please, fix this. whatever this problem is, I know you and your team can find it and fix it. my version has become unplayable due to this issue. i have tried everything. Full Stock, Crash. With Mods, Crash. Updated, Crash. Rolled back, Crash. this cant be allowed to continue. I beg you, don't fallow the example of other developers, and place content before stability. again, your game, with this only exception, is a wonderful one. I want to continue to play it in the future. please make that possible. thank you. Yours, A Fellow Kerbalnaut.
  10. I have updated all of my mod via ckan and am running the latest build of KSP (1.3) and i have had no issues. Perhaps what you need to do is clear you ckan cache, reinstall the mods you want (attempt to limit your total file size to less then 250,000kb grand total of all mods) and you may see a good improvement to game session life and fewer crashes. I have had to limit my mods to 47, and in so doing, my typical game session will go for about 3 hours before a CODT will occur. Updating and redownloading all my mods solved the mid load crashing issue for me. Good luck.
  11. Another method i have used is using the tri-mount, and designing it to work as a main deorbiter, thus providing a bit of power (so the chutes open) and ensuring all pods make to the ground roughly with in a few hundred meters of each other. At about 12km, you should be through the hot part, and then stage the pods to deploy at the same time (i prefer to do this with an action group, as this deploys the pods, deploys their airbrakes and arms their chutes.) The main core pod can then deploy its own chute, and carry survival equipment, if you have the mods for such things installed.
  12. This mod is awesome! Please continue your development of it! Now for suggestion box. Is there a way to have a parachute BUILT IN the standard pod? Air brakes work great! All the way to a bad case of hill disease. Big issues so far are: not enough batt to make it to the ground, no mount points on most sub modules (i.e. fuel cell, batt, ect.) to mount a parachute, very much needed auto module for multiple pod ejections (intergration of some landertron components, with permission, highly suggested), and a port addition to the dock ring (not very realistic to dock and then have to eva to a airlock...). Other suggestions! Perhaps a docking ring to fit mk2 and mk3 stockalike command pods? Mayhaps hexagonal frame design for larger pod configurations? So, theres my suggestions. Still an awesome mod. I cant wait for updates to this. Keep up the awesome work.
  13. hey guys, I got an issue. I downloaded REKT from CKAN and also tried to manually install from github and merged, and both times, I do not have the OTAV parts in my game. all I have are the dock ring, clamps and inline adaptor. all other parts not related to OTAV is showing up. let me know what files you need to see to help me with this issue. I really like how this mod looks and want to use it!!! Current KSP Version is: KSP for Windows x86 1.2.2, Build 1622. EDIT: I found this issue with another person in this thread. im going to try to fully unload REKT via CKAN, verify the file is gone, and reattempt a manual install from my zip file. EDIT: manually installing this mod has indeed worked. I bypassed the issue by directly placing the folder labeled "SHED" into the GameData folder. so far, this seems to have fixed the issue, as I now see all the parts as listed on the mod page. now, to figure out how to fly it better that a rock with a death wish...
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