TycoonTitian01
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Posts posted by TycoonTitian01
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so whats the issue with spacedust? I want to try galaxies unbound, but it gets a fatal error
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On 5/16/2022 at 7:17 PM, Codebreakerblue said:
I have a similar mod setup, as well as a set of graphics enhancement mods. CPU should be no problem, I'm running a Ryzen 3600X at about 20-50% load. RAM might be a bit tight, I have 32 gigs and I'm using anywhere from 16 to 20 consistently. My GPU is a 1660ti, and the 6GB of dedicated RAM is consistently maxed out. That appears to be the bottleneck, but it runs fairly well. I only really have major lag during loading screens, and occasionally when switching in and out of different scenes/map view.
Hope this helps!
Yeah that helps! usually ram is like that for me as well, so I may upgrade that at some point
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how is this mod performance-wise? I have Outer planets as well as wanting this, along with alot of smaller(ish) mods of varying stuff. (~220)
My specs:
i7-10700K CPU, 16.0 GB Ram, GTX 1650 SUPER
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sorry for the bother, but the new update will not install on CKAN, idk why
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1 hour ago, capi3101 said:
No problem. If you do find yourself having additional issues, feel free to ask; I've got a fair amount of free time coming up in the near future.
I set up Castillo, and also designed a mineral mining ship, which hops to a different crater on Minmus that has Minerals, thanks to your help, I can get rid of much of the slapped together ramshackle base I had before!
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thanks, I think I'll keep it CRP and just get the Castillo up and running, thanks again for the help
15 hours ago, capi3101 said:For minerals, double-check to make sure that they are present in the biome in which your base is located. Use a Geology Lab or a surface scanner to make the determination. If you do have Minerals present, your drills oughta be bringing it up. If they aren't, set up some dedicated storage.
Slag will also require a dedicated storage unit. I have had issues getting Slag in the past; I'm trying to remember if there was another step involved or not.Check your Rock first. If you've got it, use it. Most bodies in the system don't have it.
But then there's the Ore Melter converter...which is incidentally another good reason to pack a Micro ISRU with your build.
Once again, check to make sure it's in the biome. Anytime you shift modes, always go to your Geology Lab and make sure everything's there...
The Castillo structures will have omniconverters once you can get them built.
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I would like to use the CRP, but I also want to be able to have omniconverter for buildings, is there a way for both?
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oh ok, so with CRP the stock drills I can get clean water and materials, but how do I get slag?
Now Ive changed to Classic, but minerite is not in the game?
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wait is a lode from a core sample?
oh ok, so with CRP the stock drills I can get clean water and materials, but how do I get slag?
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or should I say to hell with it and just use a rock melter converter
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On 12/15/2021 at 9:10 AM, capi3101 said:
Precious Metals and Minerite are present in Classic Stock mode only; switching to CRP mode will change those to Rare Metals and Minerals. Switching game modes will change the concentrations of whatever resources are available at the site on which you're attempting to build, fair warning - you always want to be sure to do as thorough of an orbital biome survey as you can manage ahead of establishing a base at a particular site so that you can be sure you can expand it in situ if that's what you're planning on doing. For that reason, I'd recommend putting your base-seeding equipment on a rover, so that if need be you can pack up and move to another biome. I would also recommend including at least one Micro ISRU unit so that, if needed, you can print up equipment from alternative resources.
Resource concentrations to pay attention to are Rare/Precious Metals, Minerals/Minerite, Rock, Metal Ore, Ore, Exotic Minerals and Uraninite, in that order of importance. Most sites won't have Rock but where it exists, it's a pretty awesome way to make Konkrete when the time comes. A polar-orbiting satellite with a narrow band scanner can tell you the concentrations of each biome as it passes over, and it's the fastest way of determining the optimal biome in which to put your base. You want to do that ahead of sending your base-seeding mission, so that if you decide you want to put your base somewhere off a world's equator you can do the necessary plane changes while it won't cost a lot of delta-v.Make sure to have storage dedicated to whatever you're wanting to dig up, whether that's a dedicated Chuckwagon or an Omni Chuckwagon set to specific resources - sometimes the game won't mine something without the storage in place.
If you continue to have issues/questions, feel free to ask away; I or others here will do our best to answer them.So I changed it to CRP, and I was able to get rare metals and exotic minerals with the strip miner, but now I cannot get minerals nor slag, is there a specific miner I need to use?
like do I have to use Regolith Drills?
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I've run into an issue; I am trying to make a Castillo base, but equipment printers need precious metals and minerite, but they are not in my game. What should I do?
actually it may I need to change it to CRP, will that change the resource requirements?
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1 hour ago, JadeOfMaar said:
Possible causes are:
- TweakableEverything mod
- Empty FerramAerospaceResearch folder
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Some "realism" mod that contains patches that contain :FOR[FerramAerospaceResearch]
- If you locate such config files, do let me know what mod, and the path to them so I can confirm and more easily remember for the next time someone has this issue.
Ok, I do not have TweakableEverything mod, but I also dont have anything named FerramAerospaceResearch either
I installed the mod via CKAN, if that can help you at all
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I do not know if it is supposed to be that way, but the elevons and stabilizers do not rotate
also idk why but the wings don't count as lift in the assembly building
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do you have physics range extender on? sometimes that causes strange things to happen
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thats strange, idk what happened but imma have to start a new save, oh well, I was stagnating
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does USI affect the communication system for kerbal space program? I had modular kolonization system, malemute, konstruction, and exploration through CKAN, and I uninstalled them so I could use extraplanetary launchpads, but now no crafts connect to the space center. I checked and if I create a new game that doesnt have USI it works fine
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Is it possible to rebuild buildings destroyed? I may have nuked the harbor next to KSC
the ones from KK
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4 hours ago, JadeOfMaar said:
Those features just work. No need to be concerned with GU or other planet mods.
Any of these could be the source of your issue:
- You don't have ModularFlightIntegrator (not optional, bundled with Kopernicus).
- You have insufficient RAM so your PC is struggling to put other things into the page file to make room for KSP.
- You edited GU's system config and turned on planets without turning on their stars, so the planets are orbiting nulls (no values/no data).
Thank you, I have unpacked all of the zip files within the folders and have ModularFlightIntegrator, so it may be that I have multiple graphics mods installed making my 15.87gb of ram wants to kill itself
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hi I do not know if it is on my end, but my game gets to where the menu loads, but just has the things spin, and spin, and spin
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Hello, sorry if this is redundant/im just being stupid, but does the stock scanning for rescources and SCANSAT work with this mod?
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So is darkside technologies abandoned? cause it's newest version is for 1.4.5, and i would like to use this
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Love this mod, but its eating my flags
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so yeah, it seems that NSI in 1.11.2 doesnt play well with other mods, and just does not work, so could you pretty please update the mod?
[Min KSP 1.12.2] Blueshift: Kerbal FTL
in KSP1 Mod Releases
Posted · Edited by TycoonTitian01
deleting bc im dum
happy spacedust issue fixed