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Barklight

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Everything posted by Barklight

  1. Testing Result: I just ran a simple launch test and my pilot did receive XP, but he landed on the focused vessel. Does your known bug only affect kerbal XP on parts jettisoned & recovered via stage recovery?
  2. Darn. Having big issues getting Astronomers Interstellar pack working on x86 but no problems on x64 Oh well! Thanks for clarifying that there is a known bug therein.
  3. So does everyone else. .90 is only a few hours old. Please give our beloved mod-authors time to update their creations
  4. Congrats on stock integration for your creation, Arsonide Your mod has been among my must-haves for a while now, glad to see it get the limelight it deserves.
  5. Minor bug: The download link for your SkyBoxes does not appear to work. Points to an adfly page that tries to redirect to mediafire, but fails. I do use FireFox with NoScript enabled, but can't get it to work even with all scripts allowed. Might be a bad link or just me. Luckily, the skybox is still obtainable in the v1 pack and I'm not afraid of manually digging up resources
  6. What does Procedural Fairings have to do with Deadly Reentry? I play with KW and use those fairings instead of PF. I like the challenge of having to design my rockets to fit into the existing fairing sizes - not having them auto-fit
  7. Looking mighty impressive. Actually reinstalling KSP now so I can do a fresh career run of it, I'll wait to install this until I see that you've updated though
  8. The souls of all Kerbals which I have crashed to date, in concentrated form. *scared now*
  9. I just did a fresh install of KSP and a handful of mods for my laptop. I'm trying to get Interstellar working... But hit a snag. When I fire up a new game and am prompted by Treeloader to select a tree, the Interstellar tree simply isn't there. I can hit --Refresh List-- or --Select--. I've already tried reinstalling Interstellar, but I don't know what's going on to make the tree missing. I already tried searching the thread for input on this, and my results were basically for missing items in tech nodes or editing configs... What would cause the tree to not show up in the first place? For now I'm just copying the tree.cfg from the WarpPlugin folder and replacing the one in my save folder, but it's still odd that you'd have to do this on a fresh install.
  10. I like your layout and style more than the Contract Manager option, so I hope you continue with this Are the contracts collapsible / do you get a visual identifier for completed steps on a contract with multiple criteria?
  11. I got around this by the fact that I basically never use it anyway - I keep forgetting that it's even there.
  12. I had almost forgot about that. Just watched the clip again on YouTube and that "defense" you quoted... Couldn't be more accurate
  13. If not, I bet you anything that a 12 hour KSP session is part of the first week of Astronaut training
  14. unrelated: Why does every thread have to turn into a bashing circus once MechJeb is mentioned? related: I don't think the .24 Career changes will have any direct impact on FAR. Let alone any other mod, except for those that simulate similar features. For instance, Mission Commander, a popular "industry and budget" mod is probably going to lose a boat load of following in its current state, because it's primary function is being turned into the core gameplay addition in this next update. I can imagine the next iteration of MC being a massive add-on pack to expand the scope and complexity of missions available. As Regex stated above this post, mod developers will likely find a way to integrate their mods into the new system to allow their new parts and rules to be taken into account for contracts in .24. Some people might just flag their parts as eligible for the different contract criteria for missions, while some might make new mission styles and mission objectives unique to their mod parts. Overall, I think that the .24 update will probably just not take mods into consideration, which is what we should expect anyway. Stock features should be flexible enough to allow mod developers to add to those features, but not cripple or enable mods directly in any way.
  15. Kind of like we are doing now by spending science points on research nodes, I would imagine. You might have noticed most equipment already has a "cost" associated with it that we don't currently use. I could see us using science to unlock nodes on the tree, then paying kerbin credits to prototype each piece of equipment in that node as needed. Maybe it gets a little bit cheaper after you use a part 1-2 times and it gets past prototype. I'd agree with you about ships - you're not super likely to use the same exact ship more than once or twice (from the launchpad) because of upgrades as you unlock more tech
  16. I remember when there weren't even enough mods to get to 500 unique / variant parts in the game Nowadays you have stuff like KW, BAC9, and Interstellar bloating up your parts tabs in the VAB. Gotta love the variety though!
  17. I remember the Launch Tower of Doom - I don't know how many fins and fuel tanks have gotten caught on that dang thing between my launches... Creating space stations by jamming things together and getting them stuck on structural pieces so they'd stay together before we had docking ports. I still forget to deploy my solar panels on 3/4 of my launches. Screwed if it's automated, fortunately my last one was crewed. Darn newfangled technologies.
  18. After a fresh install of KSP and Interstellar, the game loads fine. After loading to the space center, a popup window appears telling me that an Update to the Interstellar Tech Tree is available. After applying the update, I crash (memory access violation) every time I try to load into the game. This is not happening if I tell it not to update the tree. I'm using a fresh install of Interstellar .11 downloaded yesterday. Also, RAM, I'm under the cap at around 3.1GB. Also experimenting with the x64-bit workaround (and more mods, about 5.5GB total RAM usage) with Unity executables, I'm also running into the exact same scenario there too. Is the tech tree updated separately or is something broken here?
  19. Then you are out of luck in this endeavor. As mentioned in the original post, we cannot redistribute the files as the copyright is owned by Unity. Squad has their own license for redistribution of the files as part of their game package, but are only using the x86 versions. If you are not allowed to install anything outside of Steam content, perhaps you should talk to your administrator or parent (whichever is the scenario) and have them help you get 7Zip or to install Unity. Direct them to this forum thread and have them read the first post, so they will know what you are trying to do with it.
  20. Except for the PAX tournament where it was required, I have never played a 100% vanilla unmodded game. I mod the s*** out of everything. I typically reinstall KSP once every 9-10 play sessions because of messing with mods, breaking something, and being unable to fix it. Although I've landed 20-30 probes on Duna, I've never actually had a Kerbal set foot on its dust.
  21. This post also reflects what I'm going through. Was working fine for me with about 40 already greenlit mods. First launch worked fine with it, then reloaded KSP and it it crashes with memory access fault every time I load a game or start a new game. Reaches main menu without issues. Oddly enough, I have the same issue with Firefox. Can't control the interface on flash driven application in browser, like YouTube video controls being untouchable. These symptoms occur while KSP is running (x64).
  22. Good point, though I don't know if it'd cause much of an issue on my end. My gaming desktop hardware consists of an 8-core AMD 8350 and 16GB of DDR3 1800 ram running on an ASUS Crosshair Formula V motherboard. Windows runs on a 120GB Intel 330 SSD, with my apps installed to a Samsung 840 Evo 1TB SSD (I'd keep the VM here too). Would the bottleneck be through the Hyper-Visor or just windows background stuff? I figure if I throw 8GB of RAM, 60GB on the Samsung SSD, and 4 cores to the VM that it should run pretty snappy. Not sure how to allow the VM hardware access to the EVGA graphics cards though.
  23. So... I run Windows 8.1 Pro on my gaming desktop. Hyper-V is installed and I'm thinking about spinning up either an Ubuntu or Fedora virtual machine. I'm curious about a few things and am looking for some input, please Why? I <3 mods. And for fun. I'm thinking of starting up one heavily modded run of the game with around 30 mods plus many of the popular graphics mods at the same time. Enough to say from past experience that I know I'd be crashing the x86 client. Which Linux distro would be the best choice for KSP and other linux capable games? Any special tricks for graphics on a linux VM? I have SLI GTX660Ti's and a GTX470 in the system. Anyone have problems setting up a joystick to be used in a VM? I like my Logitech stick. Do you have any horror stories or tips/tricks for KSP on Linux you can share?
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