Zatie12

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About Zatie12

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    Spacecraft Engineer

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  1. Zatie12

    Rigid Stuts

    Thanks! A combination of selecting rigid attachments throughout the main body and selectively using autostruct on some heavy peripheral components works a treat.
  2. Zatie12

    Rigid Stuts

    Hello all I recently came back to KSP after a very long break, I played about 700ish hours during the 0.1x version era. Naturally I installed a bunch of the latest versions of the mods I used to know and love (KW Rocketry, etc). I see that the physics especially with large space stations is still just as sketchy as it used to be, still thrashing a single CPU core when there are 12 available and still not using GPU compute resources (as far as I can tell). The good old infinite energy creation mechanism whereby a completely stationary construction will slowly oscillate more and more aggressively until it spontaneously self destructs in a huge explosion still exists too I see :-) Anyway, this isn't a bashing session, I love KSP! This was more a related but simple question, is there a mod or struct these days that behaves rigidly like a "real world" piece of metal would, i.e. it doesn't flex and bend like jelly? Ta :-)
  3. Zatie12

    64-bit client viable?

    Perfect, thanks Brikoleur
  4. Zatie12

    64-bit client viable?

    Hi Folks I've come back to KSP after a year or two and seem to remember there were a few issues at the time with the relatively new 64-bit client. I've also noticed that Steam is still running the 32-bit client by default. Are there any issues with 64-bit these days or is it still recommended to run 32? If no issues what's the recommended way to get steam to run the 64-bit version instead? Thanks!
  5. Zatie12

    Switching integral tanks

    Thanks
  6. Zatie12

    Switching integral tanks

    Hello Folks I have a space plane with Mk2 Rocket Fuel tanks. I've made an atmospheric version (replaced the RAPIER engines with Turbojets and added some more intakes) and I'd quite like to replace all the Mk2 Rocket Fuel tanks with Mk2 Liquid Fuel tanks (i.e. so I'm not carrying around unnecessary Oxidizer). I can't easily replace the tanks manually because they're integral to the structure of the vehicle, it would require a total disassembly. Is there a mod or other technique that can easily do this, or should I start editing the craft file? Thanks
  7. Zatie12

    Mod usefulness in 1.0

    Thank you, useful responses!
  8. Zatie12

    Mod usefulness in 1.0

    Hey Folks I've waited a few weeks before getting stuck into 1.0, partly to ensure all the mods I love to use have been updated and are generally working properly. Is it still worth installing these mods in 1.0: FAR - after the updates to the stock aerodynamics Toolbar - the game has it's own toolbar now Kerbal Joint Reinforcement Enhanced Navball - Updates were made to the navball before 1.0? I'm happy to install these mods, I love them, I've used them for a long time. I'm also concious that I'm limited with the 32-bit binary under Windows and memory consumption becomes a problem (hello Active Texture Management). I would like to keep my 1.0 build as slim as possible so I'm checking for opinions on how beneficial these mods are now that 1.0 has landed. Thanks!
  9. Zatie12

    [1.1] RemoteTech v1.6.10 [2016-04-12]

    Thought I'd share this with the RemoteTech community - a nice view before Jebb starts his daily work servicing this RT cell tower 10km from KSC... And here He is thinking about the task ahead.... He's almost there! Climbing.... Almost There! And finally a view of the cell tower:
  10. Probably I am doing something wrong.. I have the brakes set and release them by pressing B. It takes roughly 8 seconds before the aircraft starts moving.
  11. I've been wondering this for a long time.... Why does it take approximately 8 to 9 seconds after commanding brake release for the brakes to actually release?
  12. Hello all, I'm probably doing something wrong - I'm trying to increase the size of the landing gear however there's no scale slider on these ones. Any help appreicated http://i.imgur.com/hxH8vDC.png Thanks
  13. Hello Folks I'm having some trouble running KSP with B9 v5. In both cases (32 and 64 bit), the game crashes once the load bar reaches the end. When I run the 32 bit version I get out of memory errors in the crash log looking like this: [ ALLOC_PROFILER ] used: 67212B | peak: 0B | reserved: 8388608B Could not allocate memory: System out of memory! Trying to allocate: 22369620B with 4 alignment. MemoryLabel: NewDelete Allocation happend at: Line:0 in Overloaded New[] Memory overview [ ALLOC_DEFAULT ] used: 211268489B | peak: 0B | reserved: 223911216B [ ALLOC_GFX ] used: 981242149B | peak: 0B | reserved: 1003576096B [ ALLOC_CACHEOBJECTS ] used: 222792B | peak: 0B | reserved: 12582912B [ ALLOC_TYPETREE ] used: 0B | peak: 0B | reserved: 0B [ ALLOC_PROFILER ] used: 67212B | peak: 0B | reserved: 8388608B Crash!!! When I run KSP 64, there are no memory related errors in the output log however the game is still crashing. The last few lines of the log are: (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [ModuleManager] ModuleManager: 1164 patches applied, 91 hidden items (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) PartLoader: Compiling Part 'B9_Aerospace/Parts/Adapter_C125/part/B9_Adapter_C125' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) EffectList: Created 11 effect types (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Crash!!! Any ideas how to resolve? Thanks
  14. Zatie12

    [0.24] Spaceplane Plus 1.3

    Yes, you're absolutely right. Thank you very much Edit: Also thank you Shania_L for the post too