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Eskandare

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Everything posted by Eskandare

  1. Is this mod dead? If so, it was cool while it lasted, I miss these parts.
  2. Hi everyone, I've developed a mod extension of Lack's Lack Luster Labs parts to work with Skycooler's Extra-planetary LP mod. If it's okay with you, Skykooler, I'd love to post it. Since I can't get in touch with Lack, I remember him saying that it was okay to make extensions to his mod as long as he has access to the model cfg file etc. Well, the model I'm using is his, so he has that already. I basically made a set of new parts using his already existing models with new configs and skins. Here is and image from my alpha test I posted on the LLL thread. Note the parts logo is from the hex can mod, I figured I'd keep to a standard for the parts containers. I'm still working on the parts. I'm open for suggestions, and even help on the project. So far I have a nuclear reactor, Shipping containers for, ore, metal, and parts, an EBM (Electronic Beam Melter), Automated Manufacturing, and a couple of new parts I'm testing. I made something to collect space dust to crush down into ore and a space gas to condense into kethane. I'm not good at modeling but I'm okay at skinning. http://i.imgur.com/YQYAOWm.jpg"]
  3. I've been using RT for a little while. I hope there will be a way to update or modify legacy parts as not to destroy current working networks. I would hate to lose my command control station. I was lucky enough not to lose any craft or break my game during the .21 update. Even if the old models get repurposed. I don't care so much for my satellites but the stations, rover probes and large vessels were a triumph to get into the big black. I'd hate to lose it all now.
  4. WOW! This is awesome! A superb addition to my Jool Mining Corporation Fleet. Beautiful work!
  5. Thank you, that explains why I thought my math was off. I guess that will certainly have to be the substitute. Thanks once again.
  6. Hi everyone, I was curious if anyone knew the Altitude, Inclination, and Delta-V for maintaining a Heliosynchronous orbit in Kerbin SOI? In other words, orbiting a satellite or station so it stays in Kerbol's (the sun's) light. This would be most helpful. Also, all other planets SOI would be useful too. Thank you.
  7. If you have an ATI video card you can reconfigure the game by simply setting the card to override all graphics functions of the game and running solely on the video card configuration. For me, this cleaned up all issues with lag in the game yes I have triple buffering on. In fact I have my card at max and no issues. This only works to eliminate active game lag, and not loading time. I also suggest running at least with 16GB RAM (I'm on 8GB and very, very soon to be on 32GB) this is so there is plenty of ram for the system and KSP has room to run with out running out of RAM. I currently run at 52% usage inside the VAB/SPH. I currently have a 5000 series (ATI-5770 to be exact) I'll be trying it out on a ATI-7970 in the month to come. I'm not aware if this is possible on nVidia cards or not.
  8. That's cool I hadn't thought of that. I so far have been shutting down non essential programs to clear up memory. Is there a work around for the VAB/SPH lockup? I've so far been running ksp as administrator seems to fix one half of the problem. Also it doesn't appear any of the other mods I'm using are in conflict.
  9. Everyone ought to be aware of their memory usage. I use a lot of mods but I keep to about 2GB. If I understand correctly KSP can only manage up to 2GB RAM. The only parts thst I have on Kethane are the drills, so far the scanner is fine. Most mods with only parts shouldn't effect Kethane as they are mearly models, skins, and configs, but beware of mods with plugins. I'm seeing if the carrier mod or B9 are effecting Kethane and Extraplanetary Launch Pads.
  10. Try installing a fresh copy of KSP and perhaps leave out quantum struts. Always test one mod at a time. There probably isn't any conflict if you're just using mechjeb and q-struts. Lack doesn't use any plugins so there shouldn't be any conflict. Also I recommend Kethane and Extraplanetary Launch Pads. I'm soon to release a small addon to LLL under Jool Mining Corporation for use with the aforementioned mods.
  11. 3 Things; be sure you placed the parts in the Gamedata folder, make sure you do not have too many mods installed. KSP is a 32bit application thus can only allocate and handle 2GB of ram, so be sure you don't exceed that. .20 compatible means the mod works with KSP version .20 and above. When .21 comes out be sure to update and/or remove any incompatible mods. I hope this helps.
  12. I don't know if anyone else has had this bug, but it appears that the VAB/SPH have a node connection issue with the parts where it attaches but doesn't stay, and the nodes disappear. Also, it crashes the VAB/SPH at times and prevents any of the buttons from working.
  13. I don't know if anyone else has had this bug, but it appears that the VAB/SPH have a node connection issue with the parts where it attaches but doesn't stay, and the nodes disappear. Also, it crashes the VAB/SPH at times and prevents any of the buttons from working.
  14. Alright then, I'll go put it in my drop box and post it here and on my own thread. The model is Lack's, and I used his original skin for the base.
  15. The the pixel count is lowered because I lowered the render in game to conserve memory usage on my 8GB of ram as well as I'm at the maximum number of mods the game can handle with out crashing. I'll post a full render image if you like. I personally like the border, and I made a custom warning stripe for the skin. I used only the cargo type logo from hex cans. I also have a EBM (Electronic Beam Melting) converter based off the Kethane converter and smelter.
  16. Just got home, and now here is the pics. They're basically a re-skin and re-code of the part file module. Now waiting for Lack's permission to be able post the parts.
  17. Hey Lack, I have something for you. A mod of the Kethane tanks for use with Ore, Metal, and rocket parts from Extraplanetary Launch Pads. Pics coming soon. Anyway, can I have permission to post it on the boards and space port?
  18. None, at the moment. It's more of a proof of concept, prototype. It had a bit of a bumpy landing, hence the communications tower fell off, oops. I haven't decided if I'm going to include any weapon mods in my collection. Here is my station using the Hollow Structures & Hulls mod along with a few other mods. Sorry in advance for the number of images. I wanted to show off what can be done with Alskari's mod. BTW, Alskari, I love what you did here, keep up the good work. I can't wait to see what you come up with next. I might add that there is a bug where the docking port with doors reverts to just a docking port. Jeb watching the world go by... literally. Seriously Awesome!
  19. I like the mod so far. The internal lights are a good idea, but personally, with the way the sections are shaped, gravity would be kinda annoying. Here is a shot of my cruiser on the moon.
  20. Wow, these are beautiful! I'd love to see ASAS, SAS, mono propellant (I tweaked the fuel tanks to include mono propellant), and perhaps some docking port adapters to dock with stock docking ports. I love how the mod has little load on my system. hahaha, now off to build my Duna Base. Good job once again, looking forward do seeing more of your work. Having fun in the new long range vessel prototype.
  21. I think there is a bug that permanently leaves a Kerbal in "active flight mode" when you terminate a flight from the tracking station.
  22. Yes there is, otherwise my space planes would have serious trouble. Another space plane after testing out FAR with B9. ...And an amazingly successful landing. As you can see B9 works well with FAR.
  23. Wow, I love the Saber engines, but why do they not display the fuel in the staging section? I'm running 0.20.2 with B9 R3c. Is there a plugin that conflicts with B9? Still though, great work on the pack. Got my first test space plane into orbit.
  24. I'm curious if this is anywhere related to using a 32 bit bus or a 64 bit bus. (why would anyone use a 32 bit wide bus?) I haven't had any trouble with memory apart from my usual complaint on how I need to finish rebuilding my other machine with the 64GB memory installed. I run an old AMD Athelon II x4 3Ghz (mind you I have all 4 cores configured to run at the same time) with an ATI 5670 1GB, and 8GB RAM. No crash. I have several mods too. No crash, no slow down. Hmmmn odd. Then again I have over 4TB HDD space and a good sized swap file.
  25. Try looking here. http://forum.kerbalspaceprogram.com/showthread.php/30591-So-What-Mods-broke-on-20, I'm fairly sure ORDA is not compatible with 0.20. Kethane needs a patch, MechJeb 2 is updated for 0.20, and I.S.A has a dev build.
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