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Grim187

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Everything posted by Grim187

  1. Monitor 1 is 1920x1080 @ 144hz, Monitor 2 and 3 are 1024x1280 @ 60hz. I'm on windows 7 x64, running 1.2.2 x64 DX9 in windowed 1768x992 which when activated changes to windowed fullscreen. If I activate it while loading/in menu monitor 3 turns black and it tracks the cursor but if I activate it or try to load a vessel in flight the game locks up. Unfortunately, ksp doesn't generate a crash log.
  2. The Automatic Save Feature of Automated Screenshot just saved me from losing all the Crafts in my Career. Just wanted to say; Thank You!
  3. has anyone had any luck getting astronomer's visual pack working with this?
  4. this fixed it. thank you. Edit: it seems that is no different than not using a switch. to be thorough
  5. I was setting up a RSS install, got it working really well with -force-d3d11, was doing testing before starting a career and noticed aerodynamic effects caused the textures to go pink on the ship, explosions and particles. after trying a few things i switched to -force-opengl and the problem was no longer present. sure enough the problem persists in the stock game. is this something to do with my graphics card? (gtx 660ti) possibly a software issue (dx or driver)? or is this a problem with unity/ksp?
  6. KSP-CKAN helps for a lot of the installation. (only 6 or so that need to be manually installed) did you do anything special to KSPRC when installing? (the release thread says its not compatible with RSS)
  7. apparently air circulator is needed to produce O2 now (it wasn't in ).I'm still having the problem with the game locking up after a few hours of time warp but thats not a big issue.
  8. I found there wasn't any storage for CO2 so i simplified the design and decided to test it in space. Its not producing O2 and the game Locks up (doesn't crash) when i time accelerate more than a few hours. http://i.imgur.com/9DMd0ug.png
  9. maybe its a conflict? but i distinctly remember having a similar problem when testing this mod previously.
  10. I've built a station based on this; https://github.com/BobPalmer/MKS/wiki/Tutorial_02 (Im testing it before deployment) I have all the modules it suggests, when it put it on the pad (hacked gravity), "launch" and activate everything (with every module full of kerbals) the Oxygen and Water don't change and the food steadily increases. Time warp a day later, the oxygen and water still haven't changed, there is a build up of compost and the food is decreasing (at about the same rate it was increasing previously). (sorry for the aspect ratio; triple monitor display) The tutorial says you need 2700 basic machinery and 750 enriched soil, I haven't found enriched soil anywhere and I just filled all the modules with machinery, it did not decrease. I did notice punch cards filled up, but did so a considerable amount of time before the switch in food production.
  11. I've found that check box on the general tab of the settings before, must have forgot about it. ok, i will chalk the electricity problems to it being in beta. thanks.
  12. can you throw it on dropbox, mediafire or kerbal stuff so we don't have to wait for your server to be fixed?
  13. is there a way to increase the length of a day to 24hrs? i've looked and looked and killed many kerbals thinking 8 days worth of food/water/air was enough for a free return of the moon. do unloaded vessels use electricity? is it an accepted bug that time warp increases power generation and decreases usage? is there a mod to monitor usage and generation rates? (i don't think fusebox does this in game, just in the vab/sph?)
  14. I didn't think it was the memory limit because it froze on different bodies and it hangs for well over an hour each time (while the memory is filling up really slowly) but i will try a 4k dds rather than 8k. (i have ATM (non aggressive) installed) edit; that worked, at 2.5gb memory usage on the main menu. Thanks.
  15. its done it 3 times now, either 10, 11 or 12 of 17. ksp stays at about 5-15% cpu usage and slowly loads stuff into ram (starts at about 3.2gb untill it hits the x86 limit then crashes). i installed primarily with ckan and have a lot of other things installed. maybe custom biomes is causing a problem?
  16. it loads the tree the first time i load the persistence file (from my 23.5 save) but when i go into the vab it unloads it and never loads it agian (stock tech tree, almost no parts unlocked but half of the nodes are).
  17. there is a mod for this that i'm looking for and google brought me here. Edit: found it Research Them All
  18. really?, I just mined over 800 units from 2-5km above the sun with the advanced particle collector. (its the only resource there) also the detector works in space (sometimes) and says its broken on the ground.
  19. unless there was a update since 0.3.4? (o good a mod to keep track of out of date mods, thanks.) it works at 100km around moho, eve, eeloo, sun and probably others...sometimes. I think it might be hyper edit, its not the situation changing from landed on kerbin?
  20. yep, just figured that out, for some reason i thought 2km would be inside the sun (im used to playing rss). the scanner says its broken [spoiler= ]
  21. I'm having some problems with the advanced particle collector. I have the latest karbonite. fresh install. active texture management, scansat, part catalog, kerbal engineer, hyper edit, select root and floor it are the only other mods I have installed.
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