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6677

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Everything posted by 6677

  1. KSP wont use all 8gb of your memory, unity limits itself to a little under 3 I think so it may well be that you are indeed running out of RAM.
  2. what are you on about. It has been said 100 times in this thread, it is said in the readme and it is said in the first post. You do not copy parts to parts and plugins to plugins anymore, KSP now uses the Gamedata folder. Extract Gamedata/B9_Aerospace into [your Ksp directory]/Gamedata Exception is the B9_Aerospace ships/SPH folder, that never loads from gamedata for me so I still extract that to KSP/ships/SPH and its sorted. Doing anything else just breaks the mod. Why you would do otherwise when so many resources tell you NOT to is beyond me. Oh you absolutely must be using KSP 0.20.2. It does not work on 0.20.1 or below.
  3. You can run .exes on windows. .exe is a file extension. Although traditionally used by windows applications it is also used by .net/mono. Clearly states in the OP that it can be run with mono on mac and Linux. If you can't be bothered to read that then you wouldn't bother reading a notice stating incompatibility with mac either.
  4. The fact you said added the plugins correctly immediately gives away that you've done it wrong. You shouldnt be adding plugins. Unzip this mod, stick it in gamedata. Otherwise symptoms include missing parts...... If you manually stick parts in parts, plugins in plugins, it will break as will many other 0.20 mods. This is even mentioned in the README file and the first post. its even in the post above yours. As do stock liquid engines I think. Jet engines with no intake air certainly do.
  5. incorrectly installed. Extract into gamedata. Do nit manually try to add the parts folders to parts, plugins to plugins etc. Do not use one of the mod managers. Its all in the OP.
  6. There is no GUI, you use the right click context menu or action groups. Basically, right click the part.
  7. is it bad that on my internet it took 4 and a half minutes to download from mediafire?
  8. steam edition makes no difference to mod compatibility. None at all.
  9. What I do is take the inline fighter type cockpit (you know, the one with nodes front and rear). Put a round battery on either end, if you want it to be re-usable a few of the non folding panels (5 or so) should keep it charged. Then just stick 4 of the normal rover wheels on (the older brown ones, the grey ones grip becomes problematic for alot of vehicles on kerbin, likely including yours, they literally tear themselves apart when turning sometimes). Its a simple rover and only has 1 kerbal but that doesnt matter. Launch it from the SPH, drive off the runway and park next to it. Launch your new vehicle (ie your truck), then switch to the rover next to the runway and drive infront of the new vehicle, gradually slow down to a halt and you can act as a brake for the truck, enable the parking brake on the rover, get the kerbal out and run around to the truck. Sorted, it cant go anywhere. Works with astonishingly high masses.
  10. Taken a while but I found a use for the S2 cargo bays in my space program Passengers. I stuck the longer cargo bay in the middle of my plane, stuck command chairs down the inside of it, put an inverted cargo bay at the rear with ladders sticking out. Hit 0 to toggle, kerbals can cleanly climb in and out. No screenies unfortunately but I might take some later. It would be nice to get a cargo ramp for the S2 widebody fuselage. Possibly an adaptor to go from S2 cargo to S2 widebody cargo too would be nice. If the theme is still somewhat sci fi based perhaps the widebody cargo ramp could have the floor of a regular cargo bay fold down from the bottom of the hull requiring the craft to be jacked up on stilts, alternately do you think a lift extending from the bottom would be possible?
  11. I first downloaded KSP a few hours after SQUAD announced 5000 downloads. I didnt buy the full version until .15
  12. Add a crew container, it always spawns empty and can carry 4 kerbals.
  13. More gear in one solid line maybe? Failing that, rover wheels seem to work better for rolling in a straight line than the official landing gear does, just no folding. Some lightweight rover wheels, perhaps without the drive motors or steering would work infinitely better than the stock landing gear.
  14. I love this pack but could it be possible to get a tail piece for the widebody S2 with a cargo ramp in it? I wanted to make a huge dropship with a massive cargo bay of rovers but there isn't an effective way to get out of that cargo bay when not in orbit, apart from rovers with their own flight abilities of course.
  15. Tried changing just one or just the other or both at once. I am pretty much at the point where I am willing to just give up because I cannot get this working for the life of me. I've even tried changing what port I am listening on entirely to see if its just 7777 it doesnt like. 2075 as you mention doesnt work. 8080 doesnt work. 6677 didnt work. Head smashing the numpad to get random numbers didnt work either. It just seems that on my system this application cannot open any Http port regardless of firewall access (tried turning that off completely), admin mode, other applications running etc etc.
  16. Made no difference, kinda expected as its a .NET application and .NET runs pretty much the same everywhere.
  17. look again. He has the tall liquid fuel + oxidizer tank near the front ofthe plane. I don't see his engines though.
  18. i dont use the piece of turd known as skype. I had IIS running at one point on port 8080 so I ran it on 7777 which I already had forwarded on my router. Nothing else was using this port. I tested and bukkit runs fine on this port aswell without errors and people can connect to it. Bukkit wasn't running when I tried this application, I only launched it after to see if there was a conflict which it appears there isn't.
  19. For some reason the crew manifest icon is only about 5-10 pixels wide on my system. I play at 1366*768 yet the icon is smaller than the numbering on MET. Makes for an unobtrusive experience but is a bit odd.
  20. You can combine the files into one if you wish. Or I prefer to use visual studio
  21. I saw there is an adaptor for the HL fuselages to the mk4 fuselages. Where do I actually get mk4 fuselage parts though? I was going to make a transport aircraft for moving rovers across kerbin but sadly they are ever so slightly wider than the wide tail gate for the HL. A mk4 fuselage and tail would be nice.
  22. Well then, having received both the above post and an email reply I can say that carts 1.4 is planned for release on friday (probably afternoon GMT time). Context menu's I'm not 100% happy with but they are now working, I probably revisit them though.
  23. Vanilla install and no graphics settings do not alter node_colliders (and whatever their .mu counterparts are). Also tested with mechjeb pod and some assorted boosters from novapunch that I had lying around my documents. As for graphics settings, most maxed. Not using fallback shaders, SM3 enabled, only non max settings are resolution (1360x768) and terrain scatters (50%). Not using any .cfg hacks either (minus the fix for the drop). When I zoom in on the DROP it almost appears that the node is slightly inside the mesh, of course thats the visible mesh which might be larger than the collision mesh. System spec I doubt you need but I'm running a triple core AMD athlon 2 at 3.5Ghz with 4gb of RAM and an NVidia GTX460 on windows 7 professional x64.
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