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Sigma52

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Everything posted by Sigma52

  1. looks nice but its a shame that this thread is dead.
  2. What part pack are you using there? The parts look pretty nice!
  3. Whitecold take a look at the biomass + science thread. It does exactly as you describe, although its actually still pretty difficult with it, as if you want to make each resource you'll end up having a huge station.
  4. There is something wrong with bop, earlier Krag mentioned that since the planet is so small that it effects the fps of the game apparently. I also have issues while getting close to Bop.
  5. just wondering if there is a significant difference between the new version and 2-7
  6. Kethane and other mods you decide to install will show up on the tech tree unless they have not been configured to do so. Which is a simple cfg file edit to make them show up on there. With Kethane all the parts will show up in the tech tree, if you have already unlocked a node you will have to click the node again in the science menu and scroll on the parts list to the new part and click it once and then the new window will pop up and click research. That will make it available via the construction phase. Take a look at the clouds and city lights mod, deadly re-entry, real chute, KW rocketry, AIES, and Ferram Aerospace. There are a few others that are good to check out like interstellar but after adding so many mods it can be very memory hogging. So i suggest going to your settings and changing from full res to half res textures. Also downloading that popular active memory reduction pack.
  7. Hey Please do! I can think of so many uses i could use those new boxes for.
  8. just noticed it here as well. Looks like there is a performance hit when getting close to bop.
  9. Would love to see science definitions added, there is always the idea to let the community add different science entrys on a google document. Kinda like a collaboration of sorts. Take a look at the crowd source science thread. Only thing i can think of being an issue is how the planet biomes work with added planets.
  10. Well i have also seen that hang on loading issue. I usually just pull up the debug menu while its loading and click the option to reload all parts... I am not using this mod so the results may vary but with other parts that have become stuck on loading its worked for me. Press Left Alt and F12 at the same time to get the debug menu to pop up. Click the Database Tab and then click the Reload all button. Anyways hope that helps and if you do manage to get this mod running please let me know. As the parts do look pretty nice. When installing a mod to use in the game, you add it in the GameData folder My best guess would be something like this but since i don't have the mod installed the file name (Bobcat) may be different. (Game Directory) GameData/Bobcat/parts/ (parts go here)
  11. thought i'd put in my two cents as well. This does work fine with alternis kerbol, in career and sandbox. But just a heads up, science archives breaks in career mode... Its not game breaking but it is the only issue that i can find at this time. Currently running this with quite a few mods but the first that come to mind are Alternis kerbol and the new city lights and clouds pack with memory reduction. It looks fantastic!!! with a memory usage of 2.5 and thats including b9-interstellar-KW-LLL-AIES- and various other mods.
  12. Thank you for the quick reply! I loaded it up again, and apparently it fixed itself. Not sure exactly what was causing the rings to come out as a black texture but it appears to be fine now. Thanks for the help though! Also Krags folder is named "PlanetFactory"
  13. Hey rbray89 great mod you've made here! I was wondering if you could please tell me how to exclude a folder or mod from the active memory reduction 2-8 basic. Whats happening is that the rings on 2 of the planets for krags planet factory come out as big black textures.
  14. Looks like 2-7 basic is a keeper, seems to be working good so far. Haven't seen any hangups or severe texture issues. Also there doesn't seem to be much of a change in the load time, since I have quite a few mods installed it typically takes about 8-10 minutes for everything to load up. 7 year old computer, duo core 2 with about 6gigs ram. Transitioning from 1-1 I was getting up to 3.2 memory usage so far with 2-7 it brought it down to 2.5 memory usage. different folders I have listed in the texturecompressor.cfg folder = Squad/ folder = BoulderCo/ folder = KWRocketry/ folder = B9_Aerospace/ folder = AIES_Aerospace/ folder = ASET/ folder = Bavaria/ folder = BioMass+Science/ folder = chroma works/ folder = heat/ folder = ExtraplanetaryLaunchpads/ folder = KAS/ folder = Kethane/ folder = Klockheed_Martian/ folder = LLL-Extra/ folder = MagicSmokeIndustries/ folder = MechJeb2/ folder = MobiusRocketWorks/ folder = ModsByTal/ folder = NavyFish/ folder = NearFuture/ folder = nothke_DROMOMAN/ folder = NothkeSerCom/ folder = Parts/ folder = RBR/ folder = RealChute/ folder = RemoteTech2/ folder = ScoopOMatic/ folder = The DoPToOT/ folder = ThunderAerospace/ folder = WarpPlugin/ folder = LLL/
  15. whats the trick to adding an exception to the 2-6 Reduction Mod? Using Basic build Currently I keep getting hung up on command modules during the loading screen of ksp. at first it was a command module in LLL- lack luster labs so i took it off the folder list. to be specific it was. LLL/Parts/Command/MKVII/bridge/LLLBridgetest After removing the folder from the list it now gets further down the loading screen until it gets snagged again and now im getting stuck at Squad/Parts/Command/Mk1-2Pod/part/Mark1-2Pod Ksp is not freezing or crashing from the looks of it. It loads up 3/4ths of the way then it just stops and doesn't load up the next part. These are the folders i have listed in the cfg FOLDERS { folder = Squad/ folder = BoulderCo/ folder = KWRocketry/ folder = B9_Aerospace/ folder = AIES_Aerospace/ folder = ASET/ folder = Bavaria/ folder = BioMass+Science/ folder = chroma works/ folder = heat/ folder = ExtraplanetaryLaunchpads/ folder = KAS/ folder = Kethane/ folder = Klockheed_Martian/ folder = LLL-Extra/ folder = MagicSmokeIndustries/ folder = MechJeb2/ folder = MobiusRocketWorks/ folder = ModsByTal/ folder = NavyFish/ folder = NearFuture/ folder = nothke_DROMOMAN/ folder = NothkeSerCom/ folder = Parts/ folder = RBR/ folder = RealChute/ folder = RemoteTech2/ folder = ScoopOMatic/ folder = The DoPToOT/ folder = ThunderAerospace/ folder = WarpPlugin/ }
  16. works fine for me, even with the alternis kerbol mod.
  17. I've been meaning to ask has anyone tried using this with krags planet factory? I'm wondering if the two work together without any issues.
  18. Hey sean, is there any download link to your above post? I tried searching for it on the parent thread but i can't seem to find it. The home page doesn't make it clear where to download it.
  19. Same here, glad i didn't jump the gun and delete v5.3 to go with the newer version.
  20. +1 radial version would be pretty nice.
  21. I for one think its convenient having everything in one file. oops looks like bac9 beat me to the posting. Looking forward to seeing the new release! Love your quality parts you've been making.
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