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Holyvision

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Everything posted by Holyvision

  1. Like the title says, just curious to see who has really pushed their game to the limits with 64 bit and mods. As it stands as of this post, here is what my GameData folder looks like: I am running the 64-bit client on my system with stability (no crashes, with all these mods). The most I've peaked at thus far is ~9.5GB of RAM usage, out of my max of 64gb. On a SSD, it takes KSP about 8 minutes to load to the main menu. Who else is pushing it to the limit with 64 bit? I'm sure lots of folks out there have used a lot more RAM than I have. ALL OF THE MODS, anyone?...anyone? ::EDIT:: Just noticed there was a GameData folder inside the GameData folder (as seen in image above). Luckily for me, it was empty and hadn't been causing any issues. You can now ignore it, because I can assure you it no longer exists!
  2. I also like the FX the PlaCO heat shields added to the game -- however since we (regrettably) moved to curse from space port, I have not been able to find an active download link. Do you happen to know where a living link still exists?
  3. Excited for an official .24.+ release! Been checking back on this one more than once per day for sure!
  4. Any news on the integration of Wolf Pack Aeronautics parts with magic smoke industries -- specifically the cargo bay? I know Wolf Pack Aeronautics development stopped about a month ago stating it was being passed off to here for integration. Just wondering! Link for reference: http://forum.kerbalspaceprogram.com/threads/47701-0-23-5-Wolf-Pack-Aeronautics-V1-3-Parts-Pack-(Updated-June-23-2014) Takes too long for me to make a cargo bay from stock!
  5. The latest community fix from Xrave/Whaa works for me on 64 bit without issue. I would make sure that you have installed the KAS mod correctly, and then copied over the updated .dll correctly (replacing the outdated one). No explosions or issues here so far.
  6. Tried this in 64-bit without issues, however I don't really like the "farting" sounds of the propellant. Just a personal opinion!
  7. Bug report (sorta): After updating to the most recent version of Universal Storage (while also using a bunch of other .24 confirmed mods) -- I found that my Kerbals could no long conduct any science using stock parts or themselves whatsoever. No EVA, surface samples, crew reports -- stock goo containers, science labs, and etc would not collect any data or function. The thermometer, PresBat, and other devices that had "toggle display" would still show and allow that option, but would not collect any science at all. In fact, the only modules that 'would' still collect any science data were the ones included in DMagic. I also found that my SCANsat modules would not allow the "review data" function (no science gathered or able to send/retrieve science). They worked from a planet-mapping point of view, but without the science. After a long process of reinstalling KSP and reinstalling mods one-by-one, I found that it was the DMagic Orbital Science mod that was the culprit. After re-installing all the other mods I was using except for DMagic, the issue was resolved. This is sad, because I love the extra science options this mod brings to the game. =( I don't know if it helps, but here are the other mods I am running (all are confirmed up-to-date versions for .24 (as of this post)): -KSP Toolbar -AvationLights -CrewManifest -CustomBiomes -Firespitter -Kethane -KWRocketry -MechJeb2 -Procedural Fairings -Quantum Struts -RealChute -Texture Replacer -SCANsat -ShipManifest -StationScience -StageRecovery -SpacePlane Plus -Kerbal Alarm Clock -Chatterer -Umbra Industries MKS/OKS habitat system -TAC life support .24 prerelease #3 -FinalFrontier Kerbal Awards Mod -Universal Storage CORE I hope this helps some, and saves someone else some time if they have the same issue going on. --Holy
  8. Gotcha', I can also confirm they are working with no issues -- and are properly balanced in cost vs. the stock lights. Light 'em up!
  9. This is my #1 most wanted/needed mod for .24! I'm ready to start laying down planetary bases and do some extensive kethane work, and it's a major pain in the arse without KAS! Hope the author or other modder gets it working in .24 x64 soon! If you have mod skills and didn't see, the creator gave permission a few pages back to "mod the mod" in order to get it working for .24 until an official release can be had. Flip back a few pages if you've missed it. So far I do not believe there is any stable version for .24 64 bit whatsoever, and there's a somewhat-stable version going for 32 bit.
  10. Thanks for this mod, I use these things on so many of my ships -- I hate the stock lights! If it really does work with .24, why not update the title of the thread so everyone knows it?
  11. Read the change logs -- it was disabled because it causes a critical crash with Mechjeb and Engineer. By design, it should require a kerbal to manually cause it to detach, in emergencies; however at the moment it is turned off and it only there for looks! Hope this helps!
  12. This is an essential mod for me as well -- just dropping a line to say thank you. Can't wait to see what the future holds for this mod!
  13. I must have a mod conflict somewhere. All of my US science parts do nothing when you say "deploy", and if you look at them from above or below in the VAB -- they are all empty (as in they all look like the science storage container with no internal items). They also do not capture any data or science when you tell them to (nothing pops up at all). I have tried re-installing a couple times now with no success. Will have to start peeling other mods back one layer at at time until it fixed it I suppose; was just wondering if anyone else had experienced similar issues.
  14. There's no light variation during the day from beyond 10km either -- Kerbin is a bright blue ball from space!
  15. I am excited to see where this mod could go over time -- especially with some awesome models. It already looks great though don't get me wrong. Perhaps some sort of adaptive texturing, whereby the "plant growth" you see in the part changes based on the productivity level of the greenhouse itself. AKA -- no goodies for growth -- you see no growth. Easier than making fancy models at this stage I would assume anyway!
  16. I have about 30 mods and haven't crashed yet. It will take some getting used to, I am so used to expecting crashes when I get to that 20 mods mark.
  17. I get a lot of strange test requests, I hope it improves over time
  18. So essentially what this means, is that someone now has the right to "mod the mod" in order to make it work for .24, and upload the fix? Just until an official fix is released? Am I understanding this correctly?
  19. When I use the latest version, may game acts as though there is no such thing as a "Water" or "Oxygen" resource. Parts will register space for Food, WasteWater, Waste, CarbonDioxide. I know it says in the known issues: "The resource amounts sometimes do not show up in the VAB/SPH. They will show once you move to the launchpad or runway." However, I still do not have these show up after launching, regardless of in space or otherwise. I have tried deleting and re-installing mod with no success. Using chatterer, kerbal alarm clock, MechJeb2, US, and 000toolbar. ::EDIT:: Nevermind, it was Universal Storage Mod.
  20. Using TAC live support v0.9 pre-release now. So far no issues with .24 of KSP. Kerbals from rescue missions are not recognized by the mod until you come within range of them -- only then do their base life support supplies start to dwindle. A lot of the base mods are actually up and running. The only notable ones that are not are KAS (it may be a little while cause of 64 bit) and the major part packs like Nova and B9. All the other major ones are updated. I'm personally also still waiting on SCANsat -- as should the rest of you!
  21. Read back a couple pages -- you need to delete the "Legacy Parts" folder that's within the RealChute folder -- it wasn't meant to be in there and was included on accident. Deleting it will fix all your problems =D
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