Scourge
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KSP2 Release Notes
Everything posted by Scourge
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As far as I can tell, it basically is. Indeed, this is discussed a bit several pages upthread, and the general consensus, it seems, is that it's basically compatible. I run KSP using the "-force-d3d11-no-singlethreaded -popupwindow" command line switch, and I don't have any problems beyond the normal WIP alpha kind. Actually, the only way KSP and my "required" mods package runs at all for me is using that command line switch+ATM aggressive+LOD. For reference, this is using the 32 bit executable.
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And I'll second what Dragon said. If you aren't seeing a marked improvement in both performance AND RAM usage, you are doing something wrong. Combining LOD with ATM and such is the only thing that makes the game playable for me. I simply can't play it, at all, without Realism Overhaul and its constituent realism mods, plus a select few others. I don't have that many mods beyond the RO basics, but my relatively weak, elderly, and decrepit laptop (which was once a higher-end model designed to make full use of the emerging 64 bit architecture, and not really ALL that long ago *SIGH*) struggles to run it at all. Hit or miss to get it going at all, and even then, crashes within ten to forty minutes of loading, after 45 minute load times. With ATM and LOD, I can actually play the game, after ten to twenty minute loads, and it's stable with no crashes for hours at a time. It's not the be-all-end-all, but it definitely makes a significant difference, especially when combined with other tweaks and techniques.
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Bit Fiddler, yeah, I was referring to Rogue. The original. Played on a black and white screen on a slightly upgraded 80/88 box. Ah, the memories. That was actually my second computer, btw. The first was a handmedown Apple II+ that would look totally foreign and incomprehensible to today's teenagers. Doubt they'd even recognize it as a computer, muchless have any clue to operate it.
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On a side note, am I only one old enough to have flashbacks upon seeing the ascii gibberish on the end of that filename? I get a sudden urge to (q)uaff potions and kill the snake...
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Lastly, if all else fails, delete the LOD folder in \Gamedata (the .dll itself should definitely be in the root, and renamed with a few "a"s on the front, as per the instructions on the OP, and thus, won't be deleted) and then run, kill, and edit the freshly generated config for settings if necessary.
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Hey Fiddler, I had what sounds like an identical problem. More than once. First, are you running Texture Replacer? There's a couple of settings in the TR config that need to be manually overridden, compression being the big one. It should be off automatically anyway, upon detecting ATM, but for some reason it ain't working out that way in practice. I had this issue twice, actually, and was ripping my hair out (or would have been, if I didn't still keep it high and tight) trying to figure it out, when I realized TR had updated, and I didn't bother checking to see if the config had been overwritten or reverted to default. It had. Secondly, for some reason the compression that's recently been added to LOD has some serious issues with a lot of arrangements. Should default to off, but check the config to be sure. And make sure you check for the Fasa Apollo texture Dragon mentioned. You can't miss it, bunch of wacky gibberish ascii characters added on the end, and the LOD log specifically mentions the file by name (gibberish and all) causing an error right before crashing.
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Alrighty. I'll have a look. If no one else has jumped on it in a few days when I'm ready, I'll see about gittin'r'dun. Maybe I'll even learn a thing or two in the process.
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Realism Overhaul Career Mode Discussion
Scourge replied to OtherBarry's topic in KSP1 Mods Discussions
Regarding the issues with money and contracts, I'd strongly suggest a couple of mods that help a great deal, and also go a long way toward enhancing realism. I notice Dangit! was already mentioned, and of course Fine Print. My own suggestions are Kerbal Construction Time, which adds a real sense of history and scope to your space program by forcing you to actually spend time, and more money, on researching, developing, and building your vehicles. No more instabuilt rockets, and now your program will actually span years. Also includes a system for upgrading your facilities. Looks like it will apparently become superfluous when .26 is released, from what I've been reading, but it works well until then. The other is CIT Govt Funding, which helps deal with the contracts problems, and when combined with the functions of the new Administration Bldg, it can be used to play RO in career, ignoring contracts completely. http://forum.kerbalspaceprogram.com/threads/92377-0-24-2-Kerbal-Construction-Time-Release-v1-0-0-(8-29-14) http://forum.kerbalspaceprogram.com/threads/95865-CaelumIre-Technologies-%28CIT%29-General-Thread?p=1460619&viewfull=1#post1460619 -
Many thanks for the new update, y'all. I'd like to try and contribute this awesomeness, soon. Gotta deal with some RL crap, and then clear enough space off my dinosaur's HDD to fit another "clean" KSP install, and then I'll pick up something to start fixing. Any suggestions on where to start? Preferably something a bit on the small side, but is there any mod in particular that should have a higher priority?
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It works correctly, in general, as long as you manage to find and replace all instances of the obsolete KSPAPIExtensions.dll, but a number of components that should, and used to be, supported, still don't apply the function properly. But it's better than nothing, until the proper fix is in. Ignoring the compatibility checker error should be a given, if y'all are anything like me. I've got about a dozen or so warnings that I'm simply ignoring for now. I don't even bother to look at the compat checker at this point. LOL. I pretty much consider the whole deal to be a work in progress for the next week or so. I have always, and likely always will, played a fairly mod-heavy configuration. Perhaps less so in the future, as KSP progresses toward full finished release status.
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***AND*** Make certain you don't have any other copies of said file scattered around the GameData directory, anywhere in the directory structure (e.g. procedural parts and procedural fairing both include the outdated KSPAPIExtensions.dll, you'll need to overwrite the old file with the updated one). If such obsolete copies exist, you must also replace them with the new one. There are a number of other mods that include the KSPAPIExtensions.dll in their package. Also, it seems to be helpful if you leave a copy of the new KSPAPIExtensions.dll in the GameData root, as well.
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I don't about spacecraft, but I know the older generation USN F-14s used a LOX system to provide oxygen to the pilot during high altitude/high G maneuvers. It was, however, fraught with technical difficulties and problems, and relatively minor screwups by the aircraft maintenance crew could cause drastic problems for the pilot, starting with lightheadedness or even loss of consciousness, and culminating in the death of the aviator and potentially others. I vaguely recall at least one F-14 hitting the ramp (on the old USS Ranger, I think? Or Enterprise?) and killing the aviator and several personnel aboard the carrier that was blamed on the LOX breathing system. Also, it had the same issues as LOX fuel tanks on spacecraft. I think it's a very intriguing idea, one I'd love to see implemented, but I'd also like to see the potential problems somehow modeled as well (if at all possible), at the very least, loss due to leakage, even beyond the normal boil-off. And the converter, of course, would need to draw a fair amount of electricity.