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Everything posted by AlphaAsh
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KSP 1.0: The x64 Report!
AlphaAsh replied to RogueMason's topic in KSP1 Suggestions & Development Discussion
So, first a disclaimer. I tried the previous 'hack' and for the first few hours was impressed with how it let me run every mod I could. I eventually couldn't ignore the constant crashes and instability and regretted my initial enthusiastic endorsement. I've not had a single crash this time and I've been playing nearly 6 hours today and about 8 hours yesterday. So yes, IMHO, something has definitely gotten fixed in the version of Unity KSP is currently running on. Only one small bug that I've had to contend with - the facilities at the KSC can't decide what tier they are. I suspect this is just an incompatibility with Kerbal Konstructs and I've managed to work around it. If you run a heavily modded KSP and keep hitting the memory limit, I would recommend at least trying this on a separate install. -
If only it were that simple. Instead of then posting the actual fix on every page, you're then left having to post "see the OP for the fix" every bloody page. And if we had stickies you'd still have to post "see stickies" every bloody page. This is the Curse of Support - lazy users who can't be arsed to just read back a few posts.
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Slept on this and engaged experienced support brain. You haven't attached the wheels orientated correctly. This isn't a bug in Rovers & Roadsters. This is a bug with wheels in KSP. The top of the T on the axle has to be at the top. This is a common issue with all wheels in KSP.
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Uh huh. I'd suggest checking this before I can begin to help you.
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v0.6 of Rovers & Roadsters now available from KerbalStuff. Changelog: Updated MM config for the khorsepowered wheels so they don't cook anymore. Included ModuleManager.
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Here's my K-10 with a Generika and two Micro-whooshes. I emptied the charge and batterylife from the battery in the SPH before taking off and the only system that needs EC is the cockpit and its SAS. The three alternators of the jets are charging the battery. So, I can't re-produce this issue you're having of the jets draining EC. (Cockpit is from QuizTech Aero Pack by Quiznos323. It's awesome.)
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Yup, the wheels overheating is bugging me as well and I'm looking for a fix. As for the jet engines, that one is bizarre since they're supposed to generate EC. Will investigate. - - - Updated - - -
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
It is very much a Catch 22 with this particular mod. From a player's perspective, it's things like textures and amount on screen that is considered RAM eaters, when in reality the biggest chunk is consumed by the models. KerbinSide has a lot of models. Obviously there is a saving to be had from textures becoming redundant if models are cut but I actually re-use textures across all the models to save on the overall RAM footprint of the textures. And I have compromised heavily on their quality for the sake of memory. There's also a common misconception that somehow UV maps and texture atlases (which I don't use) will consume less RAM than individual textures per material on a model. That's actually not the case. It is a tiny saving to be made there and not worth the extra dev time. It does have an impact on the number of draw-calls made of the GPU but again, the concerns for video performance are over-stated IMHO. Yes, .... poor low end GPUs will struggle. But that's the case with all games. I have lots of reasons for not wanting to UV map the models. The main one being I could never be as productive as I have been if I did.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
KAX is a very good choice. Firespitter, which KAX uses, has some good parts in it but I tend to trim that down alot. I fly aircraft a lot in KSP and have resisted even a trimmed down B9 (last time I used full B9 was back in 0.24 maybe). I have a few things I'm planning on doing with the next KerbinSide to see if I can optimise it further for performance but realistically, only cutting down the number of assets (so cutting models) is going to really make much difference to KSP's RAM footprint. UV mapping and texture atlases might reduce draw-calls but that will only help alleviate video lag.- 2,488 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
AlphaAsh replied to nightingale's topic in KSP1 Mod Releases
Cocked up and used HasAstronaut instead of HasCrew in a couple of contracts so just put up v1.1 on KerbalStuff.- 5,206 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Version 1.1 of Kerbin-SideJobs is now available from KerbalStuff. The contracts included will have you transporting kerbals to and between bases on Kerbin, often with a stop-off innnnn space! There's also the first few missions of a 'campaign' involving ancient anomalies on Kerbin, with espionage and intrigue innnnn space! You will need Contract Configurator. It's highly recommended to also have KerbinSide installed otherwise the contracts of this pack will be utilising places on Kerbin that don't actually exist. Which would make you sad- 2,488 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
AlphaAsh replied to nightingale's topic in KSP1 Mod Releases
Version 1.0 of Kerbin-SideJobs is now available from KerbalStuff. The contracts included will have you transporting kerbals to and between bases on Kerbin, often with a stop-off innnnn space! There's also the first few missions of a 'campaign' involving ancient anomalies on Kerbin, with espionage and intrigue innnnn space! It's highly recommended to also have KerbinSide installed otherwise the contracts of this pack will be utilising places on Kerbin that don't actually exist. Which would make you sad- 5,206 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
This particular feature request needs some serious discussion with the players. So guys and gals, glass ceiling it. What's it got to do that that other mod that does off-kerbin launching and ship construction doesn't already do? I've tried to get my head around design for this feature that doesn't break immersion. The question I haven't been able to answer satisfactorily is this: How'd that rocket you're lanching off a launchpad that isn't on Kerbin get on that launchpad in the first place?- 872 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
OP FAQ updated with a few things that have come up more than a few times recently.- 2,488 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
AlphaAsh replied to nightingale's topic in KSP1 Mod Releases
Actually it's an artificially intelligent spud.- 5,206 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
That's what's doing it. Since I have no idea what TR actually does (other than it's something similar to ATM) and have zero idea where to even begin to make KK and KerbinSide compatible, that leaves me with one recourse; KerbinSide isn't compatible with TextureReplacer.- 2,488 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
v0.7.6 available from KerbalStuff. Changelog: Now supports StageRecovery. Thanks to magico13 for doing the hard work. Calculation of recovery distance for spent stages by StageRecovery will now be from the nearest open base (probably the base you launch from, then).- 872 replies
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Mission successful This rocket was launched from Round Range and the recovery distance used for the dropped booster stages is correct. Same issue KSP has with the name of the base reported for the recovery of a landed or splashed mission, but that's a minor concern. Thanks magico13 for making this so easy to sort and for the great mod. I'll get the new version of KK out later today.
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I've been to Moho once. I plowed a probe into it at around 9000 m/s. It was not pretty.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
I tried to do 999 as spam. So, erm, yeah. This is a reply. What you said- 2,488 replies
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Because 999 should be spam. *hail the probe* EDIT - Oh you clever mods. This no workee in this sub forum.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Yeah base opening and closing persistency is now working in the latest version. Squad changed the API on me- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Grab the latest KK. See if that improves matters, since I disabled that particular bit of debug.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Nuts. I may have missed a debug output to the log. What version of KK are you using chap? Sometimes it's the actual flush of the message that is responsible for the lag. I did shut off a lot of debug in the latest version of KK.- 2,488 replies
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