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Pholic

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Everything posted by Pholic

  1. Thank you for the awesome mod. This, Near Future and USI are why I came back to this game. If you're considering a public release for (alpha/beta? whatever) USI-LS testing, I'd love to get my hands on it. I was just searching this thread for a MM plugin to swap to USI-LS... Just hoping that "part of the general download" and private testing aren't one in the same . Either way, thanks again and happy modding.
  2. For anyone having memory issues running KSP: I use ATM and -force-opengl create a shortcut (or edit your current shortcut) as follows: right click the shortcut and select properties. after the window opens there will be a target field usually says "directory path\shortcutname.exe" write after the target: "directory path\shortcutname.exe" -force-opengl that's OPENGL (lower case l can be hard to read depending on font) you can search on the forums for better instructions, but i went from running about 10 heavy mods to well over 20 with no issues.
  3. I searched all 10 pages within the support (modded installs), opened many threads and read through them. Individually, I saw many options but not an all-inclusive thread. Sorry for beating a dead horse. Thank you very much for continuing to help me through my frustration, I will try -force-opengl and linux, in addition to using ATM. In all fairness, technically I do not have a problem yet, there is no log file to produce, I haven't installed any mods or even KSP 0.25. Once I do install everything, then deal with conflicts, then deal with memory issues, then I will post an actual log file/details that I will more than likely experience as per the sticky on getting help. I was merely trying to add background to my question rather than troubleshoot that problem, clearly all I did was cloud my question. As for raging at Master Tao: I'm sorry, but I will point to the fact that robotengineer answered my question. You went as far to treat him like he had a problem as well, he just stated here's his setup, what he does, no problems, no issues... You were frustrated with me for not providing log files and information that does not exist, conflicts that haven't arisen yet and using incorrect versions of things I'm not using. See why I'm so frustrated? It's my fault for writing so much to start, why I did that I have no idea. Thank you for trying to troubleshoot my background information. Maybe I am in error, but what I did solved my background issues after extensive testing over a year of mods/versions/and several installs. This post was about future prevention and not about my background issues/incoherent ramblings. I am sorry for not stating that sooner but I was a little more than upset.
  4. I very clearly described the problem: I do not know what other people have done to improve the resource efficiency of KSP. I know there were lots of other confusing words around the one question I asked, so I deleted them. The only question I am asking: What options are there for improving resource efficiency for KSP? Answers to questions I am not asking that Master Tao told me to do: 1: x86 vs x64 stability comparisons, both are stable for me. 2: KSP version vs mod version compatibility, all of my play and testing was done using correct, compatible versions (NOT 0.25), both on x86 and x64, why I believe that's not an issue. 3: ATM in depth modification, I have done this, it works up to a certain degree. If I need 40 tarabytes of RAM reducing 90% of it still won't help (this is an exaggerated example please don't ask me to post a log of my ram usage). 4: Install mods one by one to test memory cap. I have done this extensively, this is how I came to the conclusion that I need to make my memory usage more efficient. I have two options: Use less mods or my only question so far: how do I make my usage more efficient? Read every response so far: Robotengineer is the only person who actually read and properly responded to my post... hence why I am being a jerk (I will admit I erased my first post to make it quite simple, but not before robotengineer actually read through it and responded). Instead I'm arguing back and forth about my specs and general advice about checking compatibility and install integrity.
  5. OK, maybe I'm missing the point here... #1 I have used the 32 bit version with the EXACT SAME RESULTS. It's not a stability issue, it's not a version issue, it's not any other issue you guys want to prove/disprove, I'm not asking for a forensic investigation. I just want to know how to make KSP the most efficient it can be. Simple example: ATM or no ATM... well ATM reduces the memory used in textures, so use ATM to improve efficiency. #2 There is a threshold of how much I can add before it compromises/maxes out the resources I have available and the extent unity programming allows. #3 The reason I use x64 is that it is stable for me (i.e. it doesn't crash) atypical I realize, but it does marginally increase how much I can add to KSP. Like I said, x86 doesn't help, why? most likely because the problem is exactly what I said it was in the first post and nothing else... If I upload a log file and someone tells me I'm out of memory, I can't punch them in the face... This is unacceptable to me. I am well aware this is the issue, I've said that repeatedly. I am looking for ways to make my resource use more efficient either by using linux, ATM, any other option, or combination of options available. I am NOT looking for ways to check my current version, version of mods, how to install mods, how to check compatibility of mods, verify current/conflicting/repeated dll files. I know how to do that, have done that, doesn't seem to be the issue. Sorry I am a jerk, I realize you guys are trying to help. But I feel like I'm being treated like an infant here... I feel like I said I have a grease fire over here and I need a chemical fire extinguisher because water isn't helping... then you guys are asking me if if I know how to turn on water from a faucet and asking to see if my bucket has a hole in it...
  6. I have read and understand the getting support sticky, but most of that seemed irrelevant to the question I am asking: What process do other people use to have tons of mods? e.g. using linux or something additional along the lines of ATM. Or do they just have $3,000 rigs and do whatever they wish...? I realize there's a picture in my post but I put a TL;DR Like I said before which got lost in the book I wrote: I had no slowdowns with the pictured ship and x64 is completely stable for me. The problem happens when I add KSPI, MKS/OKS, 5+ part packs, all Near Future packs, and tons of utilities. I am not asking people why this is happening or how to fix it, I've got that nailed down. The novice solution is to remove things I want... I don't like that solution. At the time, all mods were current to the version of KSP. I know how to install/uninstall mods, check capability, remove redundant/outdated dlls from overlapping mods, etc. I have tested literally 20+ installs with various combinations of mods and it's never one mod or combination of mods that causes the slowdown. I'm sure we all agree, if you tried installing every non-conflicting mod to KSP, it would slow down the best of machines. I just want to know how people get the most mods they can.
  7. TL;DR: Any tips/tricks to improve the amount of mods installable? Thank you in advance for any info/help you can give me. All I would like is a simple list: ATM, reduces memory used for textures. Linux, much better than windows for resources. etc.
  8. Main reason I was asking is I'll be moving before the end of the month and I'll be without internet for a while to check updates, download things, etc. Actually adding the value itself would take seconds per resource vs waiting weeks for a full blown patch. It's not exactly senseless considering my situation and how easy it is. RoverDude already informed me that released versions MKS/OKS already have prices implemented for ORS resources. So it's already been done, if I don't want the full blown mods I can just grab the values from them.
  9. Has anyone invested the time into putting a price on resources/fuels and be willing to share? Basically what I'm looking to do is have a profitable yet balanced mining operation to earn cash without simply adding funds, which feels like cheating to me. I know it has been said that pricing will be balanced in the future and grinding for cash/science are undesirable, but I was looking for a realistic and temporary work around to these issues. Interstellar isn't working in the science only mode and I am a fan of setting up large space stations: modular interplanetary mining/refueling/science vessels... TONS of cash... Logistically it would make sense that if a program could gather valuable resources to fund its operations it would do so and it would seem easy enough just to add a value to a few ORS resources... On the other hand, I don't want to make a mining run to a hotspot on kerbin, get back to ksp and magically have 50,000,000 either... I use karbonite as well if anyone has values they feel are reasonable for that too. Please and thank you for any input or guidance, these files aren't hard to edit, but a heads up on a respectable and balanced values would be much appreciated.
  10. Thank you so much! I know there's a big crunch after new updates, but this looks awesome. I want to try setting up everything before I dig into the new game mode.
  11. Anyone able to get http://www.taniwha.org/~bill/Extraplanetary_Launchpads_v4.2.3.zip to work? Just found this via karbonite and I can't find another source for it.
  12. I think I get what necroing a thread is, but if anyone else searched for transferring science and found this thread (like me): the answer is yes and here's the method/pointers. http://forum.kerbalspaceprogram.com/threads/76663-I-just-realized-I-ve-been-doing-Science-all-wrong
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