Arcamean
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Everything posted by Arcamean
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Hi there, would you consider moving a lot of these parts out of the entry level area? It really feels like I'm cheating when I see these parts usable from the start.
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[1.0]Vanguard Technologies | EVA parachutes | still works
Arcamean replied to Kreuzung's topic in KSP1 Mod Releases
Any word on when it might be 1.4 ready? Dang Squad had to update the game while it was out of my load order and now all my favorite mods are several patches behind. -
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
Arcamean replied to tobyb121's topic in KSP1 Mod Releases
I noticed a problem with this mod that I'm unable to control my Kerbal outside the craft or get science data unless I hit escape multiple times. -
KSP 64bits on Windows (this time, it's not a request)
Arcamean replied to Lilleman's topic in KSP1 Discussion
I hope this becomes "official" soon, while I'm going to try it when it's done downloading I always prefer the approved versions. -
Oh I love it... favorite quote thus far in the year.
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Try as I might this program will not launch. I followed the instructions C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\Kerbaltek so I'm confused as to what else needs to be done. Personally I don't want to use this program but I'm at my wits end as how to get my damn rover into space. :/
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[1.0]Vanguard Technologies | EVA parachutes | still works
Arcamean replied to Kreuzung's topic in KSP1 Mod Releases
Does the EVAparachutes.dll and .cs file need to go in a specific folder or will anywhere in gameplay work? -
Not to risk a thread lock or anything but this does bother me more than it should. The entire purpose of a section like this is for ideas both liked and disliked. Quite a lot of the "Do not ask for" items are things I want to see or discuss and know that Squad or someone with their ear is watching and taking into consideration. In my opinion about the original topic I'm unsure to be frank. While it sounds cool, without FTL travel reaching other systems would take months of in game time at 100k speed.
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More living space for Kerbals!
Arcamean replied to bartekkru99's topic in KSP1 Suggestions & Development Discussion
You don't need to lug around a massive structure, rather you could assemble it on site. I'd be interested in seeing that in the base game as it would give me a reason to keep playing career after everythings unlocked. Right now once you get to the end... turn around start over. -
Why is part loading like it is?
Arcamean replied to katateochi's topic in KSP1 Suggestions & Development Discussion
Frankly I believe improving performance should be Squads top priority as the game is becoming a chore for me not a game. By that I mean I spend more time rebooting it and waiting for loads than I do playing it. The error I see most often is: I really want/need 64bit support A.S.A.P. for me to even have any fun. I'm so sick of seeing "out of memory" when my ships aren't even that complicated! It was my mistake for not looking but I never would have suspected this was a 32bit game. That said I'm constantly running into crashes like the log I've included and it drives me nuts. KSP takes almost as long to load as Civ 5 although with a more interesting load screen at least lol. Er I was going to add my log but I don't see a simple attach file icon and I don't want to spam this thread so here's a lil snippet. Unity Player [version: Unity 4.3.3f1_c8ca9b6b9936] KSP.exe caused an Access Violation (0xc0000005) in module KSP.exe at 0023:01254a1f. Error occurred at 2014-05-08_201724. C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP.exe, run by Owner. 85% memory in use. 0 MB physical memory [1202 MB free]. 0 MB paging file [0 MB free]. 0 MB user address space [124 MB free]. Write to location 00000008 caused an access violation. Context: EDI: 0x00000008 ESI: 0xfa16da30 EAX: 0x00000008 EBX: 0xfa16db28 ECX: 0xfa16da30 EDX: 0xffffffff EIP: 0x01254a1f EBP: 0x0014d804 SegCs: 0x00000023 EFlags: 0x00010202 ESP: 0x0014d804 SegSs: 0x0000002b I'm no programmer but if I had to wager a guess I'd say it was the lack of 64bit support. My computer isn't top end but neither is it a slouch so games like KSP should run smooth as butter. edit: Call me crazy but after viewing the list of things NOT to request what the hell did they leave out besides painting the rockets yesh! -
My Multi-Threaded Woes...
Arcamean replied to BustyLoliChan's topic in KSP1 Suggestions & Development Discussion
<removed, didn't feel it was the right thread> -
[Add-On] A Mod Devoted to Rover Systems
Arcamean replied to I.T Marcus's topic in KSP1 Mod Development
Sounds silly but could you create sime simple frames that are light yet semi-large? I tried using the Gantry rails from M.S.I. but they literally fall off once outside the VAB. Preferrably something in the low to mid tech tree about the time you get access to decent wheels. edit: Here's what I "tried" to build. http://cloud-4.steampowered.com/ugc/3282307483455058504/994846DF5359D4EF0159A0CEFA944590BEE2AF80/ Edit 2: the unit is suppose to be a medium weight science/kethane extrator/processor. I've only got a few Kethane items but I wanted to try and build it into the mix. Later rovers might use rockets... not sure. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Arcamean replied to sirkut's topic in KSP1 Mod Releases
Well looks like I won't be needing this mod then. >.< -
[23.5]Better RoveMates v1.7 - Community Addition Edition
Arcamean replied to Codey737's topic in KSP1 Mod Releases
The most important rover for me is one I can get as soon as possible that isn't too large I look forward to trying this mod. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Arcamean replied to helldiver's topic in KSP1 Mod Releases
I would like to make use of this in my career mode, what techs do I need to unlock to get it as soon as possible? -
[0.23.5] Kerbal Space Industries [26APR14] [MFD 1.2]
Arcamean replied to Hyomoto's topic in KSP1 Mod Releases
Curious I'm trying to trouble shoot a problem and wanted to rule out RPM if possible. At a random time during the game being loaded, usually when I'm in the VAB the screen flickers black then back to "normal". I say normal in quotes because now where I mouse over isn't where the game thinks I am. I can't click on the parts tabs and I can't save builds either, even in the flight mode when I try to click on a goo canister I have to move my mouse quite a bit below it to get a prompt. Edit: So it was RPM that was causing my problem, I guess it was a conflict between RPM and B9 I found the fix here. http://kerbalspaceprogram.com/0-23-rasterpropmonitor-b9-aerospace-fix/ Just in case anyone else runs into this, sorry if I'm Peat's repeat parrot here. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
Arcamean replied to damny's topic in KSP1 Mod Development
Hi there I'm trying to diagnose a problem that appeared when I installed some mods recently, one of them being SCANsat. Anyways the problem happens after a random amount of time in game, usually when I'm in the VAB, and the screen flickers black for a second and half then back to normal. Afterwards it's like the icons have "moved" because when I mouse over say Launch and click nothing happens. I have to move the mouse down a quarter inch then it lets me, but I can't click on the different part tabs. I'm not sure if this is a SCANsat issue, or caused by something else but I'm trying to eliminate it one mod at a time. I've also installed Kethane, Rasterprop and a few others. I'd install one by one but KSP takes so damn long to boot I'll be here all week, lol. -
I'm a little confused as to where I can find the storage container or what tech I need for it. I wanted to have a small rover that could be easily attached to a lander, run off gather samples and run back. I downloaded the Pandora rover although I got fed up trying to get it assembled (KSP refuses to let me snap to points that should). Anywho I was going to salvage it but I can't find a container to put soil samples and data reports in.
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I was looking around Spaceport and came across a few vehicles such as some small landers that would help me greatly in my science quest. I downloaded them fine, they show up but I can't select them for some reason, they're greyed out.
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LLL - Lack Luster Labs - Development Thread
Arcamean replied to Lack's topic in KSP1 Mod Development
I registered just to post here because... my god I can barely get off Kerbin but I see these ships and my fingers get all "gimmie gimmie!" lol. IF I can ever get reliable circular orbits I'd love to start building ships with this.