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Lei07

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Everything posted by Lei07

  1. Void: Interstage decouplers are just a different way of having stage seperators. Think of them as a hybrid between seperators and fairings. Normally you would just hide the engine of the next stage within them, but you could hide payloads in them sure. They are used in just the same manner as regular stage seperators, so make sure that they are placed on the most bottom node of the item that you are attaching it to, or the Kerbals will have an early firework night.
  2. Then please refer to: I do not use CKAN, I'm sure it's a great timesaving Addon Manager but I know for a fact not every newest version of every mod that it hosts is on there straight away. I'd suggest doing it manually as stated, using 6.3.5 as it's base and making sure you have updated DLLs. It's possible CKAN is linking you to some unfinished dev build, somehow. I don't think it would hurt to do so for all of your mods. I use about the same amount of mods as you and I have nowhere as near as many MM patches, in this situation there could possibly be conflicts. Personally I would just install and update everything manually. Yes its a bore, but it would guarantee a correct installation.
  3. Do you mean 48% of your system's resources or 48% of what Unity can handle? It's moot trying the 64bit build of KSP as the majority of mods are not compatable. Squad themselves have said that the 64bit build is unstable, so mod authors stay clear from it for the most part. Remember, your PC could be as powerful as Skynet, it doesn't matter 'cos 32bit Unity is limited to somewhere between 3-4gb of memory before it likes to crash. You can do several things to fix this: -If you use beautification mods try lower resolution packs/versions. -If there are parts in mods that you do not intend on using then delete them. Please note parts only! No other type of file should be removed. -Remove any mods that you don't really make use of, or any mods that have the same functionality as others in your build but do not do it as well. Resource gathering ones are a prime type here. -Lower your ingame rendering to 'Half Res', try this before you decide to lower the terrain detail. -Use Active Texture Management. This will greatly reduce memory usage but sacrifices some graphical fidelity. +ATM users may be interested in Naten's ATM configs to handle problems such as missing Toolbar icons and the like. -Force the OpenGL mode. I personally have had little luck with this, but many many others have. This will cut your memory usage yet again. Another option that I'm not too familiar with is to use a DDS converter to change the format of textures into a more compressed format. It seems that DDS textures are slowly becoming popular with mod authors. Work your way down the list, it's probably in the order that I would address things. Many would just jump to using ATM and OpenGL but you can get a better looking game, with more mods, that is just as stable, if you make small sacrifices here and there, as opposed to jumping in the deep end right away. Don't get me wrong, I've used ATM in the past and it is a great mod, I just prefer to use it as a last option. Should your memory usage be okay, redownload the main Firespitter mod and make sure you use the updated DLLs, which are somewhere over the last few pages of this thread. A correct installation should then sort matters. I'm sure all will get an official update when Snjo returns.
  4. Erm, not getting defensive, I'm just correcting you. Erona is still working on the project, who is an original dev. Only TSG left, and though he was the lead modder I'm sure Erona will do grand once the new EVE is out. And fyi, mod works fine with 0.90.0 if you install it correctly with updated dlls. So it is neither outdated nor abandoned as you stated, just in between versions.
  5. It's not old, outdated or abandoned, Erona is still working on it and is waiting for the new version of EVE.
  6. Not a major issue, but the textures on the ER 7500 seem to be missing. Just a heads up The unit works fine, though.
  7. Well, thanks Boris for stepping in like you have, you have obviously spent alot of time on this over the last day or two. Merry Christmas to you and a general thanks from the community! Hopefully Fractal can use your build as a base for the next official update. Just B9 to go and I can get my teeth stuck into KSP again.
  8. I for one would love to see you continue on with BA Erona, and have whatever features you care to include with V6. If later you learn to/want to reintergrate elements such as Joolian rings and the like that will be your call! I'm sure the community will drink in V6 as much as Kerbals love icecream. Would just like to thank both the EVE and BA teams, past and present, for two totally fantastic mods that really add great polish to the Kerbol System.
  9. The reason why there isn't currently a 0.90.0 version of B9 is because alot of the dependencies have not yet been updated for the latest version of KSP. You cannot make an omelette without eggs. The creators of B9 are active but have their hands tied 'til other plugins get updated, and that is not anything to do with them. The various authors, or interum caretakers, of these dependencies will deal with it in due time, be patient. There are some that have had temporary "mid-version" updates that may or may not be stable, scan the various threads to find out, or wait 'til an official update. Also, it's the holidays guys, be reasonable.
  10. Now I'm not a dev, an admin, nor a programmer, I haven't programmed stuff since BASIC on my Commodore 64, but there are a few things I would like to mention after reading the last few pages. I've tested these things a little bit over a few installs, and this is my two cents. Firstly, I maybe very wrong here, but due to the changes between versions, such as autoscaling, any craft/saved game created using 1.44 or earlier will be incompatable with 1.47 and 1.48. It's just a hunch but you may have to remake a craft from scratch if you are still playing in KSP 0.25 and upgraded from 1.44. Tweakscale works, but it doesn't act friendly with craft made using older versions. Also, the same can be said for using older craft in the newest version. Secondly, several people are using pre KSP 0.90.0 builds of Tweakscale in KSP 0.90.0. The front page clearly states that 1.49 is the new version for the new game. Please use the right version of the mod in the right version of the game, and do not use any mod in x64 KSP, as most mods do not support 64bit. Otherwise the author may skim these pages, see all these issues, and think there is a particular problem with his current build when there infact is not. It's Christmas and it's not fair on Biotronic to give him a load of unnecessary work. I'm sure there are issues with the current version of Tweakscale, I'm not denying that, which is why it's important to limit the amount of "incorrect posts" so those with legitimate issues can be tended to, and those bugs can be fixed more efficiently. Thirdly, it's the holidays, expect updates to be slow. Be understanding, guys. Lastly, an alarming amount of "requests" for help seem to be overly agressive, discourteous and just plain feckless. "It don't work" and "It's broke" doesn't constitute useful information. And neither do posts that rant and rave, when they are asking for help from strangers that they are relying on to solve their problems. An elderly person, wanting aid to cross a street, will not pound someone to the ground with their walking stick and scream into the face of their would be saviour. Treat people how you would like to be treated, yeah? Any combination of these comments, and many other aspects I'm sure, could potentially derail any possibility of updates and support. Mod authors do this because they want to make content, they do not get paid, they have no responsibility to the community at large. Any mod author is well within their right to one day simply say "screw it, I'm done" and that will be that, no more fancy cool mod. It is not their day job, and many pour hours into coding for a game ontop of having a full time job and having a family. Be considerate, folks. For what it's worth, I'm using a "muck about" install of 0.90.0 with a few mods in there, updating as they are available, with a new temporary career game, with all newly constructed ships, and I am having zero problems with Tweakscale.
  11. Kittiopia needs an update, as do all the dependencies except Texture Replacer, the last time I looked. Doesn't mean they won't work though.
  12. No, you need to use Unity Assets Manager and edit sharedassets9 with the BA SunflareDDS like I said. Or wait til someone posts one. I would share mine, if I get round to doing it, but it never looks as good as ones compiled by TSG or someone else who knows how to do it better than I. I just follow the instructions the best I can.
  13. So... you put the 32bit file into the 64bit folder? That would probably be why? Why rename the folder anyway, just make a shortcut in your Steam library that points to the 64bit launcher, if you really want to use that build. I'm sure either of those two things would cause issues of some kind. Also, it's highly probable that the asset file is incompatible with 0.90.0, which means you need to create a new one using Unity Assests Explorer with the SunflareDDS file within the download. Plus, you're missing KittopiaTech terraforming tools as a dependency if you want all of BA's features.
  14. Hodo, the point was so that you have a fresh clean version of the game that you only have to download once, incase you need to make a fresh start with your modded install, or multiple installs. Nothing to do with the method of installing mods
  15. Your pc can be as powerful as Skynet, it doesnt matter. KSP is limited in how much RAM it uses cos of how Unity works.
  16. Shouldn't that fix itself when you open up the ability to create maneuver nodes (upgrading the facilities)? I'm not certain but I'm sure it did for me. Just trying to save you some work!
  17. Both issues sound like a memory problem with KSP. Try the low res version and make sure you launch KSP via the 32bit (x86) launcher, which is the default path on Steam, if you have not bothered making a copy of the stock install and put your mods into the copy, which I highly recommend. If you are using the Steam paths and have upgraded the game with mods still in there, I would also recommend wiping the game folder clean and installing afresh. I remember when I was new to the game I made the mistake of updating the game with mod folders still in the install, and it messed things up considerably. At the very least delete Boulder Co and EVE folders, redownload the current version (7-4) and retry that. Although it has not been officially updated it does seem to work fine, for me and several others. If you are also using another beautification mod ontop alot of those will not be fully functional until the likes of the Real Solar System plugin, and several other dependances, get updated. EVE alone, however, should work if everything is done correctly. There is a new version coming with alot more new features if you want to hold out for that. If after all this you still get memory spiking look into Active Texture Management and using openGL mode.
  18. Its alot easier to keep your Steam install stock, copy the folder that KSP resides, and mod the copy. Saves having to fully redownload stuff everytime theres an update or you need to fiddle about with different mods.
  19. Try deleting your options file, assuming it was carried over from 0.25. Doing that and changing some settings back to what I had did the trick for me. One I have yet to change was the Terrain Detail, from Default to High. Going to try that myself in a moment, infact. EDIT: Yeah, no issues. Just delete the options settings and remake them once ingame. That should fix your frame rate issues.
  20. Voculus: Are you using the updated Module Manager? Also the latest Toolbar plug in, wether you use it over the stock one or not. I must admit I had issues with Toolbar 1.7.7, but as of KSP 0.25 Toolbar 1.7.6 worked fine. As 1.7.7 is the current version which will require updating I am sure, it is functional to a point with 0.90. It would be worth trying it out nevertheless. I am not attempting to be derisive or anything remotely like that, but you have also given Ferram very little to work with.
  21. As you can see from all the comments that this mod is still very sought after. I think it could only enhance the new features that Squad have introduced. Please take your time in creating the new version, it will make a lot of kerbanauts very happy!
  22. Mod authors have their own TARDIS's, everyone knows that. All of these mods should have been updated half a century ago. So slack. Much bad.
  23. Another way of helping your memory usage is to downgrade a couple of mods. If, like many (including myself :-) ) you base your install on the mods used in Interstellar Quest you'll be using EVE and Better Atmospheres, right? To prevent using ATM, as fantastic a tool as it is, making the textures smudgy and causing issues with icons, simply downgrade EVE to low res and BA to medium res. For me, on a small 17inch monitor, there is little to choose between them and it knocks off almost a gig of memory. Mileage on larger screens and better pcs may vary. You have to remember that Scott is able to use the 64bit build on the version of KSP that he uses for IQ. In the current version, limited to 32bit, such a thing isn't possible anymore. I'm able to run all the mods I like and infact able to further add some rather hefty ones ontop. ATM is great but I'd rather hold out as long as possible before using it, and the OpenGL mode just doesn't agree with me, so this was a great way of freeing up some memory. Here's hoping that Squad will rework 64bit for Beta than Ever. :-) Hope this helps!
  24. Hello! I have just quite literally stumbled, totally by accident, on this mod. The premise is such a good idea. Some time ago, in the stock game, I had made a ISS semi-replica in about four different sections and, as expected, was rather heavy on the CPU. It wasn't terrible, but it was obviously under some strain. I have restarted the project in my modded build, where this time I have replicated each module, Zarya, Unity, Zvezda etc, and intend on launching them in the manner and order as their real life counterparts, as much as Kerbaly possible. Which leads me to my first question. Would you recommend not including things like docking ports, lights, solar panels etc within the weld? I have skimmed the pages stating that placing too many interactive/functional objects within a welded section may make them inoperable. Not only could be this be applied to stations, but some larger rockets and spaceplanes too. One example would be my Kerbalised Apollo craft, where the lander especially has a lot of intricate parts. Not only the various science apparatus, but a Infernal Robotics based 'mun buggy' deployment system, and of course, the buggy itself. I assume making smaller, welded sections, for the 'bulk' of the craft, and then add on the complex components separately, would be the best way to go about this? My second question is as regards if any of the incompatibilities have been resolved in later versions. Mods such as B9, KW, FAR, Interstellar, and several others make up quite a popular catalogue that many players of KSP use. Have these been ironed out since 2.0? Or do some minor infractions remain? I can see a hell of a lot of potential with this mod and I would love to be able to add it to my collection. If anyone in the know has the time to replay would would be great! Thanks!
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