Kamuchi
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Everything posted by Kamuchi
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Kamuchi replied to sirkut's topic in KSP1 Mod Releases
Thank you! -
So after a short break due to real life, it was decided in my absense to redo our space program with the advances in technology and newly hired crew that can weld! With bringing the minmus station/ship back to Kerbin as it was a useless excercise, besides trying to launch heavy stuff into orbit, and the science vessel having a SAS quirk all crews are coming home! While trying to explore the crappy frame rate as the mods increased with InterStellar, Extraplanetary Launchpads and Green Skull, it was back to the drawing board and after testing, the result was to launch with the command line: -force-d3d11-no-singlethreaded -popupwindow But ofcourse using d3d instead of opengl uses more memory compared to opengl and textures had to be set to quarter. Not enough... damnit, I want those mods! Trying the 64bit again, that crashed, I started removing some mods, wich didn`t help much besides nuking my persistent game as the sattelites used B9 lights... Trying to fix the mods to run the 64 is a pain, but redeploying the network won`t be that hard, but with the official 64bit coming soon anyway... B9 parts just remain soooo useful that I don`t really want to part with it :/ To wait and restart with contracts for fun or to go on and try to fix it all
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Transferring my crew back to the planet from a failed early science project. Transferring the crew from my Minmus science vessel back to the planet. Start building a vessel to deploy a base on Minmus with Kathane and ExtraplanetaryLaunchpads for fun.
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On and off, mostly due to frustration about memory This time on a career run and build something decent without going directly for outer planets and wonder what to do. Also doing a sort of mission log made it more fun again, altho with the post about 64bit to be released my attention dwelled to try and squeeze abit more performance out of the 32 bit so I could include more mods and hope it will run on the 64bit version with dx11 that works now finally.
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Jeb gets recalled back to Kerbin and be replaced by our most stupid Kerbal Bill and Jeb going investigate the South Hole
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Awsome vid to watch, nice work! xD
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Day 7 mission log: baffled, wtf happend?!?!
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Bill, Rolie & Adely died to a bug after deploying a sattelite network around Minmus
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Day 6: deploying a sattelite network around Kerbin, the easy way!
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Finally time to bring back some science home, note the word "some" after making some major mistakes... I feel like a Kerbal right now, hah
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Another stranded pilot and a lack of parts, time to set the plan in motion or atleast the part that didn`t fail... Sending the science station to Minmus so that we can send a science ship dedicated for Minmus later on: Thinking this would be easy and could be merged with sending Minmus One, right... Fighting gravity the hard way with an overkill science vessel: No more fuel efficient designs untill getting nuclear engines, the headache...
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Back to my little horror story on day 4...
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(http://xkcd.com/1356/) Thanks to a squad mate for posting it as I never have seen it befor
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Day 4 of painful lessons... The rescue of Dilnie was however a great success, unless you are a fishermen.
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Couple of hours trying to launch the fixed tanker back into space, enjoy the show, they sure did at the space center Success! Just not in one piece... Wasn`t KSP for dummies? Side note: never managed to blow up the same ship this many times, and suspect it won`t be the end of it as I like the design
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Recruiting help: Dilnie at the helm of Rescue One to rescue the crew from Minmus in a slightly over engineerd ship for fun
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New carreer after abanding it a few times, now with so many failures I`m just compelled to post my gunshot rocket science approach. Missing alot of parts as of yet and creative ship building is not my strongest point, hope you will have fun from my failures because I do 7 Mun missions to grab some quick science, that I didn`t have enough fun with yet to even think of screening it :/ Building a space station without the need to dock 100 parts and send it to Minmus: Attempt #1 with to many design failures: Attempt #2, still some design flaws but it`s workable and got into stable orbit, yes, it has a science module: Making a Kathene refeuling ship for Minmus, after seeing how big it is, renamed to a tanker: Small design flaw... Kathene does not go directly from drill to converters and requires a storage tank, wich ofcourse I don`t have, doh! Next up: rescue ship to bring Jeb, Bill and Rollie back home and re-launch with a retro fitted tanker that will mine Kathene while bringing Minmus One to Minmus.
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SPACE STATIONS! Post your pictures here
Kamuchi replied to tsunam1's topic in KSP1 The Spacecraft Exchange
2 months since I tried building my Minmus station for the Jool 5 challange and never got anywhere near, alot of frustration and a dozen attempts later I finally got a massive station into orbit on scrap science to function also as a vessel to hop to Jool/Duna after draining Minmus of science and dock additional modules and landers Have fun with my failures, lol Too complex for KSP to handle Too many design flaws (Mod list changed abit since first album) It handles actually quite well, most likely will have to retract that after sending a Kathene refueling ship to Minmus to top it off again -
KSP 64bits on Windows (this time, it's not a request)
Kamuchi replied to Lilleman's topic in KSP1 Discussion
As all I see now on the download list and download redirect is the 4.3.0, here is the direct link: http://download.unity3d.com/download_unity/UnitySetup-4.3.3.exe -
Mod Testing for 64-bit KSP (UNOFFICIAL VERSION)
Kamuchi replied to mythic_fci's topic in KSP1 Mods Discussions
For people doing a clean install with the current mod dependencies and.or versioning: Both 32 and 64: (copy&paste from my other posts) PartCatalog 3.0_RC4 is not compatible with: Fustek 0_04-4 dev RemoteTech-v1.4.0 FireSpitter 6.3.1 For some reason Part Catalogus hides all the parts of these 2 mods -
KSP 64bits on Windows (this time, it's not a request)
Kamuchi replied to Lilleman's topic in KSP1 Discussion
That`s all? Will give it another try tomorrow then without b9 and see how it goes. Some of the mods not working I tracked back to PartCatalog not load the mod and/or parts: PartCatalog 3.0_RC4 is not compatible with: Fustek 0_04-4 dev RemoteTech-v1.4.0 FireSpitter 6.3.1 For some reason Part Catalogus hides all the parts of these 3 mods Getting RemoteTech 2 & Firespitter working at the same time was a nice bonus Left a message but some one else might be trying in this thread why some don`t work, will also post it in the "working mods" thread. -
After trying to do a clean install of my KSP, I noticed that 3 mods would install but their parts never appear. Long headache after, Part Catalog hides/doesn`t loads the parts for the following mods: Fustek 0_04-4 dev RemoteTech-v1.4.0 FireSpitter 6.3.1 RemoteTech wasn`t even loaded (no red dot to indicate) http://forum.kerbalspaceprogram.com/threads/35043-0-23-5-FusTek-Station-Parts-%28X0-04-4-DEV-BUILD-5-June-2014%29/page76 Hope that this will help to debug as I really like this tool, thanks! =)
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After along headache session of why some mods don`t work, and especially with FusTek as I really wanted to finally give it a try, it did not show up after installing and all the dependencies. Google yielded no results and reading 76 pages was kind of a brain killer... untill a lightbulb popped up: PartCatalog 3.0_RC4 is not compatible with: Fustek 0_04-4 dev RemoteTech-v1.4.0 FireSpitter 6.3.1 For some reason Part Catalogus hides all the parts of these 2 mods Getting RemoteTech 2 & Firespitter working at the same time was a nice bonus Hope google caches it if anyone does a clean install of these mods and they don`t show up Will drop a line over at the PC thread aswell