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shoe7ess

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Everything posted by shoe7ess

  1. I'm sorry if this was asked, I tried searching this thread but had no such luck. Are there any config files to redo agency missions in .90 to match the RSS scaling? Launching a craft to hit 11Km is not much of a mile marker with Realism Overhaul, and (I haven't gotten this far yet, so I apologize if this isn't the case) I worry that the "create a base/satellite" missions may involve placing these objects in an orbit that isn't an orbit at all with a scaled solar system. If not, I can rewrite/scale some of these contracts myself, but I'd probably just place a multiplier on most distance related contracts. If I end up doing this, does anyone have any suggestions on how I should change said fields?
  2. WANT. WANT SO BAD. I recently implemented the JoolianDiscovery craft to my game and would love to be able to add this craft in as well, if anything just for looks
  3. I'm wondering the exact same thing, maybe it's implemented in the .dll? I was wondering because I'm planning on adding this to my Realism Mod version of .90 (after reading some comments, I may wait on a more stable release and use Antenna Range until then), and since I can't find the custom RSS config I was gonna add the nodes myself.
  4. Hello, I'm having a huge issue with the .90 version of Deadly Reentry. I've tried it with a variety of mods and with a small handful as well, and the issue persists. Basically, after I add more than 4-5 parts to a craft (basically when I'm on the mission to hit 11Km or higher), as soon as I go to the launchpad I get a massive drop in framerate (i'm talking unplayable amounts, like 1fps). The only other major game mechanic mod I play with is FAR, along with ATM and a couple part mods. I've tried using it with multiple different mod setups, including minimalist setups with just a few tacked on plugins, and the issue still persists. Any ideas?
  5. I think the easiest method is (if you are on Windows), go to your gamedata folder, and search "KSPAPI", and look at the file size of each one that shows up in the search. First, check that they are all the same size (a good indication that they are the same version), and second, check if any of them are located in the same folder (i.e. you don't have two KSPAPIExtensions.dll in the exact same folder, because this can quickly cause issues.). To me that's easier than going through a checklist of which mod I have and looking through them manually for the files.
  6. I had a question. I am still using KSPv23.5 because it's the only one that's allowed me to run 4.5Gb of mods in and have a gig of ram to spare due to ATM (something I can't seem to replicate in the newer versions). I've successfully been using Procedural Fairings for 24.2 I believe, but was interested in this because of the new addition/re-working of internal struts for the fairings. Problem is I can't due to KSPAPI, so I was wondering if the createPayloadJoint parts (for lack of a better term, not much of a programmer) can be copied to the FairingsBase.cs of the version I'm using and successfully work? I didn't see any dependencies when combing through it, but again, it didn't work when I just threw in the version of KAE I used before with this version of ProcFairings (for obvious reasons). I guess I'm asking is there any way to retrofit the new marce155 auto-struts for an older version?
  7. Thanks, I'll give both of these a shot and I'll let you guys know how it turns out, again, really appreciate the help, ATM allowed me to have the most amazing experience with 23.5, just trying to get there again Edit/Followup: Welp, I owe you guys, a lot... I went ahead and compared the atm.cfg of each version and saw no difference. Removed the Squad folder and config files alike based on rbray's recommendation, added the forced openGL target, but then I found something strange. The compression wasn't nearly as high on the 4.2v as on the 23.5, so I copied over the compressed textures from that atm folder and pasted it over the 4.2v, then tweaked my terrain settings a bit, and now I'm starting at an allocated 2.1Gb. Only problem I face now is all the new textures that StationScience changed (and maybe DavonIndustries, can't remember) and I should be golden. Yet another testament to the helpfulness and community here at the KSP forums. Much thanks!
  8. First of all, thank you for the response, this is why I appreciate the KSP community. Secondly, yeah actually, I've tried both, and even went so far to put the scaling from 2 (1/2) to 4 (1/4) in the atm config just trying to get below the 3gig mark. To answer your first question, most of the biggest RAM-hungry mods have been updated to their latest (i.e. KW, B9, etc.), in fact almost every mod has been updated to either a 4.x or 4.2 version. The only mod that I get an error for on startup is of course KAS (not sure that's been completely updated to the latest "working" plugin yet, haven't swung by that page since 4.0). I am, however, using the old version of KSPinterstellar.
  9. I'm having a problem with both versions (x86 and x64). I installed the x86 first, because I was bringing over a save from 23.5 that crapped out on me after spending 5 hours perfecting a geosynchronous orbit for remotetech2 sattellites, but I digress. I have a lot, I mean a lot of mods, the gamedata folder for my 23.5 version is a total of 2.22 Gb, and with aggressive it was running at about 2.6 Gb allocated on launch. Now I'm trying the 32-bit version of 24.2 with a gamedata folder size of 2.11 Gb, running aggressive have 3.56 Gb allocated at launch (which you can imagine gives me about 10 minutes of play time before a CTD). My question is, what exactly could be causing this? I figured it would save the same amount of ram even though it's a different version, but it saves me approximately 100 Mb total (compared to not having ATM installed). I've added a config for every folder 8Mb in size and up, and I checked, and all of the textures are cached as they should be. tl;dr 23.5 ran at 2.6Gb, 24.2 runs at 3.56, what's wrong? Could really use some help here.
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