OtakuD
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About me
Bottle Rocketeer
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Windows 8 user here and also see this texture problem, good to know that's when I should save like mad!
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
OtakuD replied to TriggerAu's topic in KSP1 Mod Releases
Not sure if it has been mentioned but will you be adding (or is there a way) to set an alarm for when a resource is full. i.e. ore is full or ship has refuelled/converted all ore? Thanks for this mod! -
Here are my crash reports, I suspect its memory issues but I'd like to be sure, so frustrating to be only able to play for an hour or so Crash 1 Crash 2 Mods are EVE, Toolbar, Alarm Clock, KER, Science Alert, Ambient Lighting Adjustment, Docking Alignment Indicator, Chatterer, Module Manager and KIS
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OpenGL memory leak?
OtakuD replied to biohazard15's topic in KSP1 Technical Support (PC, modded installs)
Yeah I'm crashing every 30-60min without fail, really sad as I really dont remember 0.9 ever doing this but maybe I never played that long. Edit: Also on the larger ships I'm working on now, I can only crash/revert a handful of times before my memory approaches the 3GB range. -
So I have played v1.0 for a number of hours now and got this into space after 2 launches, to my dismay (as always) when the second part approached I hit ~20fps, what am I doing wrong with my designs? Even turning graphics to lowest doesnt help this and my i5 3570K barely uses 35% load.... Help please, I mean there was a contract for a command capsule, 5 crew, science lab and solar+batteries so it must be possible. http://imgur.com/rdwwwjK
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I'm also noticing memory leaks, switching from VAB to the Craft and back again I lose a few 100mb each time. It might also be another mod but I haven't taken the time to disable one by one yet, that will be on my agenda today. Edit: Removed Science Altert and the VAB -> Flight issue is mostly gone. Memory seems to only creep by 1-2MB without it if at all. My findings with it on: VAB - Flight - VAB - Flight - etc 2550MB - 2646MB - 2716MB - 2633MB - 2756MB - 2686MB - 2816MB Seems to jump up 20-30MB on each screen Will be running the game without it for the rest of today, was crashing on me every few hours due to mem issues so I will see if it's stopped now.
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On pods flipping during re-entry
OtakuD replied to Dizzle's topic in KSP1 Technical Support (PC, unmodded installs)
yeah chutes seem to help me too, so strange does anyone know if this is working as intended or a real bug? Sometimes had to engage RCS during entry to try fight the forces but wow is it nerve racking. -
Cannot wait for this to be released, so useful!
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I like the idea of life support but I'm always turned off by the extra "challenge" it adds without any benefit. Do you think that something like "super food" would be viable further down the tech tree that boost Kerbal performance etc or maybe specific foods that improve jumps/walking speed alone? Not sure if you like the idea but this is still a great sounding mod, thanks!
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
OtakuD replied to TaranisElsu's topic in KSP1 Mod Releases
Compared to vanilla I mean, vanilla they survive indefinitely which this mod removes, maybe I'm thinking of it wrong but to me it feels like the only thing it adds is difficulty which I don't really enjoy. I, personally, think it's challenge is quite balanced already. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
OtakuD replied to TaranisElsu's topic in KSP1 Mod Releases
Aah yeah, I guess you are right. I think I'm just spoilt with things like ScanSat/Karbonite where you actually get extra features for using them where this mod removes features but adds difficulty. I think I will switch back since I love progressing up the tech tree/exploring more than spending hours on a single mission/station that will ultimately lag. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
OtakuD replied to TaranisElsu's topic in KSP1 Mod Releases
Is it just me or does this mod make KSP really difficult and unrewarding? The "build a colony on x planet" contracts do not seem to even cover half the cost involved in getting them self-sufficient nor does the science reward feel worth all the 3+ launch effort of a MKS/OKS.... Maybe I'm doing something wrong, are their easier ways to help Kerbals survive without a full on station?