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OtakuD

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Posts posted by OtakuD

  1. 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.

    Yay! I hope you can isolate the issue, love this mod but boy has it caused me a lot of crashes since April

  2. Also, it's pretty common to see texture glitches right before this occurs. The texture from a random part will appear overlaid on top of everything on screen or the shaders may start flickering as though someone has furnished a toddler with the light switch for the sun. Would be really nice to be able to play for more than 20-40 minutes without restarting...

    Windows 8 user here and also see this texture problem, good to know that's when I should save like mad!

  3. 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

  4. 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.

  5. 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! :)

  6. What do you mean?

    TAC Lifesupport add features toi the game.

    It adds the feature that Kerbals can die from several causes (like Grav-Shock, lack of O2, Food, Water, Heat) and it adds the capability to prevent this (via supply containers)

    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.

  7. KSP is a simulation. The only "difficulty" is what goals you set for yourself.

    That aside, when i played this in .25, i had no trouble keeping myself flush in later tech advancements. So I have to do a few areal surveys to launch a multi million kredit station... so what?

    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.

  8. 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?

  9. KSPRC is replacing the stock textures with a lot of very high-resolution ones, not to mention the other mods that add clouds and lens flares and all sorts of other special effects. It makes perfect sense that these mods would cause a decrease in FPS.

    I see, I have EVE 7.3 and Texture Replacer currently installed and get 100fps with them, I only really copy the Navball and Texture Replacer/EVE replacements over so I guess these textures alone drop my fps by 50? Sounds crazy to me with 3GB VRam but might be true....

  10. I really like the Library feature of this mod, the monitor could use some resizing since it's quite large (especially experiment names). Do you have any plans to integrate it with Scansat so that we have to scan a planet before all biomes are known etc? I think that would be awesome! :) Also can I hide all experiments I have completed from the monitor?

  11. I really LOVE the scansat integration, but something I wish it did was tell you what science was remaining to be done on a planet. Unless I'm missing something I would love to be able to see somewhere, maybe on the Science Archive screen, all the biomes I have now scanned which have unperformed experiments. Is this something that can be done or is there another mod that will do this?

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