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arachnidan

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Everything posted by arachnidan

  1. I have a question. Does it matter whether I'm flying east-west or west-east? Is there a difference in the time it takes me to travel? (I found on another thread that in stock ksp there's no difference) So, does FAR make a difference? Thanks!
  2. Wow... I read posts often, from a couple of plugins, and it's so unusual to get a disrespectful comment... If you haven't read the OP post, or the comments... or even the title... oh what am I saying... well maybe you should just get a computer that doesn't suck. Oh, better yet, learn some coding and release a 64bits version of the game... oh wait, wait, I can do better... create a new game from the ground up that meets your sucky computer's specs =D hint, pacman or mario are already released.
  3. I think your design is much heavier towards the engine, especially with the fuel tank empty, which will flip the rocket retrograde.
  4. Yes, you are totally right. It was dumb of me to look at total usage. ATM+OpenGL 2.2Gb at the end of the loading. And no, I would trully love to use 64bit but I don't touch 64b since... 24.something. Since I'm totally new to this I can't be sure, but my ksp did stop crashing using opengl. No idea on the RAM usage though.
  5. Okay, according to resource monitor it uses 5.5gb, it's steady and increases to 5.8gb towards the end. CPU usage @ 17~22% Now I have tested (and will continue to) the opengl command and I have to say it really works. The crashes stopped (yet i have to keep testing) I also added some big mods and no crashes reported (b9, kw rocketry) When I loaded my saved career the game was a bit laggy, but solved it by disabling anti-aliasing (was '2x') and v sync (was 'every vblank') Render Quality is 'fantastic' and texture is at full res. If I run into more crashes I will let you know. And I will still follow this thread. Okay, hope this helped someone else too =3 Kudos and cookies for everyone!
  6. Where do I find RAM usage on loading? Most -if not all- the crashes come from returning to VAB, and always after some time into the game. Can't tell for sure, but I guess over 20 minutes. My KSP.log was started at 15:15 and ends at 15:42, if that helps anyhow. Thanks in advance for the help I will try this now. Thanks for the info
  7. Hello guys, I think I might need some help here. I've just started getting memory crashes and would like to know if my amount of mods is insane...or if I could make it work KSP 0.90 x32 List of mods Achievements Advanced Animator Better Atmosphere (low quality) BoxSat CactEye 2 Chatterer Coherent Contracts Contract Window Crew Manifest Communitu Resourse Pack DangIt Deadly Reentry Distant Objects Enhancement DMagic Orbital Science Docking Port Alignment Environmental Visual Enhancements FASA Ferram Aerospace Research Final Frontier Freight Transport Technologies Karbonite Kerbal Attachment System Kerbal Alarm Clock Kerbal Construction Time Kerbal Engineer Redux Karbonite Plus Science Alert MechJeb Modulat Kolonization System ADEPT NovaPunch Procedural Fairings Raster Prop Monitor Regolith Remote Tech Real Chute ScanSat Science Alert Sounding Rockets Stage Recovery TACLS ToolBar Trajectories Transfer Window Planner TweakScale Universal Storage Core +KAS+TAC USITools ATM Aggresive x86 Pc Specs Windows 8.1 x64 Intel I7 [email protected] RAM 16GB GPU Radeon HD 7970 3GB
  8. Yay! Just as soon as I was about to give up for the day, both KAS and RealChutes get updated =3 Good job SC! Another mod that should be part of the game already!
  9. Great job on the update. Was really looking forward for this *should-be-in-the-base-game* mod.
  10. Currently, the auto scale is kind of crappy. Keeps scaling parts I don't want to, eg. mk16 parachute or 1.25 SRBs attached to 2.5 fuel tanks. Went back to 1.45
  11. Have you tried http://forum.kerbalspaceprogram.com/threads/86677-0-25-StageRecovery-Recover-Funds-from-Dropped-Stages-v1-5-1-%2810-7-14%29?highlight=stagerecovery It says it's .25 compatible. I haven't checked it yet, was hoping DebRefund would be updated.
  12. It's working for me. Clean 0.25, no other mods installed. I just can't resize the fairings, maybe because I don't have TweakScale? I don't know since I never tried ProcFairings alone
  13. 2.7.8.2 doesn't break my .25 clean install. I've tested some features and it works. at max warp the node missed for around 3 hours but i gave it a 3 minutes margin only. I guess it's normal that that happened.
  14. Yeah, same here. I'm still using it in spite of receiving FS's incompatibility window.
  15. Apparently this is still working on 0.25. Tested in sandbox and with no other mods. Worked fine. Couldn't check any science though.
  16. I normally do things like this for everything, just that this time I'm sharing it. It's just an excel 2007 sheet that will help you keep your mods organized. Most of it is manual work, but I added a VB macro that will search the URL entered at K3:K39 (you can add URLs up to K50 before needing a modification) and will search that URL's page title and display it at L2:L39. Most forum pages state KSP version compatibility at the title, so this should help you check all web pages at once. You will have to activate macros and Data Connection. This doesn't download any file, and you can enter any URL at K2:K39 and the correct title will get displayed at L2:L39. Hope it's useful for some of you. All you have to do is click on the button "Update list from internet!" Once checked, you can erase everything from L2:L39 so that next time you upload you can see it progress downwards. It takes roughly a minute to scan through all of those mods I already loaded. Download from Filedropper Download from Mega
  17. Yes, they do float. However, if the top of the craft is too heavy it will tend to flip.
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