Verios44
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Posts posted by Verios44
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I am interested in trying this base mod out. Is there any compatability issues with USI MKS?
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I just learned of this mod thanks to remote tech, is it supporting 1.0.5? Looks like a good one to add to my collection.
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Is there anyway to get this to work in KSP that is not full screen? I purposefully play in windowed so I can multi task.
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Anything I need to worry about when it comes to 1.0.5? Besides KSP complaining about version difference?
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Any compatability issues with 1.0.5 I need to be aware of?
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Is there any comparability issues with 1.0.5? I run a lot of parts mods that have always hogged RAM usage. I use the aggressive version 64 bit ( primary client is mac ).
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is there any comparability issues with 1.0.5?
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Lol. Yes. Blizzy is just going to release (hopefully) an update to simply get rid of the incompatibility message on start up. It's fully compatible as-is now.
so, it will just be annoying but working for a while, thank you.
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does the .04 version work in .05?
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I am confused from reading above posts. does toolbar work in KSP 1.0.5?
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Is this pack necessary if I use the majority of USI mods? Still waiting on a few to update such as ART, and AMT to update.
the KerbalStuff link https://kerbalstuff.com/mod/1194/USI%20Core still shows supported version 1.0.4.
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does 1.0.2 break any of the USI mods?
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I can second this. Not to put down ATM, but I have been running numerous mods without it for some time. -forceOpenGL and -popupwindow are your friends and with .dds textures I'm running a modified version of EVE and Astronomers visual and maybe another 10 mods on top of that (with .dds textures) in 1.0 and I'm hovering around 2.5 - 2.8GB and load time is less than a minute I love 1.0
I know this isn't really the place to talk about memory usage and textures but I figured I'd back up Ziw on this one
I have about 25 mods currently installed, and plan on adding KAS and near future mods when they are updated to wrap up my collection. Would you recommend using force openGL over ATM?
Also, would it actually help the texture issue here?
fyi I run on the mac client.
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That worked for me...until I installed another mod. Now it's back to the black textures. I don't know whether ATM or the IR rework is to blame, but I sure don't want to wait another hour+ for ATM to rejigger all the textures every time I install a mod, just so this one mod's textures will show up correctly. Is there a fix coming for that, or do I need to go searching for a way to make ATM ignore IR Rework altogether?
gave this a go and its only a temporary fix.Problem as others have stated resumes the moment you do anything else.
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is there a fix for the missing texture issue? if no any way to help?
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I would not expect differences between operating systems. But if you are interested in testing some scaled wings I'd be grateful. Control surfaces look unchanged but wings moved to a proper partModule and the exponents are pretty much guesswork so far.
EDIT: lift, mass and (dry)cost is supposed to go with scale^2.
ok, a few questions first. By wings you mean the wing segments I presume, ones not fitted with stabilizers, etc? What sort of proportion should I expect to see from different sizes? Or do I use the base size and use percentage adjustment for down or up scaling? Finally, do you want stock wings only or include modded items?
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do you need any testing done on the mac client? If so, I will be willing to help. If not I understand.
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Seeing as you're in the folder where ckan.exe is you only need to write 'mono ckan.exe'
If you got the latest mono, which I assume was 4.something CKAN might have some troubles. Try getting 3.12.1 instead. If this resolves the issue _please_ report back since we're starved for someone acctually testing this.
Does doing stuff with commandline work? try some commands like 'mono ckan.exe update' or 'mono ckan.exe list' and see if says anything.
If something seems to happen before it kicks you into another row on terminal (e.g. it takes a while) try 'mono ckan.exe --debug <command>' and see if it says anything about what fails.
I actually got it to finally work, I tried to state that in a edit in my OP.
After terminal did its thing which did take forever the following happens
1. a screen opens up asking to activate ckan. Easily done
2. after activation, ckan opens up using mono as a wrapper ( I persume anyway)
3. my new issue is getting ckan to recognize I have mods installed in my ksp files
UPDATE , I decide to try to refresh ckan and now I have a list of alot more mods than I have installed. How does it work from here?
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ok, I am having issues installing CKAN on mac.
I downloaded latest version and Mono, but when I go to the terminal to activate it, nothing happens.
what my terminal code looks like
NAME-MacBook-Pro:~ NAME$ cd Downloads
NAME-MacBook-Pro: downloads NAME$ mono /Users/NAME/Downloads/ckan.exe
obviously NAME is replacement for my RL name for privacy purposes
ok, I got past the terminal phase, but now when I tri to add CKAN to my KSP directorry it keeps popping up a error. Even when I select my KSP files, it errors out.
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nope, you can delete it and it will save you fair amount of RAM
Thanks. Will do that as soon as ATM (active texture management ) is done squeezing my texture files down to size. I do it in stages of 5 mods so the waiting does not take horendously long.
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ooh, just so you are aware, my KSP AVC claims that the current version of Infernal robotics is designed for 23.5. I do not know why, but thought you should have a heads up.
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and I seem to have a texture problem iwth your mod. I will be posting a screenshot that shows what I mean
http://imgur.com/a/BLQYy <-- link
Even though there are no textures, the mechanics still work. Eg, the rotatortron will still rotate the parachute cone.
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I have downloaded the latest inferna robotics and the two completed packs from this extension. Do I still need the Legacy Parts provided from the main IR download?
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Thank you for continuing this mod! I have used Procedural fairings ad my go to fairing mod for a long time now and glad to be able to continue that.
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Thank you. I never put two and two together when the OP mentioned mono.
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
in KSP1 Mod Releases
Posted
Thanks, ill look into it. At least in the meantime I can "technically" connect via KAS piping, well see.