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Verios44

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Posts posted by Verios44

  1. 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.

  2. 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.

  3. 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?

  4. 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?

  5. 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.

  6. 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.

    - - - Updated - - -

    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.

    - - - Updated - - -

    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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