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KSP2 Release Notes
Everything posted by Seaview123
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It did run cleaner with active texture management, but I really didn't like the smudgy graphics. Just a personal preference. I had an unrelated problem with a corrupted game save, and decided to reload KSP from a clean copy. I went through the mods I'd been using and cleared out ones I wasn't using to save more ram, and ATM was one of those I got rid of. However, since I like playing with mods, I'll probably reload ATM if/when I start to see any more slow downs or memory issues. I was seeing that quarter screen thing too. Using 'alt-enter' keys seems to fix it for me.
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[Tutorial] Planetary intercepts - or how to orbit in the right direction
Seaview123 replied to KSK's topic in KSP1 Tutorials
Pretty cool tutorial, thanks! -
Can't dock to space station.
Seaview123 replied to RukuTheCat's topic in KSP1 Gameplay Questions and Tutorials
Thanks, the directions on that link worked (my docking port was a shielded one and the game seemed to think the shield was still closed). However, the directions were pretty 'next level' programming wise, and I introduced another bug while doing it, but I learned a little bit about how the game works 'under the hood', and now have a much greater appreciation of what those guys at Squad are dealing with. -
This is amazing! I entered the command and ran the game and I'm using at least a Gig less Ram during play. I've gone from crashing to desktop with every other ship screen to space center screen change to actually having to log out and quit the game to stop playing (I had to stop and remember how to do that). I've uninstalled Active Texture Management and the game still runs very clean. There is a slowdown on my frame rate, and it's noticeable when playing with my big orbital constructs, but the game play is much more smooth and I can actually do EVAs around my stations without my game slowing to a crawl. Thank you very much for this tip, like I said, it's amazing!
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Hello folks.... I've got a lot of mods on my game and are getting a lot of crashes when going from game mode back to space center or when doing other random (memory intense) functions. So, can this "-popupwindow" command work for me (I'm running Windows 7 64 bit but using 32 bit KSP)? ... and, how do I use it? (Do I add a command line in my startup shortcut?) Thanks...
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This might apply to me too... I have around 30 mods (thanks to CKAN) and I get a crash every so often when shifting back to space center or when doing something with a lot of parts on the screen. I'm using the Windows x32 version, and using aggressive ActiveTextureManagement. What does adding the "-force-opengl" line into my startup shortcut do? Thanks...
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Can't dock to space station.
Seaview123 replied to RukuTheCat's topic in KSP1 Gameplay Questions and Tutorials
I'm having the same issue with one of my docking ports... I was building a large interplanetary ship in orbit and just about to dock two big parts when my game crashed to desktop (I've got a couple of mods... around 30... so this happens to me a lot). When I reloaded and jumped back to my ship, the two parts had collided and bounced off each other. I got them back under control and lined up to dock again, but the docking port on one of my ships won't connect with the other. When I right click on one of the docking ports, there's an entry in the pop up window that says "Status: locked". I tried doing an EVA with an engineer Kerbal to see if it was repairable, but no luck. I'll give your suggestions a try, but I have the feeling I might be out of luck unless I can "unlock" the damaged docking port. I'm in career mode and it would really stink if I have to go back an earn enough $$$ to rebuild this part. Has anyone else seen this, and have any advice on how to fix it? -
This is an outstanding tutorial, very well laid out and your pictures are invaluable. I'm planning on using this method to try and rescue a botched Moho mission (ship full of Kerbals on a long elliptical orbit in Kerbol's SOI and not enough delta V to make it anywhere). If you've got any advice for meeting up with a lost space ship in solar orbit, I'd love to hear it. Thanks!
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Thanks for all the help, folks. I'm gonna log this one as "answered" and wait 'till I'm farther along in the tech tree to build a ship with enough delta-V to get my Kerbals (they can hypersleep or something, can't they?). When I build my rescue mission, I'll let you know how I did. Thanks again, and if anyone has any more ideas, I'd sure like to hear it.
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Hello KSP Community, I've been playing a career game and took a contract to go to Moho and get some science. Unfortunately, at periapsis I didn't get a Mojo encounter and missed the rendezvous (It looked okay before I time warped...) So now I've got a boat load of Kerbals in an elliptical orbit between Kerban and Mojo, with less than 300m/s delta-v left and no hope of getting home on their own. (I'd had hoped to collect some Karbonite from Moho/Kerbol orbit and have a space collector attached, but so far no luck.) I've built a refueling mission with a 2000m/s delta-v rescue vehicle and a full orange tank payload in Kerban orbit for my stranded crew, but I'm not sure how to get it to them. I mean, I missed a Mojo rendezvous, and it's a heck of a lot bigger than my lost-in-space Kerbal's ship. I figure I could use some help. Does anyone out there have any advice? The lives of my missing Kerbals may depend on it!
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The sketches by Kyasarinn are awesome! The crazy floating hair version totally gets my vote. http://i.imgur.com/5GnBaUc.jpg
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I'm the senseless one using both mods in my game right now. I was testing them side by side and found both have strengths and weaknesses, and kept them around. But while I'm a big fan of both (RoverDude's detailed animated parts are outstanding, BTW), Kethane is a little easier to use for my skill level right now. However, Kethane's pretty limited, and having to move my heavy mining operations make it tougher to set up large bases, and there's just something 'off' about the bright neon green paint scheme. So Mr. 'Dude... how 'bout a rarer, lightweight (gaseous?) form of Karbonite that's easier to haul around? (Call it something like "Karbonelium"? "Karbonitrogen"? "Karbonitrous Oxide"? ...just a thought.)
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I use those and they work great in zero G, but I haven't had any luck using them elsewhere. Also, my Kerbals tend to fall off of the top of ladders unless I angle them in towards the ship. How about some kind of hand rail part to help them get up over edges?
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Biza: a 5 kerbals lightweight command pod
Seaview123 replied to Justin Kerbice's topic in KSP1 Mod Releases
A very cool looking new part. Thanks, I'll give it a try. -
What Would You Like to See In KSP?
Seaview123 replied to Astrofox's topic in KSP1 Suggestions & Development Discussion
Now that Kerbals are specialized in 0.90 to be either Pilot, Engineer, or Scientist, I'd like a way to tell them apart when in flight. Maybe a different space suit for each class, or a label in the crew windows (lower right corner). That way I don't get my rover down to the planet only to realize I didn't bring an engineer along to fix that flat tire. Also, how about a way for Kerbal's to get their experience upgrades without having to return to Kerbin? If my little green guys get experience from landing on a couple moons while exploring the far side of the solar system, it would be nice to have them upgraded without making the trip all the way back. What if they volunteer to stay on some other planet? How bout if they work on a space station for a year or so, shouldn't that count as experience too? -
Hi all. I got introduced to this game by my teenage son a few weeks ago and have been hooked ever since. The game is a load of fun, and the forum community is fantastic. Love reading the posts and playing around with mods. See you 'round the solar system...
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Beta Collapses :-(
Seaview123 replied to Omrik42's topic in KSP1 Technical Support (PC, modded installs)
Thanks... It might be helpful if there were a list of the mods that 0.90 is or is not compatible with. That way we could figure out whether it's a good idea to load it over our existing game. Can anyone out there help out with this? -
Beta Collapses :-(
Seaview123 replied to Omrik42's topic in KSP1 Technical Support (PC, modded installs)
I had the same problem. During the load from Steam I got messages saying I had installed mods that conflicted with the beta update. I didn't catch all the problems, but it listed MechJeb, Kethane, and Biomes as conflicts. I had a saved 'clean' version, so I can still play that, but I've got a fair amount of work into my modded game, including a fully built 'Station Science' space station, and more than half way up the tech tree on career mode. Does anyone know how to... 1. Unload the beta from my modded version, or... 2. Load the beta on my 'clean' version (I tried getting Steam to redownload but am not having a lot of success). Thanks.