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EspenB89

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Everything posted by EspenB89

  1. Hmm. I seem to have a problem :-S. I want to do the basic engineering quest but it says in the quest that im missing the vessel. I see some speak of a drilling vessel outside the VAB but I dont seem to have it. Iv installed it through CKAN :-) /Espen
  2. Seems it wasent as fixed as i thought :S. While flying again now. the problem presentet itself again :-S have uploaded a screenshot to the same google drive folder which shows the problem :S. The gamedata folder is the same except for SVT being installed. Here is the folder link again: https://drive.google.com/drive/folders/0B1cBa_yGaWOiNDQyeWRHQTlHSWc?usp=sharing
  3. With SVT and only the newest MM and cleared MM cache it works perfectly. Have unistalled SVT and reset MM cache again to test whether it was MM or SVT that fixed it :-P Edit: Seems the double MM was the culprit . Tnx for the help Keep up the fantastic work Now to reinstall SVT
  4. Nice havent been able to read the SVT forum yet, as I just started the game again today :-P, Installing it now :-)
  5. Here they are :-) https://drive.google.com/drive/folders/0B1cBa_yGaWOiNDQyeWRHQTlHSWc?usp=sharing And tnx for the quick reply :-) Also cant wait for the SVT for 1.3 :-D. Miss it :-) But ofc take the time you need :-)
  6. Hei. Iv just installed this mod in 1.3 and i get massive amounts of terrain glitches :S. Everything from rectangles of ground at 2-3 heights above the ground, and rectangles of missing ground at ground lvl :S. switching from flight to map to flight does not fix the problems. Iv got a lot of mods installed but visually its just EVE 1.2.2.1, SVE 1.2.3 with high textures, Koperincus 1.3.0.2, scatterer v 0.0300, Planetshine 0.2.5.2. Am I missing something in my install? config or anything? Am also getting the bug where water is flooding the ksp center, but I know that one is normal :-). Love the look of SVE, but with these graphics bugs I cant use planes ^^ Dont know where ground is to land :-P
  7. Hey. I started to check a few thing the other day with my ksp install. Mainly the system ram vs Vram usage. on my unmodded ksp ksp's Vram usage is around 120-200mb in kerbin flight with a 50 part ship, while the system ram is around 2000mb. With my normal complement of mods (around 50 including b9, opt space parts) the Vram increases to around 300mb with the same ship while the normal system ram increases to 3000-3500mb. How can this be correct? Does this mean that all the textures and graphics are saved and used from the system ram instead of the Vram which should be used for this??? In these examples i have not forced either dx11 or opengl Im running a Asus G750 laptop with 8Gb ram and 770m with 3Gb Vram and i7 4700hq cpu
  8. Hey. How does this mod work now in 1.0.4? In CKAN it says its 1.0.4 compatible but the the start of this forum thread it still says 0.90. Also wondering if there are an known problems with B9 dev or Interstellar extended? Tnx Espen
  9. Im fairly sure its SETI's Greenhouses :-) http://forum.kerbalspaceprogram.com/threads/114133-1-0-4-SETI-Greenhouse
  10. Are you using Interstellar Extended? Because this mod enables mach dependant heating. If so, then the precoolers(which also have a function in Interstellar Extended) must be directly connected to the intake. But for now it only works with stacknode intakes :S But the intake and precooling combo does not need to be directly connected to the engine.
  11. That doesnt work for me :S And i dont think its switches between surface and node attach either as my mouse pointer is far away from the other craft part. I forgot to mention that there is one area where I can hold the part and it "presticks" to the other part (green glow) but then its at the odd angle and trying to tilt it upwards makes no visible difference no matter how much I press it to flip (though tilting it to the side and rotate works)
  12. Hey. Found a bug with the cargo bays in the b9 MK2 series. For some reason the cargobay wont attach straight, when I hold the part over the spot where it snaps to the fuselage(before you click and fasten it) the part either flicks between a 45 degree angle and straight an untellable amount in a second(or as long as you hold the mouse over the spot. I have not preangled the part. And it happens no matter which other mk2 part I try to attach it to. I'll link a video which shows the problem.
  13. Yeah, I can see this is still true. After setting it up with 4 small sabre intakes directly connected to 4 small precoolers it works again :-) Tnx for the help all :-), Now i just need to learn to keep it stable in higher altitude and not flip , and ofc land it again ^^ Again tnx Espen
  14. Tnx Blowfish it worked :-D Though now my engine explode at 3-4mach cause of overheating :-P Im though wondering if this might be because of a b9 bug. As you can see the sabre precooler says "precooler: offline. Intake: Not found." Even though I have 4 intakes, 2 DISX Diverterless large and 2 RNM Variable Geometry Intake, one of each that you can see in the picture. Does the Sabre precoolers only work with the sabre intakes? Tnx Espen
  15. Tnx so much Blowfish for your answer. However when I try now, im maxed at mach 1,2 at 5km, TWR is at 0.88. With 5-10 degree inclination I ended now at around mach 2,5 at 12k height, but at that point the thrust and lift was so little I started to fall soon after no matter which inclination I had. Is there any1 else that manages to get their plane to orbit? Has there been any major difference made in the latest FAR? btw im also using b9 procedural wings. Tnx Espen
  16. ok :-) np :-) cant wait for both b9 and this to be updated :-) Im using the dev version of b9 and i cant find any faults :-)
  17. Is the parts usable in 1.0.2? Most likely the engine parts wont work but what about the cockpit and tail?
  18. I also have had problems with forcing d3d11. Im running a GTX 770m graphics card, so shouldnt be a problem. What you can try is forcing opengl. use: -force-opengl Forcing opengl works better for me. No artifacts of any kind and it actually uses less ram than d3d11 in my setup :-)
  19. You can also try to use: -force-opengl This one works better for me. d3d11 decreases my ram usage with about 500-700mb, but opengl reduces it with 1gb-1,5gb in my setup.
  20. Hmm, I think i found a way for my install. In the DDS4KSP.exe I set the minimal res for conversion to 40 x 40. I discovered that most(didnt check every1 :-P) of the icon files have a resolution of 20x20 to 32x32 :-) I made the compress on a copy of the gamedatafolder, loaded it in ksp and all the icons works perfectly :-D Hmm, skratch that... That created a bug in the Gamedata folder that corrupted at least my savegame but mainly also contracts for some reason. The game was suddenly unable to create ANY contracts... didnt register those i had allready accepted earlier before the dds converting, and couldntget any new. Making a new career mode did not work either... couldnt get ksp to create any contracts. Also tried alt-F12 and reset, regenerate and so on... Switching to my original unconverted gamedata folder fixed the problems :S
  21. Is there an easier way to make the program ignore icons? I have over 60 different mods :S. Is there f.ex. a way for us to program so that all files with "icon" in its name gets ignored? - - - Updated - - - How does this work? how can we program this? Also for those that have trouble with memory, try both -force-opengl and -force-d3d11 though not at the same time . For me opengl saves a LOT more memory than d3d11. I run at less than 2gb of ram with opengl and around 2,6gb ram with d3d11.
  22. How does SETI tech tree work wit KSP interstellar extended 1.1.14 since it has its own install off CTT?
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