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Speadge

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Everything posted by Speadge

  1. just wondering as i had no chance to test it yet and get teased all the time: are the waves actual moving or are they just "hanging" there? Could someone make a small vid? I'd appreciate that! i bet you are not supposed to move the Gamedata folder into Gamedata/scatterer/ - just copy its contents (shader + config) into /scatterer/ Edit: has been stated before / please read!
  2. i bet he waited till scatterer released the water-shader updated - as they are just stunning and perfectly fit into KSPRC. blackrack did a big piece of art over there...
  3. You're from the Future? :-O Most important Question: What is 1.1 like? is it worth the waiting?
  4. i love that a forum Newbie gives a 3-year member such an ironic slap that i could almost feel it. You are my hero, sir
  5. KAS & Warp should work by themself. usually it just "fixes" dll with a switch in it. When a dll appears in the "not fixed list", it has no x64 switch
  6. tthey seem to be way less dense than ingame in 1-05-3. Did you change anything regarding this?
  7. .. did you try "password"?
  8. its not. symbolic links are not the normal desktopt links. u might want to check wikipedia for this. No OS cares about "normal links as they are nothing but textfiles with some information in them. So they are just to make things "userfriendly" for starters, try "mklink.exe" on windows systems parameter "j" might be what you want to use
  9. anyway. those lines were pretty damn good - had some laughs - especially on the "blaming unity" thing as it is just a "well known"-bug-solving-line
  10. well - seems your double-post says everything about the actual migration-state... sorry for offtopic... its just kinda- ironic
  11. you almost dont need the stockbugfix in 1.05 anymore - its better to avoid it as it might cause new problems about the "not working mods": there is a "unfixer" -somewhere-, that checks the mods and removes x64bit switches / disabling in them. it does NOT alter the mods for having no bugs in x64, it just enables them. Please dont report bugs resulting from using any of this tools / methods / x64
  12. http://webcache.googleusercontent.com/search?q=cache:DWAL5I23YaQJ:forum.kerbalspaceprogram.com/threads/117224-Windows-64-bit-community-workaround+&cd=1&hl=de&ct=clnk&gl=de U r welcome edit: after posts have been migrated and search function is working: http://forum.kerbalspaceprogram.com/index.php?/topic/105592-windows-64-bit-community-workaround/#comment-1857864
  13. [quote name='MaverickSawyer']Yes, I have all the parts installed, and I've been kicking it up to 90+ m/s before pitching to level and test flying. Still has a nasty roll/yaw coupling with all those parts. I'll try flying on torque wheels alone for a change and start adding surfaces and channels to see what happens. [COLOR=silver][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] Okay, found the issue... I think. It's the center tail. I shut down its ability to do anything, and the Dreamer is much more docile. If I disable yaw on the wings, it's even better.[/QUOTE] experienced that, too. if you activate the aero-overlay u see that it is "wobbling" all the time => hard to fly stable
  14. [quote name='Sequinox']Try either the 64bit workaround or force the game to run in OpenGL.[/QUOTE] even if thread is "solved: for others having the problem: 64bit workaround wont reduce your memory footprint - it will increase it! Only think is, that the process is not limited to 4GB only. But on a 4GB machine that would make things worse
  15. hi, i had this too. primary with KSPI Mod and its dependencies. quickfix: delete MM cache. Long fix: dont upgrade any dependencies of KSPI when the mod itself does not bring the new version. i.e.: wildberry*****something had been updated to *.*.24 while KSPI was shiped with *.*.23. after installing he 24, i couldnt get KSP to load up, even with MM cache cleaning. So i reversed to the 23 build tht was shipped with KSPI and it worked well. So: delete all KSPI dependencies and copy just what came with the plugin. => im not saying its KSPI in your case; but that you should take care when you update something. Best is to delete every folder you not installed by yourself and reinstall the mods that ship others in their packages
  16. [quote name='MrMeeb']I'm so hyped :D[/QUOTE] Come on, Thanksgiving is nothing THAT special anymore ;)
  17. [quote name='BowWhalley']64, Pretty sure all macs are 64. Also cheers Claw for moving this to a different/More suitable topic :).[/QUOTE] As i understood the 64bit version for mac is also not supportet like the windows version is not. There is just a workaround for making he 64bit version working. to be clear, im speaking about the game runtime, not the OS itself.
  18. sounds like what happens on windows in the x64 version. (just a dispay-bug, facilities have not the upgraded functionality) are you running 32 bit or 64?
  19. [quote name='artwhaley'] [COLOR=#000000][FONT=Noto Sans][B]The Ship Requires:[/B] Firespitter. It makes the landing gear and airbrakes work. Does anyone NOT have this at this point?[URL="http://kerbal.curseforge.com/linkout?remoteUrl=http%253a%252f%252fsnjo.github.io%252f"]http://snjo.github.io/[/URL][/FONT][/COLOR] [/QUOTE] [quote name='artwhaley'] And... do you have firespitter installed? [/QUOTE] damnit. TL;DR :D thanks!
  20. [quote name='themody']Anybody else having this weird Problem that while in Vessel mode you see the kerbin city lights on other planets?[/QUOTE] get the newest version (1-05-3) Bug-Reports with old versions are not helpful ;)
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