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ve7oko

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Everything posted by ve7oko

  1. Adding struts doesn't help much. An updated version of Kerbal Joint Reinforcement would be greatly appreciated
  2. Ever since 1.2 my ships get plagued by strange disk-shaped artifacts. Doesn't seem to affect gameplay but is a bit distracting. Screenshots: https://cloud.mail.com/ngcloud/external?guestToken=YcfGFjpXQvCV8jqr5rYHcA&[email protected]
  3. Glad I found this thread, been searching since the same issue is driving me nuts. Freezes ever so briefly every few seconds exactly as you describe. And it usually happens during a critical staging (!) or landing (!!!). But KSP 1.1.2 is a vast improvement overall, and I'm confident the code-folks will fix the issue. EliteBook 8740w Intel Core i7 quad 1.73GHz (2.93GHz max)NVIDEA Quadro FX380012Gb RAM
  4. Pleased to report that so far so good, my missions are still alive Problems started after the patcher installed the 1.1.2 update this morning but I think it was because KSP used to be on another drive and my shortcut got pointed there. Should have looked at the "properties" before I wiped it. Lesson to others: delete those old KSP folders . PS I like big budget rocket-ships
  5. Got that right...these are the mods I need updates for, I guess. This is after the clean install and 5 mod updates so far. And just for the record...
  6. That's what I'm doing now. I installed an SSD as my main drive and have my old 750Mb HD in the expansion bay (HP EliteBook 8740w) so there must be something in the Windoze registry pointing in that direction. Whatever. Running the Windows version from Squad. Computer details are in my profile. Just about to re-install... Did a completely fresh install after cleaning registry. Ran the patcher first but looks like I'm going to be busy doing mod maintenance for a few hours...
  7. That's what I'm doing now. I installed an SSD as my main drive and have my old 750Mb HD in the expansion bay (HP EliteBook 8740w) so there must be something in the Windoze registry pointing in that direction. Whatever. Running the Windows version from Squad. Computer details are in my profile. Just about to re-install...
  8. Just checked, after this morning's patch my KSP seems to have reverted to 1.0.5 (?????) Deleted the whole works and am downloading the latest installer (1.1.2) Have no idea why it reverted to 1.0.5, no wonder things didn't work.
  9. So the outdated mods run on 1.1.2 and not 1.1.1? Cool!
  10. After getting KSP1.1 I started all over building new ships and sending them to Duna. Today I got the 1.1.1 update and now my ships just oscillate wildly on the launch pad until they disintegrate in spectacular fashion. Probably the mods are culprit...
  11. I had to start my space program all over again with 1.1, built new ships and sent them to Duna yesterday. Today 1.1.1 was released and after getting a message from AVC that pretty well all my mods are incompatible all the ships I built yesterday just start to oscillate wildly (on the pad) and explode in a spectacular fashion.
  12. I was getting constant crashes with KSP1.1 after a completely clean install with minimal [updated] mods.Turned out the desktop shortcut was pointing to ksp.exe not KSP_x64.exeNot a crash since and impressive framerates now.
  13. I was getting constant crashes with KSP1.1 after a completely clean install with minimal [updated] mods.Turned out the desktop shortcut was pointing to ksp.exe not KSP_x64.exeNot a crash since and impressive framerates now.
  14. I was getting constant crashes with KSP1.1 after a completely clean install with minimal [updated] mods. Turned out the desktop shortcut was pointing to ksp.exe not KSP_x64.exe Not a crash since and impressive framerates now.
  15. Also suffering crashes, most without a "crash report". Just dies i7 12Gb RAM 1Gb GPU
  16. Having the same issue, even crashes during play (not necessarily scene changes)...that never happened before. Nice improvement otherwise (W7pro i7 12Gb Nvidea FX3800M)
  17. Mine is crashing too, sometimes mid-game (NOT during scene change...that never happened before)
  18. From kerbalstuff.com: On June 1st 2014, I started working on Kerbal Stuff. 20 months have passed. 1,191 mods have been uploaded and 20,407 users registered with the site. Today, I am officially closing Kerbal Stuff. I'll explain how it came to this. I built Kerbal Stuff after the announcement that KSP mods were to be officially moved to Curse. At the time, and still today, I did not feel that Curse would do right by the kommunity. I stepped up to build an alternative that would be much better than the mess Curse would provide. I built Kerbal Stuff to do right by the kommunity where Squad wouldn't. I opened up a beta and got some modders on board, and Kerbal Stuff was very well received. It's fair to say that Kerbal Stuff decisively won the battle over Curse, providing hosting for nearly double the number of mods. It boils down to Kerbal Stuff simply being better at it. Kerbal Stuff had no ads for its entire lifetime, emailed users when their mods updated, and cared more about the modders and the players. Undoubtedly Kerbal Stuff has had a direct impact on Squad's revenue - how many players must have hopped back into Kerbal Space Program after getting an email about their favorite mod receiving an update? In the past month, despite frequent downtime and slow page loads, Kerbal Stuff has served 1.2 million page views over 279 thousand sessions for over 84 thousand unique visitors. As thanks, Squad continues to endorse Curse as the official source for KSP mods. They refuse to even mention Kerbal Stuff in public. During the early days, they even tried to have the name changed to omit the word "Kerbal", citing a trademark that didn't exist (they later registered the trademark). Even setting Squad aside, running Kerbal Stuff is a largely thankless job. In fact, for the most part, I just hear complaints. Most people don't actually care about the effort put into it. Whenever I've taken the time to add features or make improvements or meet the requests of users, no one has shown any appreciation. I stopped volunteering my time and energy to extend this website, because my efforts were always met with silence or complaints. I don't have expectations of anyone. I don't expect anyone to gush over how great any new features I implement are. I don't expect Squad to support Kerbal Stuff as the official source for mods. However, these factors have contributed to the apathy I have for the ongoing maintenance of Kerbal Stuff. I'm not willing to invest more of my time and energy into making Kerbal Stuff faster or more stable. I have been well aware of the slowness and instability, but I simply have no motivation to fix it. I would like to thank those who have been supportive. Thanks to the volunteer admins for helping maintain the site. Thanks as well to the modders who chose to host their mods on Kerbal Stuff, and the users who chose to use it as their source for mods. All of the mods hosted on Kerbal Stuff are available via this torrent. The source code for Kerbal Stuff will continue to be available on Github. I can be reached at [email protected]. - Drew "SirCmpwn" DeVault Interesting stats from Google Analytics: 4,948,349 total sessions 993,550 total unique visitors 19,083,579 total page views 03:11 - average length of visit Kerbal Stuff costs about $100/mo to operate. After upgrades to support the high traffic, it would be about $180/mo. Fun fact: Squad keeps the numbers secret, but as of April 2015 the estimated copies sold of KSP on Steam were about a million.
  19. KSP 1.0.5 needs at least 512GB of RAM. But since there are no such animals we'll have to wait for the next release
  20. Guess we have to throw away money endlesslyupgrading RAM until KSP gets it figured out I figure a couple of 256GB RAM chips should cut down on program crashes.
  21. Until they come out with 256GB RAM chips KSP with mods is doomed.
  22. I thought I had the problem beat with the -force-d3d11 switch but after adding "essential" mods I suffered the same frustration. Managed to get a lot of relief by deleting parts, even entire folders from the mods' game data directory, of stuff I don't need. For safety I also deleted the PartDatabase.cfg file to force it to be re-written. Still crashes after ~2hrs of play but a lot better than every time I changed scenes. Hopefully they'll fix the problem next update
  23. Working on a practical interplanetary shuttle, returns to Kerbol using powered vertical descent...back to the pad hopefully. Boost stage is 6 Space-Y Emus, first two stages are dropped tanks only. LH/LO Mars engines take over for the orbital circularizing and later interplanetary burns. First and second (Kerbol) descent stages use stock Swivel engines. https://youtu.be/IPHYUmI75iA
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