Jump to content

HUG

Members
  • Posts

    55
  • Joined

  • Last visited

Everything posted by HUG

  1. Ay task manager sometimes the solution is maybe too simple for my kerbalized brain. regarding the mods, I use about 20. In 32 Bit they work, but I have one issue which is anoying with planes on Kerbin. It always CTD at least 1 time per flight and I dare this is because of the RAM is running full. I haven´t had the issue since 1.05 until yesterday and that was because I didn´t fly a plane in 1.05 until yesterday So I´ll give the 64Bit another try using the save file buildings = 1 thing in career. I hope to solve the CTD´s in planes with it, because this is really disturbing. Thnx for the hints! EDIT: I started a new game on KSP64, changed the save file to "all buildings fully upgraded" (as described by Nookos). For that I enabled "parts entry purchase", so money hasn´t become totally worthless. I kept my mods and used the x64unfixer tool (as described in Jim Kernan´s post below). And have to say, I´m very pleased with the result yet. It´s not disturbing me, not to upgrade my HQ by myself at all since I have to pay for science parts. And the rest seems to work like in 32Bit. Can´t tell if it will fix my plane issues as Jebeddiah Kermanov just had the first rocket flight of his entire life. But I´m confident about it looking forward to try out. Even if it´s still there, as long as the 64 bit will not start to do crazy unexpected things anytime, I keep it until 1.1. Thnx comrades also in the name of our great leader Wladimir Iljitsch Kermanov.
  2. I tried out the unity files 4_6_4 on 1.0.5 and it worked out exactly as described in 1st post. I had the buildings thing sometimes, one klick on VAB and one klick back, buildings were ok again. I saw the fireball picture once, when joining or exiting a building and I had the left klick is right klick thing. Loading screen warns about the 64Bit version and a weird animal, like a pig with a cat face or so is jumping across the screen while loading and farts out a rainbow. So far so good, beside that disturbing little bugs I didn´t notice any difference to 32 bit. No performance boost or at least getting rid of the annoying scratchy sounds during flight. Absolutely nothing seems to be any better than before. So I wonder if this version actually uses the RAM enhancement!? And I wonder how to check that? Any ideas? But that´s just to satisfy my curiosity, I´m going back to 32 Bit anyway.
  3. Hi Sit89, cheers to you! definitely one of the most valuable mods for KSP. Unbelievable, this has been your first mod for KSP. Exactly what I needed to throw manned pods or unmanned probes off a plane...and of course also for many other purposes. Works perfect, thnx!
  4. Hi, I seem to have an issue with this version, regarding the general usage of the storages. I´m not sure if I´m doing something wrong but I cant toggle the bay doors anymore within the hangar and part commander doesn´t show the attached parts of the mod during flight (to use them directly, without part commander is also not possible) I see them attached, but they´re just useless. It has been a while, since I played KSP the last time, it was KSP 1.12 and an earlier release of this mod. As far as I can remember the storages used to work without any special requirements, like a manned vessel or a scientist on board or so. Has this changed? thnx n merry-x-mas Edit: After reinstalling the mod, I started a game in Sandbox mode and found out, that it´s just all science parts that don´t work. The parts found in the utility folder are working fine, like the core itself and the utility-bays found there. Any idea how to fix? Edit2: OK solved! Sorry, I just found the post on page 69 about exactly the same problem and the answere accordingly. DMagic_Orbital_Science provides the science bays. I´m loading their update right now and think it´s going to work then.
  5. My game always says I attached decoupler the wrong way. I have no idea why that is as it sticks to the part I want it to stick after fire it. But when I fire the Vessel off the final engine, my camera angle change wobbeling a lot and SAS becomes disengaged. So I guess it has something to do with this message, but no idea how I could attach it without this happens. I use Ferram Mod and some others but I have a feeling like it could happen since I use this Mod?! Any Ideas, suggestions? EDIT: Answered! It was a root-part issue. Decouplers always want to keep sticking on the root-part or at least its direction. With that in mind it was pretty easy to figure out which part should be the route-part at the end and which decoupler need to be flipped then.
×
×
  • Create New...