-
Posts
573 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Calvin_Maclure
-
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Calvin_Maclure replied to StarCrusher96's topic in KSP1 Mod Releases
Yeah... 8 is gonna be low for this mod. You should really be packing 16Gb of RAM if you plan on using KSS.- 4,170 replies
-
- kopernicus
- planets
-
(and 3 more)
Tagged with:
-
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Calvin_Maclure replied to StarCrusher96's topic in KSP1 Mod Releases
Love them distances!- 4,170 replies
-
- 1
-
-
- kopernicus
- planets
-
(and 3 more)
Tagged with:
-
This started occurring only once you upgraded to your 1070, right? That would indeed seem like a driver issue.
-
How much RAM do you have? Are you running mods? How many? Basically, what's your available memory when the game is running? If its bottlenecking, than yeah, it will crash. If that is indeed the case, you'll need more RAM.
-
That's... that's not normal, I dont believe. I have 16GB RAM, 670 factory OC and a i7-3770, W10 64bit OS. I run 70ish mods, including visual ones, and I dont have to force DX11...
-
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Calvin_Maclure replied to StarCrusher96's topic in KSP1 Mod Releases
PM us when you do with what you have: @StarCrusher96, @Calvin_Maclure, @TheSpacePotato, @Greatness101- 4,170 replies
-
- 2
-
-
- kopernicus
- planets
-
(and 3 more)
Tagged with:
-
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Calvin_Maclure replied to StarCrusher96's topic in KSP1 Mod Releases
Have you any previous work you could show us?- 4,170 replies
-
- 1
-
-
- kopernicus
- planets
-
(and 3 more)
Tagged with:
-
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Calvin_Maclure replied to StarCrusher96's topic in KSP1 Mod Releases
You can land pretty much anywhere in KSS. The question, rather, is... should you? *insert evil laughter!* This ain't your typical planet pack mod! We've made a deliberate attempt at emulating real life counterpart conditions. Exploring the different bodies in KSS wont be like exploring in other planet packs (especially not stock!) (see previous discussion on the difficulty of landing on Eve). The challenges you'll encounter here are real, but so will be the rewards. Imo, this makes the KSP experience much much more interesting.- 4,170 replies
-
- 4
-
-
- kopernicus
- planets
-
(and 3 more)
Tagged with:
-
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Calvin_Maclure replied to sirkut's topic in KSP1 Mod Releases
I dont know how many times this has been posted on this forum, but its a lot! Hehe... -
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Calvin_Maclure replied to StarCrusher96's topic in KSP1 Mod Releases
One more thing about the issue of rocket thrust on Eve (and i dont see that is has been addressed in the previous comments), but if you understand how rocket engines work, then you'll know that the thrust they can produce is in part dependent on the what's called ''back pressure'' (i.e.: the pressure of the surrounding env.). As the back pressure increases, the thrust decreases and vice-versa (this is why a rocket's Isp increases as it reaches higher altitudes with diminishing atmospheric pressure and maxes out in a vacuum). Since Eve/Venus's atm pressure is SO great, your rocket engine's isp and thrust will be considerably lower than what they would do on Kerbin/Earth. Just some additional food for thought. Savage!- 4,170 replies
-
- 5
-
-
- kopernicus
- planets
-
(and 3 more)
Tagged with:
-
@Beale WHAT!??!? I dont recognize who you are anymore!
- 22,673 replies
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Calvin_Maclure replied to sirkut's topic in KSP1 Mod Releases
What exactly do you mean by ''work''? How do you use it in-game or how do you install it? -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Calvin_Maclure replied to Nertea's topic in KSP1 Mod Releases
-
Other than Konstruction, how does one increase carrying capacity? I was actually just thinking of the same thing for some upcoming builds I have in mind. The issue when trying to build with large items has always been the kerbal's ability to move heavy said items. But up to this pt I havent yet played around with finding a way around this.
-
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
Calvin_Maclure replied to JPLRepo's topic in KSP1 Mod Releases
:S Hmm... so... is there one we can write up real quick? You were saying to the previous person that he/she had sevearl non compatible mods. Was that from the log or did you recognize several by heart? -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
Calvin_Maclure replied to JPLRepo's topic in KSP1 Mod Releases
Is there an existing list somewhere that shows which mods are not compatible with TAC-LS in 1.2.2?? I looked at the OP but might have missed it.. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Calvin_Maclure replied to sirkut's topic in KSP1 Mod Releases
If you do want to perform the manual install, follow the instructions on this link: -
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Calvin_Maclure replied to StarCrusher96's topic in KSP1 Mod Releases
KSS 0.6 testing is progressing quite nicely! Tarsier Space Tech mod compatibility? Check! Scouting for moons around Jool?? Check! :D- 4,170 replies
-
- 3
-
-
- kopernicus
- planets
-
(and 3 more)
Tagged with:
-
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Calvin_Maclure replied to StarCrusher96's topic in KSP1 Mod Releases
Defs: the text that you'll get when you perform a given experiment. Values: the amount of science you get when you perform a given exp- 4,170 replies
-
- 1
-
-
- kopernicus
- planets
-
(and 3 more)
Tagged with:
-
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Calvin_Maclure replied to sirkut's topic in KSP1 Mod Releases
That thing is so brutal! Hahaha! Its just one of those things that shows how crazy you can go with this flippin game!