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ThatHomelessGuy

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Everything posted by ThatHomelessGuy

  1. Hey I'm having a bit of a bug when I recover to VAB/SPH. I keep getting refunded for vehicles when I recover vehicles to the SPH or VAB making it a free money glitch I don't really want. Makes sense for normal recovery but not for recovering the vehicle for reuse.
  2. The fact that this is supposed to be a raster prop Monitor IVA and KOS only playthrough removing interiors is not really an option. I managed to shrink the mod list down to stop it crashing by removing some large file sized redundant parts from some mods and I took most of the Galaxies unbound systems out. It's a shame KSP doesn't use pagefile. If it did out of memory crashes would be replaced by data streaming crashes instead. Can't wait for ksp2
  3. I removed 4GB of mods and still found KSP using up all of my ram. even with an install of 8GB total I'm looking at 12GB+ ram usage. Thanks for the mod advice. 1.12 lets you launch from other launchpads.
  4. The CoL indicator doesn't work and Ferram profiling shows nothing. I get all 0's for any stats shown and lift profiles etc don't exist. I'm in 1.12 using a manual install in the same manner I installed all other mods. I should add it appears to be working as fuselages and boosters do generate lift on their own in atmosphere however the profiling tools for lift and aerodynamics don't exist in the VAB or SPH. Well the tools exist but they are non functional more or less.
  5. Basically I just want the parts and their functionality. The DLC are the size of some of the larger mods and once I installed Galaxies Unbound and a couple interplanetary travel mods my memory usage is insane. I have 16GB ram and the game takes up 90%+ of my ram. Even when task manager tells me ksp is only using 6GB of ram the memory usage is over 90%. When I close the game it's back down to like 4% memory usage. I used to be able to play with more parts and planets and only use 10GB but since I came back to KSP recently it's up at 14GB+ on the main menu even when task manager says it's only using 6GB. I'm really just trying to shave off a bit of unnecessary bloat in the DLC so it won't crash every time I try go to the launchpad with a small sounding rocket.
  6. So I downloaded this mod and I feel like I got someones mod folder. It even has tweakscale and kerbal engineer in there. I don't feel safe adding this on top of my existing mods. This has to be a mistake by the modder right?
  7. Ok so I just decided to scan the log myself for "scale" and I found Scale_Redist.dll in both the ferram plugins and magicsmokeindustries plugins so I deleted them and the error is gone. I assume this was the correct course of action since the error is now gone, and I assume it probably won't break ferram or infernal robotics "Next". I'm just checking in to see if you agree that I made the correct call or not. I also appreciate the fast response you gave. Very impressed.
  8. Ok let me reinstall the watchdog and restart KSP and dump it into google docs. Might take a while though my launch is about 20 minutes. Oddly enough with the watchdog removed it loads fine and tweakscale appears to work just fine. That said I have played enough modded ksp to know that a single launch isn't enough to confirm that something is actually working.
  9. Hi I have been trying to install tweakscale and I'm getting the error "more than one 999_Scale_Redist.dll In ksp install, Delete all but one" However I have searched and searched and can only find one copy that is in my GameData folder. I am pulling my hair out over this honestly. Any ideas?
  10. Lol no, just working out what I need to change and where is enough effort for me. I can't imagine trying to remember what I changed and where to compile a config pack for other people. I do eventually want to actually play the game heheh. It's my first time trying 1.12, haven't played since like 1.8 or 1.9. I already have a Project Zomboid mod that badly needs updating anyway.
  11. That's awesome thank you. I'm building a private mod pack and have so many damn tweaks and adjustments to make I think it vould be new year before I get to play. This will save me some time.
  12. Raster Prop Monitor is great but the camera position is too high to look down at some screens in IVA. When you zoom in on a display to read it more clearly or adjust the display settings it cuts off most of the bottom of lower screens if not the entire screen itself. I'm trying to change the cameras vertical view angle range to be able to look down more but can't find anything in the parts files for those cockpits that relates to max view angle. I know I did it in the past for older versions of KSP but its either been so long I've forgotten or how those settings are handled has been removed, moved or changed in the part cfg. Does anyone know of how to do this? And if so could you tell me what to add/change and where. I have a feeling it's just a case of adding a vertical view angle variable somewhere. Thanks in advance.
  13. Is there a configuration for galaxies unbound? Or will I just have to go through every single planet and moon and write my own? I don't mind doing it but I would like to not have to.
  14. For modded command pods that have the same shape but vanilla interiors. Can I just edit their part files .cfg to change the interior property to give them RPM interiors that I do have?
  15. Please just use the GPU more effectively. Oh and proper full function IVA's.
  16. Does QuickIVA by any chance unset the iva toggle keybind at any point in its code?
  17. I found forcing DX11 helps a little and lets me at least go into the VAB. Without forcing dx11 I can get into the VAB but it freezes immediately in the VAB if it doesn't already freeze as soon as I load the game. I never get a crash report either, it either just freezes or makes the viewport black or transparent with a black rectangle in the top left of the screen. Fresh install, new computer, all drivers up to date. 12GB DDR3RAM GEForce GTX 950. AMD FX 4100 Quad 500w PSU Edit: I tried installing 1.3.1 and it's flawless. No stutter no hangs all full graphics settings except for no Vsynch and AA set to x2. Gonna use 1.3 for now hopefully a patch comes out soon.
  18. I have 8gb RAM and a geforce 950 KSP 1.4.2 Previously I ran KSP on 4gb no problem. I got a new computer and installed ksp and this started happening. YES MY DRIVERS ARE UPTO DATE. Even with just vanilla it was randomly hitting a HARD 4GB limit and the game would freeze but I can still here the sounds it was making when it froze. The Game Idles on the main menu at 3.6GB usage too so I really don't know what to do. I have tried reducing texture quality in an effort to reduce texture memory eating up too much but it doesn't seem to have helped at all. I have found people talking about KSP as if this should only happen if launched 32bit but it won't even run in 32bit I always run it 64. I have seen online discussion about KSP using upto 16GB and others saying it's impossible for KSP to do more than 4GB ever even in 64bit mode. What the hell is going on? It started just running out of memory like no tomorrow once I added Raster Prop Monitor or any other mod. I get to 10 mods and it hits the ram limit during loading up the game. My last time I ran it on 4GB with about 50+ mods in 1.3.1
  19. Those are parts for the KSS are they not?
  20. I did think of this and unfortunately my overpriced toaster kicked the bucket so unless the replacement rig/parts are better (DDR3) then it's not happening. When thinking about this though most of the things can actually be done through custom kos scripts which is basically the whole point of this exercise I would have however used that if my PC wasn't struggling under the weight of windows updates. But alas while windows ran crysis on a 2gb system when win7 was released it won't even run itself on that now. Hell checking Facebook uses about 2gb these days. Yes I have that mod too
  21. I know that's why I stated as much. I can program kos however to perform those tasks or at least some of them. eg: docking ports.
  22. LASA Robotic Space Program (Lukes Awesome Space Agency) I bring you the Robotic Space Program from LASA. This is somewhat of an experiment/challenge for myself. But I also like story telling so I figured I'd make this thread here. What is the plan then? Well I plan to fly all flights IVA (Hudless where possible) unless they are being controlled by KOS controllers or other similar computer based options. I won't fly remote missions manually though I will manually load scripts to the vessel computers for performing the flights. I'll provide copies of all my scripts in this post. All vessels and Crew must be recovered at the KSC Green Patch unless picked up by Stage Recovery. I have also included a new starting team member Luke Kerman. The crews new programmer (engineer) who's speciality is doing as little actual work as possible. Self Enforced Rules Can only automate flights or control Kerbal IVA/EVA (Where this is unavailable I will use default view to control kerbal, eg: EVA) Once Cameras are available Ships without kerbals on board must be viewed from cameras. Otherwise They are viewed from IVA. Vessels and Crew must be recovered from the Green Patch around KSC. (Stages recovered through Stage Recovery count as recovered by a private contractor. Independent recovery is a priority.) All Manned flights must have an escape/abort system. Contingencies must be made to ensure crew survival. quick loading is for game crash security only. Difficulty The difficulty is basically hard mode but a little harder. Here are the basic starting difficulty and while I have put resource abundance back up to 100% I have turned on loads the extra difficulty options and reduced my starting cash from 10k to 3k. The Kerbals Jeb Kerman - Rocket Pilot/Mission Specialist (Jeb often screams "More boosters!" in his sleep so it's only fair to give him the job. When asked what he thought of atmospheric flight he stated it was a pointless pursuit if it didn't result in orbit. This disagreement between Jeb and Bob prompted the management to hire an Aeronautical Pilot to ensure a more diverse technological development stream, since Bob and Bill think it may be possible to reduce costs by flying into space instead of dumping engines off the coast of Kafrica from rockets.) Valentina Kerman - Aeronautical Pilot/SSTO Specialist (While some people (Bob) might say she was a diversity hire, the truth is she was the only one interviewed who was willing to sit on a giant tank of liquid fuel going the speed of sound only a few metres off the ground. Valentina loves the skies more than anything in the world and dreams of someday experiencing life under and in different colour skies.) Bob Kerman - Lead Scientist/Extra Planetary Specialist/Cook (Bob is all about the science. He has put forward some of the most highly questionable proposals the space agency has ever seen and often argues with everyone else on the team. If it weren't for his genius he'd probably be placed on the experimental test team by now. I mean seriously, do you know anyone else who can remember the names of BOTH of Kerbins moons? Bob can and even knows the sun is called Kerbol. Who would have thunk it? Bill however thinks he's funny but that's mainly because he likes to wind Bob up whenever he can.) Bill Kerman - Lead Engineer/Colonisation Specialist (Bill is a real character. A wind up merchant but a brilliant engineer. Rumour has it he thinks in 3D and scans of his brain do indeed prove that his brain is in fact three dimensional. The space agency hired him on his ability to solve almost any logistical and mechanical issue as well his work on his beercan space program which while admittedly a "failure" by everyone's standards but Bills, was an inspiration. That and Bob would only join the space agency if Bill was hired too. But we aren't Allowed to tell Bill that. Since he is also the only Kerbal on the team to have had an ant farm as a kid he was also appointed the position of Colonisation Specalist. He actually still has the farm and Bill says it's on it's 19th generation of monarchs and doesn't expect a revolution in the coming decade.) Luke Kerman - Lead Programmer/Drone Specialist/Rover Specialist/Horticultural Specialist (Luke really is good at doing as little actual work as possible and as such makes him perfect for his main roles. His work on Kemp based rocket materials is somewhat underwhelming however as it seems most of the Kemp is being harvested for THK extraction and curing for reasons beyond the management. Best they can tell is he's burning it in some sort of experiment or extraction process though any results are yet to be seen. The management have requested that Luke take his Kemp production and experiments out the back of the R&D center as there have been complaints from Bob who says the fumes make him drowsy and unable to concentrate. His ability to not fly rockets is surprisingly valued But Jeb and Val say if they are going up in one of his puter guided missiles they want Luke to go first. This technically makes Luke an Experimental Test Pilot as well but management won't give him the role for both insurance and payroll reasons. His background is rather mysterious however as he just showed up one day and set the clocks on everything in the space center. When the Management discovered the microwave clock was accurate they decided to give him a job as Lead Programmer. He claims to be robot wars intergalactic champion but nobody at the KSC has ever heard about such a thing , nor have they ever heard of Kraig C Kerman.) Missions 1. Advent (Sounding Rocket) More Coming Soon.
  23. Was buzzing around the KSC with an admittedly impressive experimental plane and I tried banking hard around the tower at speed when FAR ripped my wings off. Just my luck for pushing it too far. But instead of slaming into the ground I managed to thrust up on the engine and brought it down in a vertical landing. I turned the belly in the direction of travel and let it flip over just before landing and landed perfectly on my landing gear. I couldn't do it again if I tried. Might I add I touched down on the runway.
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