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Jognt

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Everything posted by Jognt

  1. No I had not (read about there being problems with those). Just gave it a go. At the main menu: Dx9: 12GB system RAM used, 900MB vRAM used. Dx11: 8GB system RAM used, 4GB vRAM used. Looks like I've got room for moar mods :3 Thanks a bunch!
  2. I never thought KSP would be the game that would signal to me “16GB ram is not enough..*” Are there RAM eating settings that I can drop/lower for JNSQ? They don’t have to be specific to JNSQ, if anyone knows a stock setting with a big impact, I’m all ears. * to run JNSQ with Airplane Plus, a host of Near Future stuff, and SSPXr. Though I’ve already removed SSPXr IVAs.
  3. Did you extract the zip file to a KSP related folder? (sorry, that one was just too easy) On a more serious note: I recommend you get CKAN. It's a small program that lets you browse and install a lot of KSP mods. For mods that need other mods to work it'll even automatically let you know and download/install those too. You can get it here: https://github.com/KSP-CKAN/CKAN/releases (scroll down a bit for the link, the one you want is "ckan.exe" for Windows and "ckan.dmg" for Mac)
  4. Just checked the changes made by 1.7.2.02556 and it looks like they fixed the applyScienceScale applying to deployed* science. It doesn't look like they fixed it applying to the vanilla science (at least not at first glance). I'll see if I can do a quick test later but I'd be surprised if anything changed for the non-deployed science vs 1.7.1. Edit: Huh.. *scratches head* ...it works... *scratches head* ...why does it work..? subject value is still dropping like a brick due to applyScienceScale, but data value is no longer affected. If anyone can free me from this puzzling sensation, please, share thy knowledge with me.
  5. Cheers. I'll do some digging myself too. If I figure something out, I'll let you know
  6. I'm either experiencing an issue with Superfluous Nodes, or I'm noticing an odd quirk of the stock game: Node attaching parts in mirror symmetry causes the opposite side to attach in the wrong direction, seems to work fine in radial symmetry though. It looks like the same problem the MH structural plates have, so I'm guessing it's either unfixable or a fix that I can use to fix MH too :3. Edit: Doh... since the MH plates have it too I think I can be sure it's a stock quirk. Do you guys have any idea how to tweak/fix this? (I can imagine you guys now being the Node authority )
  7. What game version was this? PBC relies on what the stock contract system tells it, so there's not much it can do about recognizing whether or not something is landed. It could be a bug in the stock contract system or contract configurator though. 1.7.2.02556 fixed several bugs that were introduced in 1.7.1 though so if you experienced the problem in 1.7.1 or 1.7.2.02555 then I'd recommend checking if it's still a problem on 1.7.2.02556.
  8. ASC state was/is set at the time of experiment deployment for that cb/biome/state/experimentid. Was that ASC setting in your save for a previously-deployed or a new experiment? I’m still on 1.7.1 at the moment, but I’m guessing it’s a matter of checking sciencedefs.cfg/rocscience.cfg for 1.7.2.
  9. Though your post has solid points I’d like to point out that you’re not replying to the person whose save broke. Now, I know we’re all suffering from severe Kopernicus withdrawal, but let’s stay civil shall we?
  10. I’d check in with the capcom thread then if I were you. Before that it can’t hurt to download it again to make sure you’ve got the dependencies (CKAN will take care of that if you use it). Contract configurator I can usually tell if it’s working by looking at the missions in mission control. With CC the ‘All’ tab categorizes the missions. And you should have an entry for CC in your game difficulty menu. (ESC, Settings, Difficulty)
  11. That’s the plan! Well, as soon as I start playing again rather than digging through code and configs.
  12. Considering Squad added animations for those experiments it may be fun to see how it plays out. The main reason (for me at least) to use this mod is to remove the annoying “Darn it, still not complete?!” feeling. I guess it’ll depend on what is more enjoyable, dressing up an outpost and watching Kerbals do their thing or packing it up ASAP and moving along. It’s your mod now of course, personally I need to actually play with it before I can judge. (Im not looking forward to Science Lab style ‘load, transmit, leave’, but if my Kerbals can finally look busy without me? Sounds fun maybe)
  13. I'll just answer the question before it gets asked: Kopernicus will be released for 1.7.2 two weeks after the KSP 1.8.0 release, with a month added for every 1.7.1 release done, and a week added for every time the question gets asked.
  14. Ah, I thought you had Orbital Science issues. What makes you think those mods are not working though?
  15. Ah yes, they fixed something. Good news :).
  16. Really now? Whelp, that's time well spent on my part then!
  17. While it's awesome that you're not wanting to bother peeps with local problems (since the mod works), it sounds like you've already done a fair share of "trying stuff" to get it to work. What's the problem if I may ask?
  18. OI! What are you doin' 'ere?! Get back in the salt mine! edit: Yes sorry, incredibly off-topic. Just couldn't resist.
  19. I can confirm [x] Science still not working with DMagic stuff despite the recent update. Oh well. Atleast manual clicks still work Edit: I'm still bummed out about the science change.. Would it be an idea to add an optional file/setting to revert back to the 'old ways'? I'm guessing that'd be out of scope for [x] science, but thought I'd mention the idea.
  20. Friend of mine just told me his rovers are also under the terrain (and subsequently explode) with BV now. I told him to get a screenshot/log/etc, and I’ll try and get him to post it here. Edit: Needless to say that that was a pointless endeavor
  21. Your log is filled with NullRefExceptions, warnings, and errors. If I were you, I'd do the usual troubleshooting to find out what mod trips up all the the other mods, because I think the errors are snowballing and tripping everything up. Edit: You can press ALT+F12 and go to debugging and select to show errors and warnings onscreen. That should give you an idea of what is going on when stuff goes wrong in your install. (which is going to be.. quite often.. from the looks of it)
  22. Just a hunch, but what resolution do you play at? I don't know on what reso @Avera9eJoe plays/works, but the pattern reminds me of aniso/lod distance scaling. Edit: Could try LLG's AnyRes mods to see if resolution matters at all as it allows you to change reso on-the-fly.
  23. To expand on @Moose's advice: I keep looking up that snippet from Galileo when I want more frames.
  24. IMO Squad is long overdue for doing this for the base game. They've relied on @nightingale's goodwill for a bit too long. I wouldn't be surprised if he's burned out from it.
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