archiebald
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Everything posted by archiebald
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I don't have any fallen to memorialize...no cheating, just very careful. Haven't named stations yet but I do have a naming method...sort of... Heavy lifters such as ore and fuel are named after Greek olympic weightlifters, some cool names such as the KLC Dimas and the KLC Leonidis Lightweight lander / orbiters are named after antelope such as the KSL Serow, the KSL Eland and the KSL Gazelle Spaceplanes are named after birds of prey so we have the KSP Merlin, KSP Peregrine and KSP Goshawk Large passenger carriers are named after Roman army ranks so I have the KSS Legatus, the KSS Tribunis and the KSS Praefectus (don't have a KSS Biggus Dickus yet though!!)
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I agree on this point. I would love to see a function (or mod) that allows you to create the necessary craft, perform a mundane task once (like lifting fuel from a base to an orbiting station), then sets up a repeating "trade-route" as long as the assets remain in place. I prefer to focus on the mission planning and ship design.
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My main career is just on year 2 day 40, large bases on Mun and Minmus, probes out to Duna, Eve, Dres and now planning kerballed missions to Duna & Dres, 36 Kerbals and about 50 current flights. I have 73 mods currently installed giving me 10,400KB. You really should ask people to summarize the career length related to the save game size. I'm no expert, but the longer loading times are most likely associated with length of career (number of kerbals and current flights), plus number of mods installed - both of which seem very natural to me.
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I really wouldn't bother, this issue has been ongoing for a long time. It used to liquid* me off terribly and I nearly gave up KSP but then I started reading how many other people are having the same issue so it is clearly something deep in KSP. Currently, in my case I get this kick to 4K about once every 2-3 gaming sessions. (*Edit - Just so people know, the highlighted word was not the original word I typed. My word was referring to a bodily liquid. Seems the board has a profanity filter set way too conservative. Funny though. ) I have found the best workarounds to be; 1) Re-start KSP about once every 3-4 hours. Years ago there were huge memory leaks in the game that would eventually make it lag or crash after a couple of hours. Many were supposed to have been fixed but based on my experience, that is not the case. This is only anecdotal but re-starting makes things feels much more snappy for a while. 2) Install the mod AnyRes. - It doesn't solve the problem but it removes a huge amount of the hassle of having to quit back to the main screen to get into settings to reset the graphics. Having said that, if this happens once, then it is likely to happen again soon so something in the background is definitely amiss. If it happens twice within 30 minutes I'll generally re-start the game while I take a coffee break. AnyRes -
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@taniwha Please see my previous post, I added my full mod list just in case it helps your troubleshooting I'm still on 1.8.1 because of three reasons. 1) the 1.9.1 planet textures suck 2) Scatterer is not yet available to fix the awful textures, 3) Several other mods are still not updated. I'm confused by this, "That message box comes from mods, it is NOT a stock KSP thing" The error message box I mentioned is happening on a VANILLA install of 1.8.1 with only Kethan added. @taniwhaIf you have a suspicion of which mod it is, please tell me. If it only a matter of testing one conflict, then I can do it for confirmation....just don't have time to test all 64.
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@taniwha My main 1.8.1 folder has 64 other mods all installed and living together very happily with zero errors. For testing, I just created a new vanilla folder for a clean1.8.1 install. With 1.8.1 and Kethane only, I get the error message that Kethane is incompatible with 1.8.1, however the games starts correctly and the assets are correctly displayed. With MH 1.8.1 installed, I get the same result, then with with MH + BG 1.3.1 installed, I also get the same result which is as per your findings. It seems that despite the incompatibility message, Kethane can work on the vanilla game. However, it is not capable of co-existing with my other mods. Unfortunately, since it is being outvoted at 64 working mods to 1 non-working mod, then it seems I won't be using it. Since the Kethane error message is occurring on the vanilla install, then as a lay person I'd have to assume that the fault lies somewhere in Kethane. Sorry, I don't have the time or inclination to filter through all my mods one at a time to find where the conflict is, but if there is a start-up log file I can send you to help you troubleshoot your mod, please let me know. If it helps, here is my mod list. Flight Manager for Reusable Stages (FMRS) Continued (FMRSContinued 1.2.9.1) [x] Science! Continued (xScienceContinued 5.23) 6 Crew Science Lab (SixCrewScienceLab 1.1) 6 Seat Mk3 Cockpit (SixSeatMk3cockpit 1.1) Action Group Manager Renewed (ActionGroupManager 1:2.2.6) AnyRes Continued (AnyResContinued 2.0.3.3) Astrogator (Astrogator v0.10.0) AT Utils (AT-Utils v1.9.0) AtmosphereAutopilot (Fly-By-Wire) (AtmosphereAutopilot v1.5.16) Aviation Lights (AviationLights 1:v4.1.0) B9 Part Switch (B9PartSwitch v2.14.0) Better Order of Parts: Numbered (BOPN) (BOPN 1.1) BetterBurnTime (BetterBurnTime 1.10) Camera Tools (CameraTools v1.13.0) ClickThrough Blocker (ClickThroughBlocker 0.1.9.5) Community Category Kit (CommunityCategoryKit 5.0.0.0) Community Resource Pack (CommunityResourcePack 1.3.0.0) Community Trait Icons (CommunityTraitIcons v1.1.1) Configurable Containers (ConfigurableContainers 2.4.8) Configurable Containers Core (ConfigurableContainers-Core 2.4.8) Dated QuickSaves (DatedQuickSaves 1.2.4.2) Dock Rotate (DockRotate v1.8.1.41) Docking Cam (DockingCamKURS 1.3.7.2) Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.8.6) Docking Port Sound FX (DockingPortSoundFX v2.1.12) Draggable Altimeter (DraggableAltimeter v1.0.12) Draggable Navball (DraggableNavball v1.0.12) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.1) EditorTime (EditorTime KSP1.4.1) Engine Lighting Relit (EngineLightRelit 1.6.2.3) EVA Struts (EVAStruts 6.0) EVA Transfer (EVATransfer 9.0) Extraplanetary Launchpads (ExtraPlanetaryLaunchpads 6.7.2.0) Feline Utility Rovers (FelineUtilityRovers 1.2.10) Flexible Docking (FlexibleDocking 8.0) GravityTurn Continued (GravityTurnContinued 3:1.8.0.3) HyperEdit (HyperEdit 1.5.8.0) Improved and Updated Chase Camera (ImprovedUpdatedChaseCam 1.6.4) Kerbal Alarm Clock (KerbalAlarmClock v3.12.0.0) Kerbal Attachment System (KAS 1.5) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.7.1) Kerbal Inventory System (KIS 1.24) Kerbal Joint Reinforcement Continued (KerbalJointReinforcementContinued v3.5.1) Kerbal Planetary Base Systems (KerbalPlanetaryBaseSystems v1.6.11) Kerbal Stats (KerbalStats 3.1.0) Kramax Autopilot Continued (KramaxAutopilotContinued 0.4.0) Kronal Vessel Viewer Continued (KVVContinued 0.1.1) KSP AVC (KSP-AVC 1.4.1.4) MagiCore (MagiCore 1.3.2.3) Maneuver Queue (ManeuverQueue 0.5.0) MechJeb 2 (MechJeb2 2.9.2.0) MechJeb and Engineer for all! (MechJebForAll 1.3.0.6) Module Manager (ModuleManager 4.1.3) Navball Docking Alignment Indicator CE-2 (NavballDockAlignIndCE 1.1.0) Patch Manager (PatchManager 0.0.17.1) Portrait Stats (PortraitStats 18.0) Precise Maneuver (PreciseManeuver 2:2.4.4) Procedural Fairings (ProceduralFairings 1:v1.8.1) RecoveryController (RecoveryController 0.0.4) ReStock (ReStock 1.0.3) ReStock Extra - Rigid Legs (RestockRigidLegs 1.0.3) ReStock+ (ReStockPlus 1.0.3) SCANsat (SCANsat v18.14) Science Relay (ScienceRelay 6.0) Smart Parts (SmartParts 1.9.16) StageRecovery (StageRecovery 1.9.2.2) Superfluous Nodes (SuperfluousNodes 0.6) Surface Mounted Lights (surfacelights 1.15) TAC Fuel Balancer (TacFuelBalancer v2.21.5.1) Throttle Controlled Avionics (ThrottleControlledAvionics v3.6.1) Toolbar (Toolbar 1:1.8.0.5) Toolbar Controller (ToolbarController 1:0.1.9.4) Trajectories (Trajectories v2.3.1) Transfer Window Planner (TransferWindowPlanner v1.7.2.0) unBlur (unBlur v0.5.0) VaporVent (VaporVent 1.1.10) WorldStabilizer (WorldStabilizer 0.9.7-ksp-1.8.1) Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1)
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Unfortunately, that is not true. During loading, an error box comes up which you can clear, but then at the end of the loading sequence, the message in white text at the bottom of the screen says; Mod(s) DLL that are not compatible with this version of KSP 1.0.7092.28523 GameData\Kethane\Plugins\Kethane.dll In the yellow bar, the last message is "Verifying Expansion: Breaking Ground SquadExpansion/Serenity The game will not load past this point This is on 1.8.1 plus Making History and Breaking Ground.
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KSP not working properly Launcher/6DOF
archiebald replied to jensgw's topic in KSP1 Technical Support (PC, unmodded installs)
I know this topic is very old, but this bug still persists in version 1.81, this is very annoying as a 6-DOF is the PERFECT tool for EVA in orbit. And while on the subject, what does TOGGLE_SPACENAV_ROLL_LOCK actually do? I have edited my settings.cfg but cannot see any difference when toggling this item. -
I recently installed AnyRes "continued" and it works well. It won't stop the occasional issue of resolution falling back to 4K (or whatever) but the mod then allows you to quickly and simply reset the resolution without having to back out to the main screen. I've had to use it a couple of times in the last few days and it works. Of course it would be better if KSP wasn't doing this but AnyRes is a sensible workaround to reduce frustration. https://forum.kerbalspaceprogram.com/index.php?/topic/170160-190-anyres-continued-change-your-screen-resolution-on-the-fly/
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Squad: a very VERY important (no its not....) question about the Mun
archiebald replied to Anth's topic in KSP1 Discussion
Ha, yes, I have visited a couple of times, makes the Aussie accent sound a little dull by comparison! -
Squad: a very VERY important (no its not....) question about the Mun
archiebald replied to Anth's topic in KSP1 Discussion
You have to remember that Scott Manley doesn't speak English, he hails from north of the border so speaks in a strange dialect -
Squad: a very VERY important (no its not....) question about the Mun
archiebald replied to Anth's topic in KSP1 Discussion
I always pronounce it with a short sound such as "m-uh-n" -
Not sure if this has been said yet, but blockers for me would be; Only available on Steam (I avoid it like the plague). Taking itself too seriously as a space-sim, don't lose the frivolous humor. What I would love to see is; Methods to reduce part counts (weldable parts, etc. [which would also simplify refueling]) Easier management of input controllers (I use a 6DOF mouse but can't utilize it fully in KSP1)
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Or maybe it is simply to suppress the Kraken and make the World Stabilizer mod unnecessary. I have had sooo many problems with exploding bases, or bases sinking into the planet.
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Totally agree with this and I for one think it is bad, very bad. Kerbal ships should be Kludgy not Star Trekky, that is what we all love them for (and the explosions). The high techy-techy designs are fine but I would like to see alternative "Kerbalized" skinned versions, not quite as extreme as this mod but at least less "professional".
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Descending Node or Ascending Node?
archiebald replied to I likeOxidizerrfuel's topic in KSP1 Gameplay Questions and Tutorials
Am I missing something here? Assuming you are launching from the default pad, all you need to do is wait a maximum of 3 hours (half a day) until your position on Kerbin matches the crossover point of Minmus's orbit then launch at either +6 or -6 degrees inclination. Even by eye I can get within about 0.5 degree of Minmus's orbit. After that you can go TMI any time you like. -
APPARENTLY, Scott Manley found a rather weird bug.
archiebald replied to Draconiator's topic in KSP1 Discussion
I think you'll find that some other people found it before him. -
I don't use Steam so no worries about being updated without my knowing. I am still running 1.8.1 but I have 1.9 set up in another folder to test when the mods I want will work. Currently Scatterer is way off, EVE looks suspicious and TCA is not displaying most of the interface, but otherwise about 60 mods going all the way back to 1.6 are running fine. Also, I copied a recent save game into the 1.9 folder to be sure it will work with my current Career. Seems to be fine.
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I can confirm it is Scatterer. EVE also has a different problem for me with black clouds. From the surface I had a black sky during daytime.
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Why is No.2 unrealistic? Who said I have 10 year old hardware? I have a 6 month old high spec notebook and an eGPU, but I play KSP1 at 4K on just about the highest available quality settings. If I can do that it KSP2, then fine. As for No.3 I am simply pointing out that I will not jump ship until KSP2 can match my current gameplay achieved with the mods that I have. Depending on a) the out of the box spec and b) the speed at which modders catch up, that might take weeks or might take years. Until then I will stick with KSP1.
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I for one will hold off on even considering KSP2 unless and until; The physics problems that continue to plague KSP1 are well proven to be missing from KSP2. The performance requirements are less than or equal to my current KSP1 setup. KSP2 out of the box can match my current KSP setup with the 70 or so mods I currently use (in terms of visuals and game play). Something about KSP2 significantly enhances my gaming experience. Also, I have absolutely zero interest in a multiplayer option. We have seen so many times that when it comes to software, an "update" is not always desirable (looking particularly at Microsoft and Adobe products) and in my gaming world, Silent Hunter 3 is still far better supported than Silent Hunter 5 which was a dog of a game.
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No, I build everything unclipped as a rule. Also, AFAIK, as long as "Same vessel interaction" is set to off, there should be no issues from clipping, though I could understand there would be if it was set to ON. See the comment below regarding wheels. My base on Minmus is on a perfectly flat plain. Also, I am using Kerbal Planetary Base System with the attachable wheels so I can raise them and just let the base modules sit flat on the ground, but then I found it continually sinking and occasionally exploding due to ground collisions. I have another older base using stock parts that is on legs. That had problems before I installed World Stabilizer but nothing seems to change this behavior. I just want to add that the jumping only occurs when flying into range in another vessel, doesn't happen when I use "Switch to..." Thanks for your answers but it seems the problem lies elsewhere.