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Nori

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Everything posted by Nori

  1. Think I found either a description "bug" or a missed resource. The StarLifter command module says it is supposed to have MonoPropellent but I'm not seeing any in the part config (I like to read configs for fun..)
  2. I may be mistaken but I'm pretty sure these are the source assets... https://github.com/BobPalmer/FTT/tree/master/GameData/UmbraSpaceIndustries/FTT/Assets
  3. Hmm, download isn't working for me either. Hopefully taniwha won't mind if I provide a link to a dropbox copy: https://www.dropbox.com/s/l6b66wzzecmdmti/Extraplanetary_Launchpads_v4.3.1.zip?dl=0
  4. Reinstall the mod (make sure to delete it first). Also are they white even when placed in the VAB? @admac - You can use Karbonite and add a option to the converters to make LH. PM me if you want a copy of my config for that.
  5. heh.. I have close to 80 as well and it most certainly isn't all mods. I'm missing a lot of bigger ones and quite a few smaller ones. Some mods I use are tiny and very specialized however, like enhanced navball or editor extensions.
  6. @Sarbian - Ah ok. Is KSP still limited to a overall usage of 4GBish? I'm asking because I just got a new Nvidia card that actually allows me to play with the opengl switch (my previous AMD card crash on trying) so I'm just trying to see what I'm able to install and still have work. My basic testing yesterday showed a usage of about 2.5GB (from task manager for the mods I have). I'm assuming that doesn't include GPU memory. So that part would still be limited to the 4GB address space (which for my computer means 3.25GBish).
  7. @Dragon01, yeah but I don't think you are looking at this from the mod author's point of view. He has tested Win x64 and it was found lacking. He also gets a extreme amount of support requests for x64 most all of which are due to x64 bugs. So why not disable it? If I was a modder I most certainly would. As for people wondering why it isn't working because it is disabled, doesn't it pop up with a window saying x64 doesn't work with this mod? As for the x64 being stable under OpenGL I haven't heard of this as of yet. Nvidia graphics card? And what is your overall RAM usage? PM me if you don't want to derail the thread.
  8. oooh shiny! And hurray for PNGs, might just cut FTT memory use by 50MB or more.
  9. Ah, ok. So if you don't want the extra parts and just want Karbonite compatibility then you simply need to download this file: https://www.dropbox.com/s/6yio49rq116fn25/EPL-Karbonite-Conversion.cfg?dl=0 And put it in the Extraplanetary Launchpad folder. In order for it to work you need module manager, Extraplanetary Launchpads and Karbonite.
  10. Aww, so ATM doesn't really reduce OpenGL space... Guess I might just have to wait till all of RoverDude's mods switch to PNGs from TGAs.
  11. Sadly no. My system starts throwing NRE at about 3.25GB. Though I sometimes notice issues as low as 3GB. Thus I like to start the game to about 2.2GB giving me some nice breathing room.
  12. So I'm running a bunch of mods with the -force-opengl switch and I'm thinking I need to reduce memory usage just a little bit more (at about 2.5GB and want to get down a couple hundred). So quick question. Does ATM still offer memory savings with the opengl switch on?
  13. You just need the DLL in your GameData folder. All the patching is then done automatically by the .cfg files.
  14. I like this idea. Magico - Are you shooting for a simple comparability release soonish, or are you going for a more feature release including the changes you've talked about?
  15. Anyone tried this in 0.25 yet? I haven't installed 0.25 as I'm waiting for one more mod to update, but I just thought of this and was curious if it is still usable.
  16. Yeah I get that. But one would think getting into orbit would allow you enough info to simulate a landing. Maybe require a certain number/type of science experiments first to indicate proper data was gathered. Do you use KOS or something else to assist in landings? Of course you would need relays setup, I'm talking more about from the time delay perspective and being able to touchdown without exploding.
  17. That sounds great. My only concern with that system is that you can't do a orbital sim and subsequently attempt landing. My reasoning is related to the fact that I use remotetech which makes it unfeasible (hard?) to send a probe to land on a non-atmo planet. That means in order to sim it I would have to send a manned mission which may not be able to get back. I suppose it could work though as Eve is really the biggest wildcard for landing that that can be landed on easily enough with probes...
  18. No doubt he knows that, but I don't think it is relevant. They still need to be balanced versus the other, already in place, SRBs. Which as he pointed out aren't really that realistic anyway, so I think you are looking more for stockalike than realism (unless you think stock parts are realistic in which case you are looking for parts balanced against stock). In that case I see no reason to not use procedural parts. The SRB in there is amazing.
  19. While I would love to see all of these integrated to some extent if I am being realistic and looking at what squad is doing and their overall direction then I think only the following on this list stand a chance. DMagic's Orbital Science - Would work well with the science overhaul we all imagine is happening. Gives some more breadth to science and adds some awesome contracts. Procedural Fairings - Though I doubt they would integrate the mod so much as make one from scratch Infernal Robotics/KAS - I could see this as they both add some fun features and nice ideas. Though again I doubt they would integrate the mods so much as make "light" version of their own. Mods that didn't make the list but could make it in: RCS Build Aid and potentially some sort of overall build aid (not the extent of Kerbal Engineer though) Procedural parts - Would be nice, but I'm not sure if Squad would want too... Maybe Chatterer - Surprised this hasn't made it yet TBH Raster Prop - Squad has talked about redoing IVAs so either integrating or taking ideas from this seems likely Final Frontier - Sounds like they are already going to do something similar, but again building it themselves Precise Node - Would love to see this, but considering we are up to 0.25 and still don't have even the most basic rocket building info.... RealChute - Really really should make it to stock, or at least some sort of light version of it. Stage Recovery - Excellent mod that would fit in with what Squad is doing Station Parts Expansion - Would fit in with SP+ that was just added and expand the severely lacking stock space station Alternate Resource Panel - Would love to see something like this as the stock panel seems to plebian now Tantares - If they wanted to add some Russian themed stockalike parts this would be awesome There are others but I'm not sure how well they would fit.
  20. There is no reason it shouldn't. Grab my config from a few pages back though. You can still use both. Grab my config from a few pages back though. ~edit, re-posting this config to make it easier to find: https://www.dropbox.com/s/6yio49rq116fn25/EPL-Karbonite-Conversion.cfg?dl=0 Just drop it in the EPL folder.
  21. The little 5 thrust MP engine is awesome for satellites. Cuts down on size of the ship quite a bit.
  22. Well this is definitely a exciting option. Don't know about anyone else but my heavily modded KSP takes forever to load up...
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