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KSP2 Release Notes
Everything posted by mcirish3
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Woot DLing now
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Thanks for the info, I was hoping you would tell me that some of the parts are redundant and could be discarded. I am running right at the memory limit and crashes happen about every fourth launch. Am looking for some minor memory gains to reduce the crash tendency. (already using ATM, OPENGL and Pruner.exe) I pruned all the RO_Global fairings and fuel Tanks. Not sure what to hit next. I will check it out placing the node part placement. Though I am not sure how I would determine if it was in the right tech node. I know at least one of the engines seem overpowered for first tier and too efficient to be realistic (not that I would realy know) that is why I asked. I should have been more clear. It did not break the save load on the game as in time revert, but rather the save load craft buttons in the SPH and VBA. I am guessing it is because KCT takes over these function to a great extent when installed. I am guessing I should report this in the KCT thread as well and I probably will but since it is a recommended mod for RO-0 I thought people might want to know that if they install KCT they better plan on keeping it. I should note KCT worked as intended while installed with no bugs that I noticed.
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Question, about non_suported parts in the recommended list of mods for RO-0. How are they not supported? (FYI I haven't updated to avionics since don't want to break save) In other words are they: not in the right tech node? not recommended for use? (i.e. could remove them from my part list due to lack of realism) Some other reason? Also Comment on KCT. I decided I did not want to use it so I uninstalled via ckan. This bugged the save, load functions in KSP. I ended up doing a full re install without it. Just thought this might be useful for all to know before installing.
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Hi Guys, I got it figured out and is working correctly now. Thanks again for the help. I did hit one snag with Ckan. The low rez DDS textures for the planets is bugged. Froze up when applying textures for MOHO. I guess technically I am posting the bug in the wrong place but I am guessing NathanKell you are involved with all the projects involved so... I kinda am in the right place. I installed the regular low rez textures instead they worked just fine using ATM any way so not a big deal. Any chance you guys would know if I need to install the ATM patch for STX when DLing from Ckan?
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Sorry, too late, working on CKan install, deleted and over writing as I speak, sorry I gave you guys a run around. I know what a pain trouble shooting can be. On another note went out and launched some real rockets today with my children. We even had a KSP style incident when the parachute ejection system snapped the nose cone off the rocket. All parts now safely recovered however with only moderate damage.
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Ok reinstalled and started new game if I select the comunity tech tree from the tech tree manager it give me the same options as before i.e. no sustainer engine. I am guessing that is the right choice.? Edit: I think I will just reinstall the whole game and install from Ckan probably the smart thing to do.
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So.... You would think as someone who has been playing KSP for the last 2 years I could figure out how to build a sounding rocket that flies high enough for me to get enough science to unlock the first teck nod, but well.... nope I have made it up to 15km but that is the upper limit stumped as to how to get farther. By the way what is the new science high in RRS. Any tips would be appreciated. Did I not install enough mods? or does my design stink. I am using a linear profile with some wings for stabilit. I am running up against the part and high limits at this point so not sure how to change this for more altitude. I am using all the required and recommended mods for this addon but none of the RRS recommended mods. (only the required ones).
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So does anyone know if any of this has been updated changed since I first did these calculations over a year ago?
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
mcirish3 replied to AlphaAsh's topic in KSP1 Mod Releases
AlphaAsh I think after reading a few dozen posts that almost everyone has the Idea that it would be great to be able to have off Kerbin bases. I think for your own sanity you may want to address the difficulty in doing this in the main post, at least until you or a collaborator (or Squad?) find a workable solution. The Idea I expressed down thread clearly is on the minds of many people, since it has come up before and since, I posted it, so I suspect this will come up over and over again and we really don't want you to get burned out answering this question over and over again.- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
mcirish3 replied to AlphaAsh's topic in KSP1 Mod Releases
So my Idea is not as far out of the ballpark as I thought but is still along way off. Solving the KSP persistency file problem is a big hurdle I hope someone can solve for you. Thanks for a great mode- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
mcirish3 replied to AlphaAsh's topic in KSP1 Mod Releases
I think My Idea is a tough one to deliver on, because it would require combining this mod with a mod like extraplanetary launch pads, a mod like karbonite or Kethane, a mod like MKS, and some sort of integration to allow docking, or integration, (some sort of range detection at least so that the program knows what components have been added and where to put them relative to the other components and to add functionality to the new base as parts are delivered) which has never been made and I am not sure it even can be made ( though brilliant mode makers have proven every assumption including, squad's, about this game wrong upto this point) . I Like the Idea, not sure It can ever get off the ground.- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
mcirish3 replied to AlphaAsh's topic in KSP1 Mod Releases
I love the Idea of this mod. I am not a mod maker but If any mod makers read this, here is what I would love to see happen with this. Combine this mode with a contract pack or even a story line pack and set things up so that parts, when landed, can be converted to a permanent part of the landscape. This would add some real intense end game game play and at the same time reduce PC power need.- 872 replies
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Thanks, That cleared up some confusion. But, I am asking about deleting stock parts that is why I found the statement contradictory. Now the question is can any of the stock parts be deleted without causing problems with the mods in RS? Since, if I am going to run this I will need to strip it down exactly right. RS come with procedural tanks, fairings, and wings if I am not mistaken. SO the question is out of the wings, fairings and tanks, what other ones can be covered by the procedural ones both mod supplied and stock. I know I am being a bit dense but I am just trying to figure out what is safe and what is not. I am approaching this as a total newb sorry about that. I am using the full list of mods provided VIA CKAN and I have no intention installing any others (at least in the way of parts) on this install. My focus is to pare down what is useful vs what is redundant vs what is redundant but necessary. I am sure the mod makers are working on this already. But until that happens I will probably ask a lot of questions I also still can not run the game as of yet since even with the DDS textures I still hit that memory limit if I try and load up the VBA or SPH, This is better than before when I could not even finish loading the game. BUt this means trying to figure out what each part does without actually looking at the list in game but rather through file system. This of course also means I will ask more ignorant questions.
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Ah, THanks this should help some. But to be honest figuring out what parts have basically duplicate functions can be a challenge and then there is the link to the stock parts that has me worried as well. ALso I don't know what parts I will use or not use since I do not have a lot of experience with the overhaul. But I will give it a go and see what I come up with. Aren't these two statements contradictory? Thanks for the tip I will try it out.
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Did any one say Stock integration Please
- 720 replies
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- mrs
- modular rocket systems
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[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
mcirish3 replied to Stavell's topic in KSP1 Mod Releases
Wow, thank you for the very detailed response. Also thank you for saving Stavell the trouble of answering my questions. I know feilding product support questions can be very draining. I think for now I will wait till the map bug is fixed, but once it is fixed I am so going to install this. -
[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
mcirish3 replied to Stavell's topic in KSP1 Mod Releases
So, how does this work exactly I am not familiar with the original? By work I mean do I just load up a saved game after connecting to the server and starting KSP? Are there limits to what kind of save? i.e. Sandbox only, or career ok too? What about Win 64 KSP or is only 32 bit ok? Also, we can see other players ships in map view how processor intensive is this kind of updating? In other words am I going to lagging all over the place if I have a 300 part ship loaded? What about once I leave will the server dump others ships so that the server stay clean and orderly? (this is the big problem I had with the actual multiplayer mods) Sorry about all the questions but I don't see any of them answered in the main post. -
Sidfu, You could try using the guide I made here and see if it is Senshi's build or just a broken WIN64 KSP. Remember some problems are caused by Unity bugs that no one can fix but the makers of Unity. This has been the trouble for the Mod makers a mod will work just fine on one PC but break on another. Very frustrating for everyone.