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Everything posted by mcirish3
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As a member of this community who has been here far longer than most... longer than all but a few. I find this whole thing rather confusing. I don't comment often, and really, I guess, I missed the tempest in a teapot that has been happening ever since x64KSP came out. Early on I probably made one or two post about a mod I was using in winx64 not working. But it did not take me more that 5 days to realize that it was not the mod that was broken but winx64. So I simply stop reporting bugs when I ran winx64 KSP. Afterall Squad said it was experimental, and the mod makers said it was not something they could fix. So if I ran a mod and it broke my game I uninstalled it and did not use it. Afterall if I really must have that mod I could always instal x86 KSP. In any case I was a little surprised when 0.25 came out that most of the major mods had blocked x64KSP from running their mod, since I figured most reasonable people had come to the same realization I had come to. I am rather SHOCKED and disappointed that it has all come to such harsh exchanges when all that was necessary is a little common sense. I am glad that Senshi has made these mods available to me again. I am very disappointed that it became necessary for him to do so. I am sure many of the mod makers feel exactly like I felt today when my 4 year old complained to me that the cookie I gave her was not a kind she prefered. You should be thanking them for all their hard work, not jumping down their throat if everything isn't perfect, after all you did not pay them, they owe you nothing, and they did their work for love of the game. That said, the removal of the x64 support felt like I was getting punished for something I did not do. I know that was not their intent but it was a consequence. I dont know what the solution is, since if people can't act like adult, then what choice do they have. Senshi, too has asked everyone to act like they have two brain cells to rub together, if they don't then boom, I again will have to pay for others misdeeds and the only people I will be cross with are a nondescript group of adolescent crybabies who don't know how to read.
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I was about to come begging on my knees for you to replicate x64 NEAR but you have already promised to do it this weekend. SWEET! Thank you so much. And I will also take the Oath. I Mcirish3 do solemnly promise not to be so idiotically stupid as to go and complain to the maker of any mod provided and converted over to x64 by Senshi should aforementioned mods cause my PC to melt into a pile of liquid magma or any other such unfortunate events up to and including loss of save data and even in case of the death of a kerbal.
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
mcirish3 replied to Arsonide's topic in KSP1 Mod Releases
Congrats on the announcement for integration with 0.90, way to go! One of the best mods out there. -
[old thread] Trajectories : atmospheric predictions
mcirish3 replied to Youen's topic in KSP1 Mod Releases
THe Linux solution may be reasonable but really don't see a need since stock win64 runs nearly perfectly on my PC. The only trouble is everyone else seems to have trouble with it. Which is unfortunate since really it is kinda like the English system VS. Metric System. Stupid American engineers refuse to switch to the Metric system because they don't want to learn something new. Similarly Computer programmers don't want to switch to x64 because they don't want to learn something new. I see no reason 32 bit support could not be built in as a legacy system with everything being designed from the ground up to be x64. Sorry about the rant. -
[old thread] Trajectories : atmospheric predictions
mcirish3 replied to Youen's topic in KSP1 Mod Releases
Ya I totally get it. I am not mad any any one, just bummed out. I know everyone thinks the only reason for running x64 is to increase RAM availability but if you have a 5-8 year old pc there are other advantages especially if the processor is an AMD. -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
mcirish3 replied to ferram4's topic in KSP1 Mod Releases
Well then I guess I will have to figure out how to compile the source code. I think I have enough skill to read the code but I have not compled any thing since college and besides don't I need a unity compiler? Pardon my ignorance. -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
mcirish3 replied to ferram4's topic in KSP1 Mod Releases
Love, the Mod. Bummed about not being allowed to use on Win64 KSP. Any chance you could release a "use at your own risk in really big red letters" version so I can use it again on my install? I used it just fine on 0.24 Win64 KSP with no troubles at all. PLEASE!!!!! -
[old thread] Trajectories : atmospheric predictions
mcirish3 replied to Youen's topic in KSP1 Mod Releases
Well Before I ever got as far as getting that log file I found the root cause. This mod uses NEAR if installed. Here is what the NEAR mod page says in bold that I failed to read when I grabbed the mod: Note: To avoid possibly exacerbating any of the win64 KSP build's instability inherent issues, this mod will disable itself if run on a win64 build of KSP. I can only imagine the conflicts cause by NEAR not working if Trajectories tries to reference it. FYI this is true for FAR as well, which is not surprising. In short I am sure it will work just fine if I unistall NEAR. My only request is that you note on page one that this only works for stock drag on win64 KSP and that it may cause serious issues if used. PS. I am totally bummed about NEAR I used it just fine on 0.24 win64 KSP. IN any case I will keep this mod and dump NEAR. -
[old thread] Trajectories : atmospheric predictions
mcirish3 replied to Youen's topic in KSP1 Mod Releases
I will reinstall and grab you a Log output tonight. Yes, uninstalling the mod fixed the problem. -
[old thread] Trajectories : atmospheric predictions
mcirish3 replied to Youen's topic in KSP1 Mod Releases
I already tried that no effect. -
[old thread] Trajectories : atmospheric predictions
mcirish3 replied to Youen's topic in KSP1 Mod Releases
Hi Guys, I am sure at this point most major bugs have been reported but I have one which is totally harshing my buzz and thought I better report it anyway. OK Here are the basic System specs. AMD Phenom I 9950 X4 4GB Ram NVidia 9800 GTX+ Windows 7 X64 KSP 0.25 x64 Mods Installed: Mechjeb2 + optional patch for compatibility with NEAR and FAR NEAR FINE PRINT Trajectories Module Manager Toolbar BUG: No problems unless I enter map Mode then things get so laggy map mode is unusable and the problem does not go away but gets worse. Lag leaves as soon as I switch back to standard view. Basically makes the game unusable. It doesn't matter if the orbit renters or not. This is probably an X64 problem so not holding out much hope for a fix by this mod's maker or even from Squad since it may be a Unity issue but thought well doesn't hurt to ask. PS. Cool mod by the way, I may have to DL 32-bit just to try it out. PPS. Please don't troll me by asking why I use KSP x64, I have my reasons and they are good ones. PPPS. Let me know if you need more info from me on this bug. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
mcirish3 replied to Arsonide's topic in KSP1 Mod Releases
Though I have not as of yet had time to play this mod, Downloading now, I think based on what I see in this thread, this is one Mod Squad should buy off of you and put in the stock game. Thanks for the hard work and great Mod Arsonide. -
Tarkata`s Basic Flag Pack! - Volume 2 Released!!!
mcirish3 replied to GunTuga's topic in KSP1 Mod Releases
Are these just PNG files? I cant seem to find the old flag Mod where you could put the flag any where on the ship. -
Hi Guys I am working on a General Flowchart for Modular Kolonization System that covers the whole colony system requirements. Since I am using a 14 Day trial program online I thought perhaps I should Crowdsource this. It Does let me share with other so they can edit so I will share the link and see if I can get this done in a timely manner. I am sure I am not the only one challenged by the complexity of the resource system. http://www.lucidchart.com/invitations/accept/cedec3d6-1bfa-4c65-a335-ce1b307100a7
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Hmm we need a way to let peeps know what servers need cleaning and which ones are clean. So hard to find KMP players and when you do they are on servers with 200 active ships and frankly too laggy to play on
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How to re-enter at KSC
mcirish3 replied to TheCanadianVendingMachine's topic in KSP1 Gameplay Questions and Tutorials
Here are some things to think about when re-entering Kerbin Atmosphere. Altitude, Orbital angle from the equatorial, Kerbin's Rotation, Ship mass. All of these things are factors in returning from orbit. ship mass only matters in an atmosphere deorbit. I find that about 500 km orbit is easier to gauge than a 70-75 km orbit. Perhaps practice from that height first. If you go too high the rotation become too strong of a factor, and if you have a low orbit the angle into the Atmosphere gets harder to judge. Just my thought any way. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
mcirish3 replied to Nereid's topic in KSP1 Mod Releases
Thanks for this! very cool! and well http://v8.en.memegenerator.net/instance/43446419 -
Has any one made an Excel spreadsheet of the fuel ratios? Sorry if this has been asked a lot.
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I am having a bit of an issue with this mod. I can re-size the parts, I can change the texture but for the life of me I can not get it to put any fuel of any kind into the tanks. In fact it will not even specify what fuel it is suppose to have. The G key does not bring up any GUE and nothing happens when I hold the key down and right click and move the mouse. I am playing in career mode, but I would have thought that at least basic fuels would be unlocked when the tanks unlocked. Any suggestions and or help would be useful. ( I have already uninstalled and re-installed so that one is out.)
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Well My save transferred to .23. so lag is all but gone now. Too bad my Tylo lander is so bad. I goofed up the landing legs badly. I will try again tomorrow to get a successful landing I think i got it figured out but I will have to land on what was supposed to be the escape pod. The main lander is just too unstable in tylo's high gravity. It means throwing away about 2-5 hundred DV. NOT GOOD. I am not sure my escape pod can get back to orbit solo. If it can the rest of the mission will be a cinch since I have plenty of fuel and part lag is gone now.
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I have completed the Vall mission and transferred to Tylo. This is the Keystone part of the mission for me. If this fails the whole mission fails. The Tylo Lander is untested, but has much more delta V than the other landers. Still Tylo is very fuel hungry. I will be lowering my periapsis of my main ship to 10km to counter some of the delta V needed for landing. I still have the very long capture burn to perform so probably will not complete till monday or tuesday night. If not finished by tuesday will try and transfer save to 0.23 since the optimization in 0.23 will speed up the mission considerably. Also this will be that last and one of the biggest reduction in part count I will get. I should be at about 600 parts after this mission. Meaning very little part lag after this mission especially with 0.23 installed if the save will transfer that is... See end of album below for Vall mission and transfer to tylo pics.