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Jas0n

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Everything posted by Jas0n

  1. You are running the 32 bit version of the game. Try running the 64 bit version so you dont run out of memory,.
  2. Doesn't look like a steam install to me. Your folder is called KSP 1.2.2, so I'm going to assume that's the version you have installed. Beware that KSP mods are not backwards/forwards compatible, so only get a mod for the version of KSP it specifies.
  3. It's been a while since 1.3.0 came out, so most of the mods are updated. I wish you good luck in hunting down the mods you had.
  4. Both should work fine. Although the desktop will probably load faster thanks to the SSD. Both have enough CPU and RAM that it shouldn't matter unless you're doing something ridiculous (KSP Players are known for this). As for GPU, I'm running intel integrated graphics and it's fine, although it could be better.
  5. I would try making the side boosters out of a single tank and attaching it directly to the decoupler instead of having a modular strut in between. Also try having struts at both ends of the booster so the oscillation can be countered. He says it's 1.3.0.1804. And there was definitely a 0.18.3 demo, and probably a newer one.
  6. Please don't paste the log directly into the forum, that's not even the right log. Follow the directions there ^. Upload your output log to a file hosting site such as google drive or dropbox. Also, use the 64 bit executable, not the 32 bit one.
  7. Mother of God.... how did you do this?? More like the VAB after being squished by a giant space rock.
  8. I don't think so. From what I've heard from other people on the forum, the only people who can change from KSP store to Steam are those who bought the game before it was available on Steam.
  9. Well, the mod is for KSP 0.25.0, and a lot has changed since then, including CFG files, so that's probably why. You are probably correct in that you just need to bring the CFG files up-to-date.
  10. If you reinstalled it using Steam, it would still have all the mods. You have to go into the gamedata folder and delete everything other than squad.
  11. On the Community Tech Tree thread there's a list of mods that use the tree. I think a major mod you're missing is KSP Interstellar extended, which adds sci-fi and high tech propulsion methods, and the USI suite, which adds life support, base building, resource processing.
  12. Please start a new thread and read this : https://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ Your problem is likely very different than the one op had, especially because op is running 75 more mods than you are. If you follow the instructions in the how to get support thread, it makes it easier for us to help you.
  13. Beware when using autostruts. If you have set to heaviest part, and the heaviest part of the craft changes due to fuel drain or docking/undocking, it could result in some pretty spectacular RUD.
  14. That's weird, can you add more screenshots from different angles? And maybe you can send the craft file for someone to look at.
  15. Welcome back! like @Vanamonde said, There are a large number of changes. 5 years ago was when I first started playing and the game is very different. Some of the main changes are science, career, communications, aerodynamics, reentry heat, and a bunch of quality of life improvements.
  16. If you are coming back after a long hiatus, a lot things will have changed. I recommend getting used to the changes in the stock game first, especially the science and career modes. There's a stock comms net. The atmosphere got changed a lot. Detailed changes: https://wiki.kerbalspaceprogram.com/wiki/Version_history Mods: Resource mining, base building, and life support is in MKS/USI. Weapons are in BDarmory. If you want ship/vehicles, look around in the spacecraft exchange or kerbalx.com Science and tech is in stock. But there are mods that add to stock features. Planet mods should be compatible with v1.3.0. Just check in the forum threads. Darkmultiplayer is working, but buggy. Also beware that the method of installing mods has changed since 5 years ago.
  17. Oops i didn't realize that's the same mod. I hope pizzaoverhead finds time to at least bring it up-to-date, even if it's incomplete.
  18. If you are not against using mods, you can use Konstruction, which add welding ports. Or you can use KAS to add struts between the two modules.
  19. Here's a WIP mod that does what you're asking for.
  20. If you can make a quick model look like that, you might as well take it further and make the mod yourself.
  21. Or you can use a bunch of air brakes, those things have a ridiculous amount of drag.
  22. Can you send screenshots of the planes? It could be an issue caused by design.
  23. Or you can use the welding mod to make several Modular Girder Segment XL's into one longer one.
  24. there are several tutorials linked in the OP. Also if you have specific questions you can ask in the mod thread.
  25. They're working with a new company on a completely new port that won't be as buggy as the current console version. So a new console version will come out when the new port is ready.
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