Dacker
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Action Groups Not Working
Dacker replied to Dacker's topic in KSP1 Technical Support (PC, modded installs)
Nope. But I went ahead and installed it and it fixed the problem - so thank you! -
HI. Sorry but I have a new problem that has surfaced. My action groups do not work. I am not using any action group mods. I can set then properly, but whenever I try and use them after launch they do not work. I've tried creating a new ship to test, as well as a new game, but to no avail. For what it's worth here are the mods I run. I am not running through steam, and I open it using the '-force-opengl" parameter in x32 mode Thanks for any help you can provide!
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Anyone know what mod pack this part is from? "kb-fuel-breaker3"
Dacker replied to Dacker's topic in KSP1 Mods Discussions
That's what it was - thank you! -
It's in one of my older craft but I can't remember which one. I Googled it, and I used the program "Everything" to search my hard drive (which has backups from older configs) looking for it. I may have the actual zipped mod somewhere but haven't tried searching within zip files because I'd prefer not installing a program for doing so unless I really have to. So I thought I'd come here and ask first. Really appreciate any help.
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Need help paring down mods
Dacker replied to Dacker's topic in KSP1 Technical Support (PC, modded installs)
You're not going to believe this, but I now have all of the mods running (plus a few extra) by deleting ATM and running 64 bit. No clue why. I thought maybe I had left the 32 bit version of ATM installed so I deleted it againt and reinstalled 64 bit and it crashed again. Removed ATM once again and no issues. In 64 bit my memory usages is around 4.5gb Very odd, but hey, it works. -
Need help paring down mods
Dacker replied to Dacker's topic in KSP1 Technical Support (PC, modded installs)
Got it - that does help. Really appreciate the assistance! -
Need help paring down mods
Dacker replied to Dacker's topic in KSP1 Technical Support (PC, modded installs)
I really appreciate the help. You are right in that I rarely use IVA. I didn't realize the customization of ATM. I've poked around in the config file and the examples and I understand the concept of increasing the scale and thereby lowering the resolution of the texture. What I am unsure of is how I can do that with individual parts of a mod. I am not sure how to isolate a part to raise the scale. I've looked through the various mod cfg filed included in the boulderco/activetextexturemanagerconfigs folder but just cannot figure this out. If you get the time, could you provide an example cfg entry I can use to raise the scale on such a part? Also, I had never heard of the Load on Demand mod before but now that I have I will definitely give it a try. -
Hi. I need some advice on paring down my mods and I hope this is the right place to post. I have the following installed at the moment: Note that B9-Aerospace is not actually installed, it's just the few .cfg files that one of the mods installs (USI MKS I think). I would like to at least keep using Deadly Reentry, KW Rocketry, TAC life support, SCANSat, and RemoteTech 2. I really would like to use USI's MKS mod so i can build nice orbital and planetary bases. I think it takes a lot of resources, though. I run in x64 mode, but I have also tried x32 mode (changing the ActiveTextureManager to x32 bit of course). I hit over 3.5GB in x32 mode with all of these mods so of course it crashes. In x64 mode I hit over 4GB, but I can usually run it okay with all of the mods minus MKS (or any other mod for that matter - It's like that's the straw that broke the camel's back) I don't know enough about mods, but do you see anything on my list that maybe I should dump that also happens to fit in the same memory footprint that MKS does? I play in Sandbox mode. I'm just having a tough time deciding what mods to dump in favor of MKS, and I don't know which ones are the most resource hungry and least impactful on enjoyment of the game. Maybe you can make a suggestion on what to dump so i can get down below 3.5GB memory usage and use x32 KSP? Here are my system specs: - Windows 8.1 x64 - i7-4770k (not overclocked) - 8gb ram - Asus Maximus Formula VI motherboard - 2x GTX 780 video cards in SLI - 500gb Samsund SSD drive, with two 3gb Western Digital drives in RAID 1 - 2560x1440 monitor Oh, and all mods are up to date as of yesterday Thank you!
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Dacker replied to TriggerAu's topic in KSP1 Mod Releases
This is a really great idea. Thanks a lot for this. Like someone else said - less switching between game and browser is a good thing! -
I figured out what my problem was - I had the wrong part selected for "control from here." It defaults to a part that is sitting sideways, so the rocket always thought left was up. When I clicked on a different pod and selected "control from here" it worked fine.
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I've run in to another problem: The Fuel Tanker Rover and Kethane Extractor (the 2nd one listed not the 1st) are tipping over on launch. I cannot figure out why. I tried them with a different launch vessel - one I tested on the tower of power and trusses - attached to the decoupler just under the vehicle and still no go. I cannot for the life of me figure out why they are tipping over. I noticed that they are the ones where the vehicle is flipped upside down on the launcher so maybe that has something to do with it?
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Thanks, that worked!
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I'm having this problem, too. I just can't seem to steer or stop the base crawler. I have locked steering on the center wheels and used docking mode. Is there something I am missing, or can someone post step-by-step instructions for dummies on how to work the base crawler?
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Best way to carry a rover?
Dacker replied to Mmmmyum's topic in KSP1 Gameplay Questions and Tutorials
That's pretty nice - can you please post the craft file? -
Oh my. +1
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Thanks! -Dacker
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Okay, once again my Google skills are weak. I had a mod that allowed me to use the "c" key to toggle between snap angles (off, 5, 15, 30, 45, 90) in the VAB, but I lost it when I re-installed. I've searched for it and just can't find it. Does anyone know what I am talking about and where I can find it? -Dacker
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Either my Google skills are weakening, or I'm missing something blindingly obvious...but how do I put satellites in geostationary orbits at different longitudes using Mechjeb? I'd like to put four satellites in geostationary orbit, at 90 degrees from one another. I launched the first one and it is parked directly above KSC. How do I put the other ones at different longitudes? After I do it with Mechjeb I am going to practice doing it without it, too, but for now I just can't figure out how to do it in Mechjeb. -Dacker