Phantomewzick
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About me
Bottle Rocketeer
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The crashes you are having in this instance are due to the mods from Umbra Space Industries like Karbonite and MKS/OKS, once i removed all his mods from my install and converted all my image files to PNG like you said in your first post, and now I am also running without ATM, and I am able to load up ksp past 5 gigs and its working fine, I even copied it to another computer and me and a friend were playing multiplayer with it!
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1. Converted all images to PNG. 2. Set Active Texture Management's mipmaps to FALSE(Yes I am running x64 with ATM and it works fine) 3. Removed Umbra Space industries mods (this was the final step that got it working for me) Now x64 runs smooth like butter, so far stability seems to be as good as 32 bit would normally be. My mod list is VERY extensive, including just about all major modpacks. B9 Kethane KW Rocketry Damned robotics Interstellar are just a few of the most extensive modpacks, as well as the graphical mods like EVE and KSRPC +99 Internets to the OP, this method is RECOMMENDED!
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DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
Phantomewzick replied to godarklight's topic in KSP1 Mod Releases
I added my server to the list, and it shows up under my servers highlighted in red, but it doesn't show up in the main server list. what am I doing wrong now? -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
Phantomewzick replied to godarklight's topic in KSP1 Mod Releases
Hi, I have set up a new server, registered an account on the public server list website, but every time I attempt to add my server, it tells me that the server already exists, but it doesn't show up under my account or on the front page? Server Info Is as follows: [24-7 US-Central] Phantom's Void Supermodified Career (MJ+Kethane+Interstellar+So many more i cant list them)(Download Modpack HERE: http://www./download/f61rer4z7ty4993/Phantom's_Modpack.rar) Server IP: 50.179.159.39 Server Port: 6702 -
And also because there is a multiplayer mod that already exists and works fairly well.
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I really, really love this mod, i love having all the extra stuff to do within only a couple hours of ingame flight time, it really changes it up. I have however, noticed that Minmus does not have an SOI anymore, no matter how close you get to it, i think its just to close to jool with too small of a mass.
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Docking - Still Need Help
Phantomewzick replied to JelloTickles's topic in KSP1 Gameplay Questions and Tutorials
You need to use the navball and line up your velocity vector with the target object, otherwise you will miss every time, once you are within 200m, kill your velocity relative to the target and switch to RCS control for docking. Again, when using RCS, you must keep an eye on the navball to make sure your velocity vector is going towards the target: in orbit, burning directly towards your target does not mean you are actually traveling directly towards it, its all about relative motion and velocity in space. -
Assemble a Rocket on another body.(Pics)
Phantomewzick replied to Phantomewzick's topic in KSP1 Challenges & Mission ideas
i cant believe not even ONE person found this interesting -
Somehow my original thread/post deleted itself, so here it is again. Relatively simple idea, Fairly difficult to execute. Step 1: Build each section of your rocket, this can consist of whatever modules you like(i built a kethane mining module, and a separate power core, among other things). Step 2: Fly your modules to planet/mun of your choosing, you can assemble them into a single vessel or send them separately, up to you. Step 3: Land each module separately (you may use a Mun-Crane style vehicle such as what Scott Manley uses, i use a similar vehicle inspired by his design). Step 4: perform whatever experiments/mining operations you want/need. Step 5: assemble your rocket on the mun. Step 6: launch the rocket back into orbit. I have now fully documented my attempt, and will upload a youtube video of it as soon as i figure out why sony vegas doesnt import sounds captured from Fraps. Full picture album Here You may use any and all balanced mods(no z-pinch fusion rockets), This includes mechjeb, Kethane, ISA mapsat, KW rocketry, and really whatever else you want(honor system on this one). i LOVE the Kerbal Attachment System, and use all the previously mentioned mods, as well as some others. (you can totally use quantum struts if you want, and remember there is a "strut gun" that is also installed with that mod if you dont like the blue beam) I also suggest everyone take a look at FusTek Common Berthing Mechanisms . These 2.5 metre and larger docking ports make it much easier to build structurally stable rockets, both for interplanetary vessels and for building a rocket on another planet. Winner will be determined by a poll based on aesthetics/function/epicness once the challenge is over. Challenge will be over once we have at least five submissions and a week has passed, challenge may be extended if there are a large number of participants. PS: F2 key hides the GUI, F1 key takes screenshots and puts them in a folder in your KSP installation. And here is a few pictures from my successful attempt All of my modules/ships separated on the surface After driving my Drill Unit up close to the Mun-Crane Mun-Crane takes flight while lowering the winch connectors for the drill unit Drill unit is lifted clear of the surface! View from the pilots seat as we line up for docking The Drill is onboard! Now for the next piece! Shes a bit wobbly...... And..... apparently i stopped taking pictures at that point, or something, because i dont have pictures of setting the power core on top of the rest of the stack, however it IS recorded in the previously mentioned video, so stay tuned!
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Relatively simple idea, Fairly difficult to execute. You may use any and all balanced mods(no z-pinch fusion rockets), This includes mechjeb, Kethane, ISA mapsat, KW rocketry, and really whatever else you want(honor system on this one). i LOVE the Kerbal Attachment System, and use all the previously mentioned mods, as well as some others. (you can totally use quantum struts if you want, and remember there is a "strut gun" that is also installed with that mod if you dont like the blue beam) I also suggest everyone take a look at FusTek Common Berthing Mechanisms . These 2.5 metre and larger docking ports make it much easier to build structurally stable rockets, both for interplanetary vessels and for building a rocket on another planet. Step 1: Build each section of your rocket, this can consist of whatever modules you like(i built a kethane mining module, and a separate power core, among other things). Step 2: Fly your modules to planet/mun of your choosing, you can assemble them into a single vessel or send them separately, up to you. Step 3: Land each module separately (you may use a Mun-Crane style vehicle such as what Scott Manley uses, i use a similar vehicle inspired by his design). Step 4: perform whatever experiments/mining operations you want/need. Step 5: assemble your rocket on the mun. Step 6: launch the rocket back into orbit. I have already done this personally, so it is totally possible, i have a few pictures of my first attempt that i have made into an album Here, though i didnt do a complete documentation. I will probably do it again so i can document it more thoroughly, and maybe make a youtube video out of it and upload it here when i have finished. I dont really have a points system in mind, maybe we will vote on the best after a week, or something. PS: F2 key hides the GUI, F1 key takes screenshots and puts them in a folder in your KSP installation.