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Virtualgenius

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Everything posted by Virtualgenius

  1. Will we get a non toolbar option I have 3 icons dont really need a toolbar
  2. Sabres work fine did you upgrade the DLL files for firespitter and excurgent engineering just read back a few pages and the guys give you plenty of info as what needs to happen I followed there advice my sabres work perfectly
  3. Of course you can but what i was trying to say is the author will not, what you do to improve your own game experience is cool
  4. Ok I have finally got this to work your not going to believe this but I went through each line of the log to see what it was *****ing about and I found folders that where not in the correct place for example Bobcats soviet pack some of the folders that have the resources and spaces where not in the default location, probably a fail copy and past by me somewhere along the line but to cut this short its working, it doesnt like non default location for mod folders. This is using V27 Basic WRN 17:56:11.458] [HighLogic]: =========================== Scene Change : From LOADING to MAINMENU ===================== [LOG 17:56:12.993] AddonLoader: Instantiating addon 'TextureCompressor' from assembly 'TextureCompressor' [LOG 17:56:12.994] TextureCompressor: Memory Saved : 847445222B [LOG 17:56:12.995] TextureCompressor: Memory Saved : 827583kB [LOG 17:56:12.995] TextureCompressor: Memory Saved : 808MB
  5. Thats cool cant ask anymore from you I am a unique situation and I have always been a problem child
  6. Thats straight out of the zip file copied into gamedata would it help if i did it in stages like a third of the mods and progressively added more
  7. V2.7 aggressive doesnt work either, just does the CTD memory usage goes through the roof about halfway through loading
  8. I am still using V 1.1 and its working ok I just wish we had a 64bit windows client they have one but it randomly crashes which I could live with as I am addicted to mods
  9. Here is the config file you requested http://www./download/c4yp8pswwdy0bv4/textureCompressor.cfg and a log file http://www./view/fuiw7ywu8xyhc4i/KSP(2).log Half way through the loading screen memory is already at 3.5g using v2.7 using 1.1 its only about 2.2g so its generating quite a lot of memory usage to the point where it runs out
  10. Cant get this to work map portrays only grey scale and the scanner i have on just says no data I am either doing something wrong I have the scan map up but portrays no data
  11. What config would you like, how many mods I have running or the config file in Boulder Co not to sure what your asking for
  12. I have been watching KSP load under 1.1 doesnt hit the 3.5g limit under v2.7 it does v1.1 process monitor says its on 2.8g and is running now under v2.7 it smashes it way into the 3g limit
  13. I beg to disagree it works fine cleverwalrus updated the .dll and all the rovers work, the home units themselves work, one code change is required for the recon unit to work in the VAB but apart from that they are still quite playable. I am sure this will die quietly when a replacemant comes along, but until that day people still would like to use the old system which is understandable as long as they understand there is no support provided by the author and they can only be used in the sandbox as no tech tree info is available. If the moderators dont like this delete the post please Recon unit Fix provided by the squad devs / khaoscorp with anim switch change MODULE { name = ModuleAnimateGeneric animationName = door_open animSwitch = true animTime = 1 startEventGUIName = Open Garage endEventGUIName = Close Garage }
  14. Cant get 2.7 Basic to run it crashes to desktop Version 1.1 runs fine, for us old folks would it be possible to do a step by step guide just in case I am doing something wrong. This is the process I followed 1 Backup current game directory 2 deleted version 1.1 Boulder Co 3 Installed new version BoulderCo 4 opened CFG file listed mod folders 5 Start Game 6 Crashed Game 7 Went back to V1.1 happy camper
  15. Thanks to you guys I updated my plugins works fine now with a click of a few links and reading a few pages happy camper sabres are working again, I prefer the sabre's over the new rapiers much nicer however I do like the auto switching of the rapiers
  16. I would go into C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program and rename it to old and download the game and mods again that way you are sure its the brand new install and you can delete it afterwards
  17. Not playing career mode as its implemented wrong manned flight before probes supersonic flight chucked in down the tree somewhere its all wrong
  18. Go for it nothing but good here and massive improvement over stock
  19. Totally awesome Codepoet really appreciate the effort the MJ Team puts into our troubles and whims, thing I have been finding out lately is it doesnt seem to work out what its actual altitude is from the ground maybe it needs a radar altimeter or something to work this out have trouble landing with the Duna polar caps if it it does get pushed to DEV you will have plenty of volunteers
  20. Barclone if you work out which mod is screwing you over please let us know as it may be affecting us all
  21. Asolutley adore this mod its so universal just like space X thanks Laz so much for updating this did i read somewhere your doing colonisation stuff cant wait to get my grubby mitts on that
  22. I dont think the N1 is supposed to be doing this but it looks cool
  23. I will broach Sarbians favorite subject the landing AP it maintains roughly a 10m-50m difference from the target right up until the last stages before landing it then blows the landing out by 200m. So i adjusted to allow for that and it still did it, do you think it miscalculates its speed and trajectory in the last stages of landing it seems to start with a small aerobraking burst then settles into a 200m miss before landing perfectly. This is on kerbin using a home module at the north pole dll version 150 start orbit 300km
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