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Halo_003

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Everything posted by Halo_003

  1. Honestly not sure what you're talking about. I run DX11 with about 40 mods and crash maybe once a week. If anything, I would have liked to see the game on Unreal Engine 4 or Cryengine 3, not a more basic engine.
  2. If I had to guess, legal reasons. One of the prompts is asking if you would sign an NDA.
  3. When is the Delta IV launch? I might go too. I'm pretty close in Jacksonville.
  4. That happened to me when I tried to install RSS in 1.0.2 lol.
  5. Interesting, do we have any specs at all on their rocket? I know the OP said 3.5x50m but I wasn't sure if that was the rocket size or the max capacity of the new launch site.
  6. So for someone who just recently started following NH updates, what is its mission after it passes Pluto? Where will it go?
  7. 64 Bit Windows If you want to run massive amounts of part / visual mods, and you have at least 16GB of RAM and a 64bit system (majority are). 64 bit mode will allow you to surpass your 4GB memory limit imposed by a standard 32 bit install. Now when you convert to 64 bit, Do not inundate the mod Devs with bug reports from your 64 bit install. Keep a 32 bit install around to test mod issues before submitting a bug report. I have yet to truly find a bug that was not repeatable in 32 bit with a properly updated mod. There is a reason Squad held back a 64 bit release this time around, and that's because bug tracking was a nightmare. As far as stability, I can play for hours without any issues. But when you start building 250+ part ships and bouncing in and out of the VAB and flight. It will crash eventually, but so will 32 bit under the same circumstances. v1.0.x x64 is far more stable than v.90 x64 ever was. If you want a kitchen sink mentality with mods, as well as not compress your textures to the resolution of a postage stamp. This is by far the best option. Now that that's out of the way. Linked bellow is a walkthrough on how to convert to 64 bit. As well as a mod utility that will remove the 64 bit block from mods (warning I haven't used Unfixer as the mods I use don't require it - and Sarbian will hate you) 64bit Hack http://forum.kerbalspaceprogram.com/threads/117224-Windows-64-bit-community-workaround 64bit Unfixer http://forum.kerbalspaceprogram.com/threads/113069-KSP-x64-Total-Unfixer Environmental Visual Enhancement 7-4 I've been getting a ton of questions about how to get EVE running on 1.0.x. Plain and simple x64 Windows runs with no modifications. In 32 bit I only converted the three images under Boulderco/Clouds/Particles to .dds And it ran just fine. Integrated graphics are having a really hard time running EVE. This is due to the fact that KSP is a CPU hog. And when you want your CPU doing double duty running the game and better visuals. At some point it just can't keep up. So far from what I have seen, anything bellow intel HD 4400 won't cut it. Also if you are running a large amount of mods already you may be hitting the 4GB ceiling. Hence the 64 bit fix above. You can also try increasing the size of your page file to allot more virtual ram as that may be another barrier you are encountering. First try installing some kind of memory monitor to see just how much RAM and virtual ram you are in fact using. If you are hovering around 3.5 - 3.7GB on a 32 bit install a crash is immanent. Memory Usage Monitor http://forum.kerbalspaceprogram.com/threads/99494-0-90-MemoryUsage-v1-20-2015-02-19 - Only works up to 1.0.2 GC Monitor http://forum.kerbalspaceprogram.com/threads/92907-1-0-x-GCMonitor-1-2-6-A-graphic-Memory-monitor-(June-18th) - I Haven't used this before You can also try increasing the size of your page file Win 7 Page File Adjustment: http://windows.microsoft.com/en-us/windows/change-virtual-memory-size#1TC=windows-7 If you are bellow the memory limit and you have integrated graphics intel HD 4400 (preferably a dedicated graphics card) or better, and are still having issues. Then message me and I will try and help you out as well as further revise this help file. Astronomers Visual Pack Interstellar v2 AVP takes a little (but not a ton) of tweaking. The core mod works with EVE 7-4 I converted the three images under Boulderco/Clouds/Particles to .dds as well as the aurora .pngs to .dds and it loaded in 32 bit. To get the lens flares working in 1.0.x you will need to extract the sun_flare.tex files one at a time from there old .25 asset files and place them in the new 1.0.x asset files one at a time in the KSP_Data folder using Unity asset explorer. DDS Converter http://forum.kerbalspaceprogram.com/threads/98672-WIN-KSP-to-DDS-texture-converter Back up your original asset file first! Unity Asset Explorer http://www.nexusmods.com/pillarsofeternity/mods/27/? Using Unity asset explorer 1.3 or newer First open "sharedassets10.assets" from the astronomers visual "jj Abrams" Lens flare. Right click "sun_flare.tex" click "extract" this is the file you will need. Rename Folder created by unity asset explorer from "sharedassets10" to "sharedassets9" (folder will be automatically created in the same directory as the asset explorer .exe file) Now back up and open "sharedassets9.assets" from your ksp_data Directory. In Asset Explorer Right click "Sun_flare.tex" and click 'Import" (It will Import from the folder you already created and renamed) Save the changes and, boom the asset9 file in your ksp_data folder has now been modified with the new lens flare. The same process can be used for the AVP main menu logo from interstellar V1. Repeat the above process with "sharredasset2.assets" and the file you are looking for is "logoFullRed_alt.tex" Lightning The lightning does not work in 1.0.x without cfg editing. Here is an updated .cfg file, just replace everything in the lightning .cfg with this. Using notepad++ or equivalent. Notepad++ https://notepad-plus-plus.org/download/v6.7.8.2.html CLOUDS_SETTINGS{ GUI_KEYCODE = N } CLOUD_LAYER_PACK { CLOUD_LAYER { SAVED { body = Kerbin altitude = 7500 volume = False color { r = 20 g = 20 b = 25 a = 10 } main_texture { file = BoulderCo/Clouds/Textures/lightning scale = 1 offset { x = 0.3052678 y = 0 } speed { x = -2.5E-05 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/lightning scale = 0.1 offset { x = 0.3052678 y = 0 } speed { x = 0.0133333 y = 0.1 } } scaled_shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 1 } shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Duna altitude = 10000 volume = False color { r = 20 g = 20 b = 25 a = 10 } main_texture { file = BoulderCo/Clouds/Textures/lightning scale = 1 offset { x = 0.3052678 y = 0 } speed { x = -2.5E-05 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/lightning scale = 0.1 offset { x = 0.3052678 y = 0 } speed { x = 0.0133333 y = 0.1 } } scaled_shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 1 } shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Laythe altitude = 6250 volume = False color { r = 20 g = 20 b = 25 a = 10 } main_texture { file = BoulderCo/Clouds/Textures/lightning scale = 1 offset { x = 0.3052678 y = 0 } speed { x = -2.5E-05 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/lightning scale = 0.1 offset { x = 0.3052678 y = 0 } speed { x = 0.0133333 y = 0.1 } } scaled_shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 1 } shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Eve altitude = 7750 volume = False color { r = 20 g = 20 b = 25 a = 10 } main_texture { file = BoulderCo/Clouds/Textures/lightning scale = 1 offset { x = 0.3052678 y = 0 } speed { x = -2.5E-05 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/lightning scale = 0.1 offset { x = 0.3052678 y = 0 } speed { x = 0.0133333 y = 0.1 } } scaled_shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 1 } shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 0.0001 } } } } I'm using RSS, but wow. That is a huge help. Using stock d3d9, memory usage is 3GB even, using openGL it's 2.5GB, and using d3d11 the memory runs at 1.3GB. Amazing difference. My GPU is 3GB VRAM, with d3d11 KSP uses 2GB of that, with stock or opengl it uses 500MB or so. Thank you!
  8. Good call on the abort vs. survive, the language is key there. Ah I must have taken that in the wrong context then.
  9. SpaceX said during the conference that they continued receiving telemetry and information from Dragon after the event. That seems to mean that it did in fact, abort. At the end Gwynne even said it would have hypothetically saved astronauts today.
  10. Looks like NASA TV pushed back the conference to 12:50 EST. Ninja'd
  11. Strangely, I saw the same thing with my Jool satellite, and after a few orbits it actually disappeared.
  12. TL;DR version: To do physics minor/major or not? Right now I've finished 2 years of undergrad. Due to financial aid being lost after my first year (due to IRS income report error, not bad grades) I was at a local community college this year. I would have transferred to a different university but the school I attended freshman year (which is a private school at $50k+/yr), notified me July 31st that my aid for the upcoming year had been removed entirely. Notification so late in the summer left me literally one option, which was to do community college and finish my AA. (Which I have now done). I started first semester of freshman year as a Computer Engineering major and hated it, and have been a business major since then. I have a high cumulative GPA, about 3.8. My HS GPA was 3.92, SAT scores all 700+, 4 AP courses senior year alone, 5's on all of the tests, honors for most everything else in HS, at a private HS, not public. I've been accepted to two schools in FL, UF and Rollins College (Private), thus far. Both schools accepted me as a Business major, but at this point I'm concerned it might not be the best choice for me. I'm considering the following possibilities: A) Business major, economics minor Business major, physics minor C) Econ. major, physics minor D) Physics major, econ minor E) Physics major, business minor When/if I get a master's degree, I'd like it to be in Physics more so than an MBA. But even there I'm not really sure. I know the first question on the mind of one reading this is probably what I want to do. Ideally, power industry, not as an engineer but as a high level businessman with a grasp on the science. I'm not really sure if I would be able to change majors so drastically as D and E would suggest, but I am open to any thoughts. Feedback appreciated.
  13. Much the same as you it took me about 15 minutes of playing until I bought the full game, right after it released on steam, I think .18. I do find it very interesting the way the new aero affects rockets. I've only had 2 ways they will sucessfully launch, for me they either have to start their turn immediately with a 2* AoA, or I have to be above 15km to really turn aggressively. I think that's very interesting having only those two extremes. I haven't had any luck starting a turn anywhere between 1km-14km, has to be below or above for me. I don't limit speed though so that might cause part of that discrepancy.
  14. Personally first thing I did in 1.0.2 was start a sandbox game and build some standardized rockets. Modeled after Falcon 9, Delta IV Heavy, etc. Saved as subassemblies. Now whenever I build anything I just build whatever it is and attach the appropriate launch vehicle. I'm not really big on career mode right now, just far too much of a grind for me. My tips: Build tall, not wide. Clip through the roof of the VAB if you have to. Keep AoA within 2* of prograde vector for heavy launches, AoA of <5* for medium and light. Start the turn immediately, and have a launch TWR of >1.20 By 10km using these ascent profiles my rockets are usually at mach 1, by 20km closing on mach 4. Payload might only be 1T, but you can thrust limit a Mainsale. If it doesn't fit in a fairing, minimize. If it still doesn't fit in a fairing, add more boosters. Use Hyperedit to test. I test drop ships, landers, rovers etc on Duna before I launch a 4 hour real time mission to go there and realize a parachute was in the wrong stage.
  15. Just lost three Kerbals when a fueling mothership and lander went suborbital and impacted the Mun at 280m/s. I don't revert to save Kerbals on my saves, this was on sandbox at least. Debris field is about 2km wide and 80km long. Now mounting a rover mission to find out what went wrong and recover the black boxes. RIP: Dotrey Kerman Megrys Kerman Rosphe Kerman
  16. Yes, they do in fact, 3 minute warranties guaranteeing a 50/50 chance of sudden detonation during launch sequences.
  17. Interesting, so if you do have infinite fuel to do it is there any utility that can tell you what trajectory you need in order to do so? Just curious if it's a way to potentially(!) cut down on transit time for some added realism, assuming you have a way to bring enough fuel to do so.
  18. Let's use the mun as our example target here. Say we have a crafts at 75km LKO, and it has 100,000dV onboard with mainsail engines. (I am aware that's ridiculous) I'm curious if anyone has built a ship like this so that they can use say 50,000dV in acceleration to get there faster without time warping, and then flip around the other way to burn the other 50,000dV to decelerate, kind of like the ISV does in Avatar. For details: The ISV Venture Star can travel from Earth to Alpha Centauri A& (a distance of 4.37 light years[5]) in a timeframe of 6.75 years. It starts with a five and a half month long initial acceleration at 1.5 G to reach 0.7 times the speed of light. Then it continues at the same speed for 5.83 years before the engines or photon sail (depending on which way the ships are traveling) are used to decelerate the vehicle. The ship's deceleration phase also lasts for five and a half months at 1.5G http://james-camerons-avatar.wikia.com/wiki/Interstellar_Vehicle_Venture_Star Obviously though in KSP a more realistic velocity would be something like 20,000m/s, not 0.7c.
  19. Honestly I don't think SSTO's have ever been easier, it took me an hour to get this one into orbit and docked to my transport there. No payload capacity but not needed, already have a larger SSTO easily capable of 5T payload. I could never get an SSTO working in old stock, only in FAR. I think this is much easier, you just have to bring a lot more LFO. Using the offset tool I clipped an FLT800 into the body of this craft. <blockquote class="imgur-embed-pub" lang="en" data-id="a/JUEw9"><a href="//imgur.com/a/JUEw9">SSTO</a></blockquote><script async src="//s.imgur.com/min/embed.js" charset="utf-8"></script> * Don't know how to get it to embed, album is here. ** Oh yeah, RCS thrusters are clipped into the body, as are RCS tanks, to protect them and for better appearance. The new offset tool is an absolute godsend. Don't like how far the Landing gear sticks out? Offset to clip it into the body.
  20. I must be missing something but how do you download this mod? I'm clueless when it comes to github. Is there an idiot proof .zip by chance?
  21. Dang, okay I'll rerun this weekend when I have time. Thanks!
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