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Stone Blue

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Everything posted by Stone Blue

  1. Well, I guess one thing to also consider for weight, is where would you add the extra weight of the REST of the comm system?...Do you consider the weight of the transmitter, receiver, an included power source, and wiring, to already be included in the stock core/pod, or would you include that extra weight into the vessel with the antenna?
  2. OK...yeah, see, thats the part that I didnt know changed or not: if the specific .cfg module for that function got added to any of the other RT parts or not...But if MKS/OKS has it, thats kewl to know...
  3. Its from RT....I dont know if it got changed, but it used to be if you use the RC-L01 Remote Guidance Unit on a ship/station crewed by at least 6 Kerbals, that vessel will operate as a space-based KSC....Good for establishing around the furthest planets, so you can control probes/rovers/sats without the addition of heavy/cumbersome long-distance comm equipment, or signal delay...
  4. I dont believe so... Yes...If you dig around in one of the DDS threads, there are quite a few mods that wont handle being converted by DDS... There is an exception list you can use, so DDS converter will skip them...I guess that is where ATM comes in, to pick up the slack... Also, if I am reading some info in that thread correctly, at this time, DDS converter only handles certain file types, not ALL of them?.... As to not feeling totally comfortable downloading Minimem, I DO have a streamlined, separate install of Win7 that I use to ONLY run KSP...I guess I could install it on that partition, and if it IS malware or worse, no big loss for me to wipe that Windows install and start fresh...
  5. Hmmm...Think I'll wait on Minimem... I've done everything you listed except Minimem, and have seen some nice improvements... But that Kerkia website seems a little sketchy...And Minimem itself hasnt seen an update in over 3 years...??...Is it even still being developed or supported?...Not to mention it relies on .NET 2.0??.....
  6. While automatic mod managers can be a good thing, there are ALWAYS exceptions and case that come up that they cant or dont handle well. This largely seems to be based on the fact that even though there are "standards", and general "rules and guidelines" on how mods are packaged and structured, there are many mods out there that, for one reason or another, seem to slip outside these, and the mod managers cant foresee and handle these exceptions... That may be OK for non-OCD people who only install a dozen mods or less, but as a definate RAM Toaster, I try to cram as many mods into my installs as I can....That means I scrub each mod folder for EVERY unecessary file or folder that I can remove, and still have the mod work. ALL documentation files go (except .version), Flags, Agencies, some IVA's....Whatever I can trim, I'm pretty ruthless...So that means even after using KSP ModAdmin (my favorite manager right now), I STILL end up going through and manually scrubbing everything...
  7. Nice! Too funny...As soon as I saw the screenshot, I thought that looks like something from KSP ModAdmin.... Then I read the Thanx to MacTee at the bottom...lol I'm looking forward to this. I use KSP MA to help me pare down unused parts from mods, and one thing it doesnt have, that would make it a lot easier, is to show stats for each part, so they could be compared, so it would make it easier to trim out parts that are functionally the same...
  8. Yes, ever since the KSOS mod came out, and I saw the MechJeb part, I've been using it exclusively...Just cut and paste the KSOMechJeb folder into the MechJeb Parts folder, and profit.... I even deleted the two MechJeb parts... And great job on another model option for MJ, Blizzy!...
  9. I know this is a mod, but might be worth also looking at: Enhanced NavBall http://forum.kerbalspaceprogram.com/threads/50524-0-90-Enhanced-Navball-1-3
  10. If its NOT a Steam install, AND you kept a copy of the KSP installer .zip, just open up the .zip, navigate down into the GameData folder, highlite the NASA mission folder, and extract it into the same place in your KSP_win folder.
  11. Maybe this?: Hangar Extender http://forum.kerbalspaceprogram.com/threads/65747-0-90-Hangar-Extender-v3-2
  12. For ILS, there's: NavUtilities http://forum.kerbalspaceprogram.com/threads/85353
  13. I voted "Other", as I use a combination of methods: I usually run 3-5 separate installs for various reasons. I usually install manually, but sometimes use KSP ModAdmin to manage mods...I mostly use it to streamline and strip out unneeded parts, so i can stuff MORE mods into the game... Its also good for figuring out craft files and missing mod parts... I tried KSP-AVC for a little while, but it only worked for a miniscule amount of mods. I cant use CKAN, due to my router completely blocking the Github domain for some unknown reason...(Which means I skip most mods that are only available direct from Github links.. ) I just recently came across TinkerTime, and will probably give that a try soon.
  14. Simple answer, yes. 0° - 89° would be a normal prograde orbit, 90° a polar orbit, and 91° - 180° would be a retrograde orbit...So think of 159.4°, as a retrograde orbit with a 20.6° inclination... (180° retrograde equatorial minus 159.4° prograde orbit). Does that help?
  15. Nice!...I had been using ALL the DEMVs up to 0.24.5, using Pocket Panther and BlazingAngel's recompiles....Woud be nice to see the WHOLE DEMV line-up recompiled for 0.90... They are all excellent, and really timeless...
  16. Yup...Sounds like me...Unfortunately, sometimes I end up spending more time (days, even a couple weeks), updating and optimizing mods, than actually PLAYING KSP...In which case, after I get everything done, the last thing I want to do is having ANYTHING more to do with KSP, so I take a month or so off before coming back and actually PLAYING the updated/debugged install...lol I usually have 3 or 4 separate installs, each based on an install focusing on "space stations/KOI", "science", "atmospheric/ground/sea operations" or "interplanetary operations", and using specific groups of mods that best fit each.... usually, my most heavily modded install can run up to 80-120 mods...I've had installs with up to 1450 unique parts in the editor... I also have a quad-boot system, where one of the OS installs is a stripped down Win7, and the ONLY thing it used for is playing KSP... This gives me more RAM headroom for KSP, as the streamlined OS utilizes about half what a normal install does, there also is no antivirus or firewall software, which also frees up a ton of RAM... This is all on a low-level laptop with i5-2450M, 4GB RAM and a bottom end nVidia GeForce GT 630M GPU...Oh, and I absolutely have to use a HUGE Thermaltake laptop fan underneath when running KSP...
  17. Hmmm... Good idea...However, seems like this would be more up to the DR devs to implement?...Maybe try posting this on the DR thread? http://forum.kerbalspaceprogram.com/threads/54954-0-90-Deadly-Reentry-v6-5-3-Beta-Mar-6-2015
  18. Hmmm...I must lodge a complaint: As Wielder of the Forum Ban-Hammer, I seem to have been issued an apparently ineffective Nerf, foam ban-hammer....
  19. OP forgot to mention that they've been able to reduce KSP hardware (RAM) usage down to 250MB with the newly released Unity vers6.doh, codenamed "Fantasy"...Which means we'll be able to run FULL graphics options and up to 300 mods at one time with NO game crashes....
  20. KJR works just by adding MOAR struts...Invisible, and dont add to part count... lol
  21. not sure if this works on docking ports or not: http://forum.kerbalspaceprogram.com/threads/55657-0-22-Kerbal-Joint-Reinforcement-v1-0-Properly-Rigid-Part-Connections And I've used Quantum Struts for quite awhile to address docking connections: http://forum.kerbalspaceprogram.com/threads/93818-0-24-2-QuantumStrutsContinued-1-1-Magical-Struts-for-Rigidifying-Outside-the-VAB
  22. When docking, (especially manually), I always have to close solar panels, heat radiators, antennas, etc, before getting too close to another ship...My manual docking is sometimes laughable, and MechJeb sometimes likes to freak out and screw up docking...Too many times I have broken off antennas and solar panels with close calls...Also, having lights and docking bays/ports turn on and open would be handy as well...
  23. I agree with everything above. But its hard enough just to get people to standardize the title of their mod relese threads...ie should have the current version of KSP supported, latest date of the release, and a clear, concise name of the mod. For example some mod names are one thing in the thread title, called another name in the thread, and then the name of the .zip file is something different, sometimes with "_" or other non-standard characters, and no version number... THEN, add in, some people still dont follow the "standard" folder structure...
  24. Wow...Prices have come down quite a bit since I got my drives a few years ago. I have 3 WD My Passports I bought at various times, and all 3 are slightly different...1st got a 500GB (USB 2.0), then a 1TB (USB 3.0), then another 1TB (USB 3.0)...So far, I am very pleased with them, not a single issue with any of them... My last one is a Buffalo 1TB...I havent used it much yet, but also no issues...i also like that it is only about 1/2 as thick as the WD drives, and slightly smaller length and width as well...(Dont forget my WD drives are 5-3yrs old, resp., so newer versions may be even smaller/lighter...)
  25. ^^This ^^ ...I should have qualified my statement to reflect that....I just assume every one knows about the current 4GB RAM limit...lol The quickest way to tell if maxing out RAM is what is causing KSP to crash, is to open Task Manager before a crash, and leave it open while playing....If KSP, crashes, go to the Performance tab, and look at the graph...See what it peaked at during the crash...if high 3GB's to low 4GB's, it likely hit the RAM limit... I'm pretty sure you can also open the KSP log, and near the top of the file, it lists current % RAM usage at the time of the crash... Mine usually always says 75% or 76%.... (I am unclear whether that is the percentage of your total installed RAM, or if that is the percentage of the 4GB limit that KSP itself hits...) For me, this is because I only have 6GB total RAM installed...My system crashes with KSP running at/about 3.8-4.1GB (System+KSP+all other processes)...Which is about 75% of my total installed RAM: (4GB of 6GB installed)... But then it could be KSP's RAM usage alone, of the 4GB limit, since KSP only shows 2.8-3.2GB RAM usage of the 4GB limit...
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