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SebFierce

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Everything posted by SebFierce

  1. http://forum.kerbalspaceprogram.com/threads/82869-Mod-Testing-for-64-bit-KSP-%28UNOFFICIAL-VERSION%29 The "yellow" and some "red" mods work for me though. There are bugs here and there but nothing catastrophic. As soon as 64bit is official mods which don't work as of now will be made compatible sooner or later.
  2. Launch a satellite = good money, no science Launch a probe to Jool = little money (cover costs maybe) but a lot of science It might be hard to make sure this isn't grindy but would be kinda realistic. Makes more sense to have Communication companies task you with launching their satellites and not the rocket part providers asking you to send Kerbals to Duna.
  3. Currently you can attach parachutes but the craft despawns while you continue your journey to space in the upper stage. You'd need to fly two crafts at the same time to recover the lower stage. On large rockets a second or possibly third stage would need a heatshield too to get back to the planet. My guess is: no recovery for standard rockets. Hopefully someone mods in reduced costs for parts you use very often (economies of scale) so we can go with a big dumb booster concept.
  4. I have a lot of house-rules and most of them have been mentioned here already. One however hasn't: Materials Lab and the Goo Container can only be used on a manned craft. Makes it more valuable to send low tech probes with only little instrumentation to the inner Kerbol system (outer system needs RTGs because solar panels don't work there).
  5. I recommend the procedural thrustplates. You can put multiple smaller engines on a 2-meter tank for a example, fairly simple . The small AIES engines are especially awesome in that regard.
  6. I'm currently using the 64bit "hack" version of KSP and soon, KSP will be a 64bit application officially. Will there be a version of this wonderful mod that keeps the textures full size and just reduces the load times? Been using ATM for that purpose on the 64bit version because it crashes often (mods don't work perfectly with it yet) and reloads take aaaaages without ATM.
  7. Is there a way to get the procedural liquid tanks working with 64bit KSP? The TAC lifesupport resources tank works perfectly, the LiquidFuel/Ox tanks don't. I can change the shape and size of it all I want, the amount of fuel in the tank never changes. It always stays at the standard amount.
  8. Thanks for all those detailed explanations sumghai Love those sneak-peeks into the development process!
  9. I'll make a graph today in the evening and send it to you. Additionally I will try to make some mods I've installed lighter, some of them still contain parts I never use and which I forgot to remove in the first place. Thanks for your help! Graph: The values are a bit inflated since I had to tab out of KSP several times to refresh the tool. Still, in SPH and on the runway the values are almost constant but upon reverting to SPH it spikes. Maybe my install just has too little headroom to handle the spike and after that memory usage could continue normal.
  10. Transparency issue seems mostly fixed with the new version, nice Unfortunately my game still crashes on either "return to SPH/VAB", logs are here (in case they got missed two pages ago ): https://mega.co.nz/#!FAFgFDZa!FQRyPW4IensIeV0-p87JejWpbczquo6mlEmw7IvwMCA
  11. My game crashes after returning to the VAB/SPH right after reverting a flight. It loads the textures of the parts and at the last part (or a short time after that) the game crashes. I.e. I can witness all the little placeholders getting replaced by the proper textures in the editor but right after that... CTD. Logs here: https://mega.co.nz/#!FAFgFDZa!FQRyPW4IensIeV0-p87JejWpbczquo6mlEmw7IvwMCA My installation includes a ridiculous amout of mods including TR, I've deactivated Compression and Mipmap generation though and don't use it to replace Stock textures (I hard-replaced the stock textures instead). Edit: Oh and I also got the issue with transparency, maybe it can be solved by converting the B9, or whatever, textures to another format first? Some pages ago someone advised something along those lines.
  12. Most likely you can use the BatchConversion of IrfanView to do it. Does it improve the stability? My game crashes fairly often and I'd like to improve on that
  13. The procedural ones are shielded too, in regards to FAR. With DeadlyReentry some slight modifications would be needed in a ModuleManager patch, that's true. Apart from that I think everybody should work by their own rules. And if I have a house-rule to not build overtly voluminous payloads a "hard" fairing doesn't offer anything over PF tbh. Edit: Mighty fine robotics on that payload there (Couldn't look at the pics at work earlier)
  14. The small Ladybug from Lackluster Labs should fit if combined with an IR rotatron. It's not like in the preview vid because the rover is too long. But with the rotatron it can be turned in the right direction to drive off the ramps after the module is landed and opened up.
  15. Kerbals themselfs have a mass of 32kg, the rest is their spacesuit with the heavy EVA tanks and stuff. About the mod, looks veeeeeeeeeeery promising!
  16. So Sumghai I don't know what exactly you intend to do with Flexrack but there is an alternative Rack system now which may save you some time (in case that particular idea already fits what you want to develop from Flexrack): http://forum.kerbalspaceprogram.com/threads/76018-VTS-The-Versatile-Toolbox-System
  17. As true as it gets Looks very impressive so far!
  18. I'd advise to just update outright to Win 8.1, that way you save yourself one period of readjusting to a new system.
  19. Thanks sumghai for the new update! The new avionics ring is great
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