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sebi.zzr

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Everything posted by sebi.zzr

  1. Use the offset tool to place RCS bloks in to the right place: http://imgur.com/a/9t0uD
  2. @W. Kerman,if you purchased the game from store,there is link to it on top bar of this forum(Store).Go to store,login with your store account,go to "my account" and you'll get the possibility to download the latest game for your platform. It's just like you purchased your fist copy,you can get all the updates from the same place. The alternative would be to run "launcher.exe" from your KSP folder and then click update.It will download all necessary files and overwrite them. I personally don't like the "launcher" option,simply because is little bugy,and in some cases save braking.
  3. @Zamolxes77,i'm using this MM patch,that makes docking ports universal: @PART[*]:HAS[@MODULE[ModuleDockingNode]]:Final { @MODULE[ModuleDockingNode] { @nodeType = size0,size1,size2,size3 } } it allows you to dock any size docking port to each other.
  4. Can you post KSP.log from ...KSP_win when crash happens,and maybe "crash report"?
  5. Well,the main question remains,how much of physical memory(RAM)you have? My 64bit SRSS instal starts with 4,6GB,and i can play for hours without crashing,actually the game didn't crash at all since 1.1.X,but i have 8GB of physical memory.The 32bit version can only use around 3,5GB RAM before crashing. It is known issue with Unity(garbage collection),and it gets worse with every scene change.With forcing openGL or DX11,some of the physical memory get allocated to graphic cards VRAM,but the result depends mostly on hardware capabilities and its drivers.The older AMD cards dont handle openGL well. I remember reading on the forums,that AMD owners used "-force-glcore "(Make the editor use OpenGL 3/4 core profile for rendering. The editor tries to use the best OpenGL version available and all OpenGL extensions exposed by the OpenGL drivers. If the platform isn’t supported, Direct3D is used.) You can also check the forum,the question about crashing is quite common if not the most.But like i said at the end it's mostly dependent from hardware itself.
  6. @THX1138,where did you download RPM from?Because,the latest RPM already contain patches for stock cockpits.
  7. You're playing 32 bit version,so you probably running out of ram. As a side note,you also use mods(some of them are quite ram hungry),so next time you need to post this in modded support.
  8. i see your point,it that case try to add MODULE { name = ModuleScienceContainer reviewActionName = Review Data storeActionName = Store Experiments collectActionName = Take Data evaOnlyStorage = True storageRange = 2 allowRepeatedSubjects = True } to your existing patch,because i don't see anything wrong with it
  9. You simply can't use research capabilities of "research lab",because there is no science to research in sandbox.
  10. @PART[*]:HAS[@MODULE[ModuleProceduralFairing]]:Final { @MODULE[ModuleProceduralFairing] { stagingEnabled = False } }
  11. @Rocket In My Pocket,"Stage Offset" this is added so that it knows where the icon in staging tree is placed. For example,if you're finished building your craft,and you add a parachute last,the parachute icon will always be on top of the staging. You can use this MM patch: @PART[*]:HAS[@MODULE[ModuleParachute]]:Final { @MODULE[ModuleParachute] { stagingEnabled = False } } it'll completely remove activation of parachute through staging (remove staging icon),but will allow you to deploy them through action group or left click menu. It's the same method for decouplers and docking ports,but i actually didn't think it will work,because the staging is hard coded and tied to the specific module.
  12. @Badsector,just manually specify drag cube in parts .cfg DRAG_CUBE { cube = A, 31.32,0.71,4.449, 31.32,0.7099,4.449, 48.36,0.932,4.881, 48.36,0.8783,4.233, 28.45,0.8334,6.14, 28.45,0.8337,6.14, 4.768E-07,0.875,0, 8.733,6.15,12.23 cube = B, 24.9,0.6853,4.449, 24.9,0.6853,4.449, 43.43,0.9402,5.454, 43.43,0.8817,5.18, 28.48,0.8351,4.531, 28.48,0.8355,4.531, 4.768E-07,0.875,0, 8.733,6.15,8.969 }
  13. @ThatOne welcome to the forum,you can find the models here:
  14. @gamerscircle Yesterday i was watching a popular twitch streamer playing stock KSP(no mods),he had the same problem.The game wouldn't allow to place maneuver nodes or "warp to here",until he passed the AP. so apparently this is stock 1.1.3 issue
  15. @ValCab33 There is an option in game settings under the general "Show Space Center Crew",this option will disable all animations in VAB/SPH anad will reduce load on your CPU. Also make sure you have set Nvidia graphic as your primary and only graphic options so that you don't use intels HD 4600 on the CPU,this will significantly reduce load when playing games.
  16. I don't know if this was changed through different versions,but when i first discovered fuel transfer,i think it was necessary to hold "Alt" key when you started to select tanks for fuel transfer,and that is how i'm used to do. But some enlightenment never hurts
  17. You have to press and hold mod key ("Alt" if you're windows user),then right click on the first tank and then on the second or more. After that you will get to transfer fuel "in"(will transfer fuel in from all chosen tanks) or "out"(will transfer fuel out to all chosen tanks). If you play in "career mode" then you have to upgrade "R&D building" to tier 2 to enable fuel transfer.
  18. Jet engines use "STAGE_STACK_FLOW_BALANCE" .The fuel is drained from drop tanks first and then equal from staked tanks. and some explanation about resource flow
  19. If you enjoy eye candy,then you should definitely check this and for the clouds only
  20. You can use TextureReplacer to beautify your KSP.For planet textures read this thread Also check this for "improving FPS" tutorial.
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