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Jim Kernan

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Everything posted by Jim Kernan

  1. I've not had a bad experience with 64 bit itself. The stock game does not need it of course. But this last time I put wayyyy to many mods on it and crashed my save in 64 bit. Oh well. It's great if you are having memory issues on 32 bit where you just barely go over. I put too many math heavy and parts heavy mods on my last save though. Next save will be just a few mods. (who am I kidding, it always starts that way lol)
  2. I've heard of a "no atmosphere" bug where you do what you've described. Personally I aim for a 30 km periapsis on reentry and everything seems to go well.
  3. This is sad news from Sarbian. I have used the 64 bit windows version and found that it was fine except for the few known issues. Using the remover mod made it so I could use mods that were otherwise unavailable. Now someone has made a boneheaded decision and messed things up for us. I had a hunch that it was only a matter of time, but at least we know that it works well enough to play with. I'm not at all upset with Sarbian, he had made his stance on 64-bit KSP known quite some time ago.
  4. I'm getting error #1 also. I tried fixing the spelling of electrical hoping that's what it was but it's still reporting the error.
  5. If you haven't already done so, get on Twitch and look up Kerbal Space Program and watch some of the streamers. I'm sure you'll think of things to do after watching a few of those guys.
  6. I keep losing the USILS button. Any way to keep it from disappearing? Or how to get it back? I've restarted several times, and can't find anything in the configs that would turn it off. It's not in Blizzy's toolbar not the KSP bar at the top right.
  7. As for the upgraded building bug, from that scene I quit out then reload. Takes a little longer but works every time. I am not talking about restarting the game, just to the second screen with the crashed lander. Jivaii reported that Modular Fuel Tanks was not working. I loaded it into my 64-bit save and confirmed it's not working. Kerbal Joint Reinforcement is disabled in 64-bit. There is a link in the other thread to a .dll that was recompiled to fix it. Post #46 RyanRising reported that NuFar is disabled in 64-bit.
  8. "I keep getting this error: "Unable to load mono library from "D:/steam/steamapps/common/Kerbal Space Program/KSP_Data/Mono/mono.dll" (error = 193)". Does anyone know how to fix this?" Double check the steps you took copying mono.dll over to your KSP folder. Delete or move mono.dll somewhere safe like your desktop. Recopy it following the steps outlined in the OP. The hack "should" work. Most instances of it failing to work seem to be incorrectly copying the required files. However, you should view this as experimental and if it doesn't work for you just go back to 32 bit KSP. Some time this year Squad will release the Unity 5.0 version of KSP and maybe, just maybe a 64-bit version of KSP.
  9. Double check the steps in the OP. It sounds like you may have used the wrong folder. A few posts back someone had the same problem.
  10. Checked the tanks, yeah not working in 64 bit. I'm messing with 64 bit because the mods I'm playing with puts me just over the 32 bit limit. But I like tinkering under the hood a little bit. I'd be careful though playing a serious save with the 64 bit hack. Something could go wrong that would jack up your save and no mod maker will help you. That being said, 64 bit under 1.02 does seem a lot more stable. (the community hack, not the official 64 bit which does not exist currently)
  11. Thanks!! This was the main reason I went back to 32-bit. I'm running KJR under 64 bit using your .dll and so far it's rock steady.
  12. This is just a bunch of us goofing around with the old hack methinks. I know in advance that if my game goes up like a Jebediah creation, it's my own doing. Addle, what version of Linux are you using? I tried Ubuntu but it wasn't happy. Maybe I'll try again. I like Linux but most of my games are Windows games.
  13. So far the only complaint is with a mod I rely on to stiffen up tall rockets and wobbly wings that disables itself under Win-64 bit KSP. Everything else works fine. So far. And this is only with a few hours of gameplay using the hack. I tried dual booting with Linux for he official 64-bit KSP. However the video drivers were a bit wonky and framerates suffered. I only tried the latest LTS version of Ubuntu. Another distro may very well run it better. Anyway, I'm happy so far using this hack under Windows. I did make sure to copy my current 32-bit game to another location to test the hack, just in case the save gets corrupted by the hack.
  14. /me stops running around flapping arms and wailing.... Thanks shaw
  15. I'm using one from Green Skull Inc. Looks really cool. Does anyone know where to look to fix Val's visor in the opening sequence? It's not a gameplay issue of course, just want to fix it
  16. Just had it strike me, was hoping to set up a Duna base before 1.0 hit. My Kolony Control Module just got hit. I used the jump-to-ship feature of Kerbal Alarm clock. Was in interplanetary space.
  17. Kerbinside all in one comes with the rss.dll. This is why I asked in here. I'll rephrase my question then: Should I upgrade the rss.dll or use the one that comes with the Kerbin-side all in one download?
  18. Hi, I just installed Kerbinside. AVC reports that RSS has an update. I noticed that all that RSS has in the folder is the DLL and some icons. I took the DLL from the updated version of RSS, but when I launched the game, it appeared that RSS did something. I have yet to play the new install, and was wondering if I should have left the older RSS DLL alone?
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