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kendoka15

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Everything posted by kendoka15

  1. While I don't use the Mechjeb landing autopilot, I really like the trajectory + landing site prediction as it seems to be very accurate as long as your craft is pointing the way it would on reentry (and the mod Trajectories hasn't been updated since the guy is having problems with the new atmospheric model) With this and an 80 m/s burn, I always land in the water ~500m from the KSC
  2. To all maxing the memory limit, put -force-opengl in your shortcut/steam launch options. Also, there's Active Texture Management. With this I only crash once in a while vs on launch so that's something (Opengl seems to perform worse than DirectX but it might be that my crafts have a lot more parts than last time I tried without OGL, as I have a 780 Ti)
  3. I'm using 32 mods right now, and even with -force-opengl, ATM agressive, and removing the stock tanks, KSP eventually crashes. I might be experiencing the overheat gauges leak as I mostly launch payloads with an SSTO spaceplane so parts get real hot around 1.5km/s (Modlist: Toolbar, ATM, Better Buoyancy, Collision FX, Distant Object Enhancement, Haystack, Kerbal Flight Indicators, Kerbal Joint Reinforcement, Hyperedit, For Science, Mechjeb2, Planetshine, Procedural Fairings, Procedural Parts, Quick Revert, Quick Search, Real Chute, RemoteTech, SCANsat, Science Alert, Stage Recovery, Stock Bug Fix, Surface Lights, Thunder Aerospace, Kerbal Alarm Clock, Transfer Window Planner, Tweakable Everything, Vanguard EVA Parachutes, Wider Contracts App, Module Manager)
  4. I had no crashing problems in 0.90 but now with 1.0.2 I do and I have way less mods than before. I used to run Outer Planets, EVE, Better Atmospheres, many small mods and part mods with ATM basic and -force-opengl but now I crash with only Procedural Parts, ScanSat and small partless mods (I had 60 mods now I have 38 and it always eventually runs out of memory). I'm also using AutoPruner (I modified the part list) to safely "remove" all the stock fuel tanks since I'm using PP. I bet Realism Overhaul (if/when it gets updated) won't be able to run at all now.
  5. I like the future goals Might try it some time (the stock reentry system compared to what DRE did is way too forgiving)
  6. I don't know about the contracts bug, but using the new KopernicusTech 0.13 release fixed the bug I was having where rings and the shape of Ovok and Hale weren't being loaded (I had a workaround but now I don't need it)
  7. I didn't think that many people bothered modders while using 64bit, I stand corrected I had massive screen tearing before with OpenGL so I didn't use it, but forcing adaptive vsync did the trick and my Kopernicus + Outer Planets Plus + Interstellar (and many many more, including ATM of course) install never goes above 2.7GB What a gorgeous game KSP can be when you can use mods like Better atmospheres without crashing every second flight...
  8. With a fresh mind today I just found a workaround After trying a few different ways to launch the game (with and without -popupwindow and -force-opengl), I tried launching from a command line from my KSP folder and it works! All that was needed was this (the parameters are obviously optional): start KSP.exe -popupwindow -force-opengl EDIT: I just remembered you saying on the OPP thread you had this on Linux, but I imagine there's a similar way of doing this
  9. Did anyone ever find a fix/workaround for the missing Sarnus rings and the round moons caused by launching from a shortcut? I can't launch directly from the executable as I need to use OpenGL to reduce ram usage
  10. Has he expected support to begin with? I don't see how using this tool changes a mod maker's support policy at all as people wanting to use a non supported mod on an x64 install will still do it Most modders don't support x64, so don't help anyone with a 64bit install, simple. Maybe I misunderstood but that's what I think at least.
  11. I tried with MM 2.5.10 AND 2.5.4 and both give me no extra planets/star systems despite having the options in the loading screen (I have a ****ton of mods though)
  12. I don't know if this is a known bug but after reverting to VAB I sometimes find that the 2.5m Electric Generator for my fusion powered launch vehicle has reverted to the "Direct Conversion Generator" type without my input (I usually find out in-flight )
  13. Have you looked for SpaceX? (No idea if this is the case as I play with Realism Overhaul and that could be why I see SpaceX as manufacturer)
  14. I've installed Laztek SpaceX Launch pack and noticed that the minimum thrust set by the RO .cfg for Laztek was way too high (couldn't do a smooth powered landing with a Dragon V2 because of this) so I've changed it and it's all to my liking now Thanks for the great pack and how easy is all is to install now with CKAN compared to before
  15. Is there somewhere I could find detailed info on the new difficulty settings? It's set to easy by default but I don't know if it's easier then before
  16. I was distraught when I found out the x64 version was buggy as I had 60-70 mods and now even with this mod I struggle to reach 35
  17. While the OP has the right to his opinion, that opinion is misinformed. Mods are very easy to install (how can you not understand drag and drop), almost never come with dependencies and when they do, they're included. (Mod Manager, Firespitter, RSS, etc) Also, as stated by others, this game has gotten two big updates lately on top of an already feature filled product and all this from a very small team.
  18. I was playing a heavily modded 64 bit KSP in science career mode when I found something really funny I made an ion powered ship (basically 26 x 300 charge batteries, a lander can, 4 retractable solar panels, 10 xenon containers, 1 ion engine and one inline radiator) Then, I looked at the cost and it was at 847000 kerbux! (lel). Turns out in this not-made-for-0.24.2 KSPI, the small radiators cost 800000 Now this doesn't affect me as I'm playing in science career but still it was pretty funny
  19. I removed my mods one by one until I finally found these posts (I have a loooooooot of mods) I launched a regular ship for orbit with 2 stages, 1 KWR engine each and procedural fairings on the top. At first, the rocket launched just fine but the camera stopped following at approximately 7km and soon I'd read that the G's were too high and that Jeb died (Deadly Reentry I believe) but the ship was under 2G's max I took out some mods (not KWR) and now when I launch it spams in the logs : "[Exception]: NullReferenceException: Object reference not set to an instance of an object" and the time (usually green when at x1 time warp) is yellow and the game stutters. I've tried with stock parts only and the problem doesn't appear EDIT: I'm using KSP 0.24 64bit btw
  20. You sure do make a lot of typos (signature included)
  21. Wow seriously thanks for this awesome mod Never knew I needed it so much until I installed it
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