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FrozenDefender

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Everything posted by FrozenDefender

  1. i found this quite boring: maxed out interstellarV2 cannot be run on vanilla ksp even with openGL and 64bit. It just doesn't start up, memory crashes upon final loading.. weird in my opinion. heres how I tried it: install every mod one by one, eventually I got up to the jool, and installed the huge 107mb cloud pack, it look'd fantastic, then I installed the skybox, and suddenly my clouds went away, also I used a 0.90 compatible sunflare, it made the game. how ever, there's a catch here and there some of the lightning don't work, the interstellar packs sunflare doesn't work. and some other modules caused crashes, without them ran just fine. until I hit the memory limit, even the 2k clouds caused problems when it was installed in its complicity. the clouds actualyl were not there. but it's a unity thing, can't just help it. makes me sort of sad...
  2. man, you talk about landing when I'm having real trouble with building a plane that actually is flyable and doesn't flip the instat it lifts up or go to a flatspin after 10 seconds of flight. only ones i have got working are deltawings and a sort of prototype shuttle thingy that liked going sideways more than the pointy end first... I just don't get it... aerodynamics are hard. also I dislike the rockets doing 360noscopes in midair and get to orbit after that. I guess I just have no idea what I'm actually doing. ps. Deadly re-entry is what says no for the high TWR rockets. :3
  3. hello, I've noted something rather interesting, as in modding the 64bit version doesn't seem to give alot of benifit afterall, has anyone else tried this: install Astronomers Interstellar v2, install it piece by piece, try every time after you update gamedata, at a certain point, the menu loading gets slow, then during final steps clouds disapear, after that when you add still more forexample skybox, the game doesn't start at all, ofc doing this with everything maxed, ie. the maximum quality packs available, also ksp having its files fullres, and whilst doing this i noted at about half way the textures started getting wonky, ie, getting compressed to ridiculous sizes and JPEG artefacts (if thats even possible) and to be honest its quite impressive compared to 32bit where you can't even get that far, and also I tried this with some other mods (parts packs and such) where at somepoint where the magical 3.5gb limit is broken even the 64bit can't handle that. so this leads me to the discussion, have you noted this too? and if yes what did you do and how does it affect your modding. for me I just decided to try this and confirm it for my self, and when interstellar is installed in its full pride including the skybox that looks really nice, and the sunflares set up for .90 it looks good I can tell but it just aint stable and it puts me down since you can't even enjoy the fullres interstellar pack. also this leads to a question/note that is there a partlimit that the engine can handle, or texture limit or something weird going on. when module manager starts to load 7000 patches some mods lose their textures ie. being white mut work normally. to be honest, I don't see the point of 64bit if it can't handle that much more when compared to x86, the difference seems to be something like 20% to 30% I have yet to try ATM but maybe one day I will. note I'm not looking for support it's just a thing I noted and want to discuss since its 64bit.
  4. I used to do manually everything then it blew my mind how many conflicts I still get with manual installation and especially when every single mod that relies on some other addon has a different version of the addon and seems to "require" the specific version and that messes up alot of things, also Astronomers visual pack seems to do some nasty things to 0.90 ksp. - SOLVED Advanced Jet Engine plugin caused it
  5. noonononono you don't get it it's not the memory limiting me it's a missing part error as I explained, I'm using ATM now and running OpenGL, done all the memory tricks, on 32bit, doesn't work with 64bit either, with all the memory tricks in use. I think CKAN has broken firespitter and KAX my unity limit (32bit) is not coming up even near (500mb head room) and the crashes I get at this moment seem to have something to do with other mods that I insist on having (like b9 kw, RT2, station science and many many others including TAC lifesupport and various plugins) KSP: 0.90 (Win32) - Unity: 4.5.5f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit USI Tools - 0.3.1 Zero-Point Inline Fairings - 0.9.1 Asteroid Recycling Tech - 0.6 B9 Aerospace - 5.2.6 <-- Actually 5.2.8 Chatterer - 0.8.0.86 Community Resource Pack - 0.3.2 Contract Configurator - 0.4.3 DMagic Orbital Science - 0.9.1 Ferram Aerospace Research - 0.14.6 Firespitter - 6.3.5 <--- actually 7.0.1 or something RasterPropMonitor - 0.18.3 Kerbal Engineer Redux 1.0 - 1.0.14.1 KineTechAnimation - 1.1.1 KSP-AVC Plugin - 1.1.5 MemoryUsage - 1.1.1 Modular Rocket Systems - 1.4.4 NavHud - 1.1.4 Final Frontier - 0.6.1.604 PlanetShine - 0.2.2.1 RealChute - 1.2.6.3 Regolith - 0.1.2 RemoteTech - 1.5.2 ResGen - 0.28.2 SafeChute - 1.6 SCANsat - 1.0.8.1 StageRecovery - 1.5.3 TextureReplacer - 2.1.2 TAC Life Support - 0.10.1.1320 Kerbal Alarm Clock - 3.1.2 Alternate Resource Panel - 2.6.3 Transfer Window Planner - 1.2.2 USI Exploration Pack - 0.3.1 Freight Transport Tech - 0.3 Karbonite - 0.5.1 Karbonite Plus - 0.3 MKS - 0.22.3 USI Survivability Pack - 0.2.2 USI Alcubierre Drive - 0.1.1 Universal Storage (KAS) - 1.0 Universal Storage - 1.0.90 modulemanager loads 4772 updates besides those. but I assure you it is not about the memory unless KSP magigally has some sort of part limit that it can handle. and here's the log from alt+f2 when i get the freezing upon loading [Log]: PartLoader: Compiling Part 'Firespitter/Parts/Engine/FS_noseEngine/part/Griffon101' [Log]: Added sound_explosion_low to FXGroup flameout [Log]: Kerosene not found in resource database. Propellant Setup has failed. [Exception]: NullReferenceException: Object reference not set to an instance of an object [Exception]: NullReferenceException: Object reference not set to an instance of an object
  6. I'm getting problems loading the firespitter mod on 0.90, installed via CKAN I load the game untill about 70-80% and stop loading to a [Exception]: NullReferenceException: Object reference not set to an instance of an object while loading part at Firespitter/Parts/Engines/part/FS_nose_engine/Griffon101 happens on both 32bit and 64bit, memory should not cap nearly as normaly memory crash occours at my memory usage at 48% and now i barely pass 40%
  7. Can I override the version lock on CKAN? There are some mods I'd like to instal trough CKAN but then patch my self to work with 0.90 (forexample kethane)
  8. Has anyone else encoutered a problem where ATM compresses your toolbar icons to something awful and nearly unreadable? i'm not entirely sure what causes it and would like to fix it indeed, it began mostlikely after installing texture replacer, E.V.E. and astronomers interstellar V2.
  9. yes yes they lift off because at low speed the drag isn't that different ofc, gaining speed and hitting terminal velocities in atmos is completely different story.
  10. this time I encoutered a bug where I try to transmit science data captured from KSC, (haven't tested around other places yet) the antenna just goes up and down and doesn't transmit anything, when I cancel it, i get message of transmission canceled but the report is lost with all its science, I suspect problems with remotetech or antenna range, maybe even chatterer? as its set to workalong with RT anyone else having problems like these? it works fine for a moment but then it just starts jerking, also use TAC lifesupport? atleast it changes the battery values so does ls have different electricity that the antennaes cant use? tho SAS and reaction wheels seem to work just fine? running 32bit opengl popupped sciencealert is also being jerky some times refusing to give me science reports after doing the science, every mod should be up to date unless there have been minor.dll fixes lately. if you need more info, help me help you help me anyone else having these kind of problems?
  11. I experienced a bug with the 1.8.4 or what ever the lastest was, when I do a science report the report window never popsup and I can't decide whether to reset or keep the data, I have to transmit manually using an antenna or dish. 0.90, using remotetech also, and chatterer. my mods list is huge at this point but with 1.8.2 it worked well, appeared when I started new campaign save. any ideas? quite anoying it is
  12. If you're using FAR or NEAR don't expect rocket to go slow in atmos, you replace atmosgoo with atmosphere and thats what you get, so might not be a bug you should try vanilla, seriously its near impossible to reach terminal velocity with far and near. i was quite confused about that too. lifting off I think your kerbengineer is drunk, try with different solutions like MORE BOOOOSTEEERS!
  13. ah yes thank you that fixed it now the only problem is that the memory limit makes me sick
  14. Thats what I would like to see, my i7 is choking at 350parts already, my gtx 780 doesn't even bother to raise clocks when running on openGL (darn 64bit for not working properly) anyway my theory is based on the fact that my gpu can indeed calculate more than 10x faster compared to cpu, physX implementation maybe? whats your take on this? atleast multicore calculation would be priceless. I'm not entirely familiar with the calculation methods and coding involved but lets say I understand more of computers that it works with smoke, since when it comes out it doesn't.
  15. I've noted the same but I believe its to do with FAR, as it changes aerodynamics to be more realistic, I just accepted it and moved along. if i had to be all scientific about it i would say its a relatively small cone with alot of thrust under it and a very stabile flight path and practically 0 drag so it actually should do that.
  16. hello hello, so the problem is as is, all landing gear in b9 pack and firespitter are stuck, have always been, they're not rolling like they should, as in they're braking all the time and I cannot figure whats causing it, at first i tought it was just a bug and so on, i installed most of the same mods on my laptop and tried but there they work normally (atleast in 0.25 they did except the superheavy gear) also the part switching don't work, I found something about updating firespitter.dll and so I did but none of the problems went away, please advice. some info on my system and what mods i'm running with KSP -force-opengl, windowed x86 (x64 is stable and never had a craash wiith it but KSC is broken) cpu I7 @ 4.6hz gpu 780gtx oc'd alot 16gb of ddr3 and a 2tb harddrive i'm running ksp from, just ask if you need more details on those mods ATM B9 aero collision FX crosfeedenabler (incompatible notes by modulemanager) FAR firespitter hullcamVDS JSI KAS kerbal engineer Kethane kinetechanimation klockheed_martian KWR MJ2 MP_nazari nasamissions partcatalog Realchute ResGen Romfarers lazor mod safechute Scansat sciencealert smartstage smokescreen Squad stage recovery stationscience trigger tech and virgin Kalactic those as of listed in the gamedata folder, most of them should be up to date including b9 quick patched by some dude on the b9 forum page... laso I don't understand why the variable parts (4x) are placed all at once. well if you can help me resolve this atleast the landing gears I'd be very delighted :3 also ........ autopilot goes nuts with ferram aerospace, is that supposed to happen?
  17. from what i've been reading on the support forums the openGL seems to be broken? due to unity mostly
  18. is there any fix for it, I can't run 32bit due to mods violating my memories. if you know what I mean.
  19. I've been experiencing quite alot same kinds of trouble, running updated firespitter and b9, kw rocketry, lazorsystems, kethane with the community fix and such, and few other minor things. whilst installing I had some rather odd bugs for example kerbals on the menu sitting on mun had no helmets and also there was 3 of them watching the crashed shuttle, one facing forwards kerbin? quite normal yes? just now I tried to use the lvl1 VAB and it looks ok but the walls disapeared and meh... tried to launch and crash. very randomly generated indeed, sometimes the game just crashes when I try to go back to space centre, other times I go to eva in atmos... but none of them I could reproduce, also the SAS went haywire whilst using novapunch, mechjeb did ok but afterwards the game crashed and saves were messed up, not that I'd lost anything of value but still weird. E: i managed to reproduce the VAB invisibility bug just by doing it again and i noted on my own crash documents that 43% that my crashes are related to memory stuff, tho something called mono.dll caused an access violation. E: 64bit seems to be fine so far with the exception of everyhing in sc being fully upgraded on new games.... hm
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