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KyleofKerbin

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    Professional Kerbal Pyro
  1. I don't exactly like the idea of stock re-entry up front, but once I start playing the game(especially without any mods) it doesn't really change much. I can come in from Mun at 1500 m/s and be cheese-grated, but coming in from a less than 1,000km flyby of Kerbol, going at speeds over 7000 m/s flattens my spacecraft like a goomba on the surface, yes, but re-entry doesn't do anything; if something does impact me, it's the aerodynamics. They blow off my solar panels, tear off my parachutes, and Kerbin's aerodynamics have even disassembled my craft going less than 1000 m/s, keeping in mind that I haven't seen flames in any of these occurrences.
  2. Let's see, I've tried to break this game as hard as I can with my modlist, as it normally destroys KSP in 32bit. I installed my normal 37 mods(about 20 are major parts packs), added EVE and Astronomer's Visual Pack on HIGHEST settings, put in all the major engine/fuel tank packs, put in AIES with patches, added Outer Planets Mod, Kopernicus, Kerbal Galaxy, and some other planetary system(xD), and the game STILL WOULDN'T DIE. Still ran between 45 and 75fps constant, never dipped below 43fps at all, even with 400-650 part ships, and ran fantastic will everything on highest settings. This works better than squad's 64bit port could ever dream of! Well done! - - - Updated - - - I call that weird fire effect bug Kraken's Art, and I love it. The shapes you get sometimes can look like people or things; something really neat to look at while the game is loading your ship!
  3. So, my game will not start up with EVE installed; it's too big and it uses 45% of the memory the game can use according to my computer. Is there a way to convert the type of file these textures are as to reduce their size and theoretically save a few megs of memory so my game can run? EDIT: Oh, and in case this helps, here's the mods I use in-game, which run fine without EVE installed: -NovaPunch 2 -KW Rocketry -all the NearFuture packs -AIES with the attachment node/animaiton patches -Hot Rockets -FASA -Kerbal Alarm Clock -Kerbal Engineer -Distant Object Enhancement -PlanetShine -Chatterer -Hull Camera VDS -DMagic Orbital Science -Precise Node -StockBugFixModules -SCANSat -Texture Relacer
  4. OK, I'm here to report a problem using Kopernicus version 0.08(or whatever the specific is). If you do not use the version that comes with the .ZIP file of OPM, you will not get a rendered Space Center, will not be able to click on anything or move the camera, and all you will see is one of those 3D ball things that shows the X,Y,and Z axis off in the distance spazzing out. Also note that this mod slows down loading times significantly with Kopernicus 0.08, but works fine with the version that's inside of OPM's .ZIP file.
  5. OK, thanks! I don't run the Steam version though, so where exactly does that line go? I haven't had my computer programming classes yet(starting this August I will ) so I wouldn't know. HA! I'm an idiot. I didn't realize all I had to do was use the console. XD
  6. So, has ayone got a patch or something that fixes EVE's texture sizes? As is, the mod alone eats up about 1/3 of my memory, and my game can "only" handle FASA and KW when it's installed. I have tons of other mods, like OPM(Outer Planets Mod) that I can't even use! If anyone's got a patch or something, I need it. I look at my planets with disgust now without EVE. Not even the space music can make me feel like the planets are beautiful(unless it's Laythe at night, OMG)!
  7. This mod looks great and is awesome in KSP(as it gives a purpose to unlocking the super efficient Xenon engines and the cool Electrical ones in NFPropulsion), however I would like to see some more high-res textures for the gas giants. Up close, the textures are unrealistic and you lose that sense of realism that you keep with the other planets. I would install the EVE enhancements and stuff, but EVE hasn't been updated in over a year now and it alone takes up about 1/3 of the memory the game can use because the textures are in the WAAY old format. I still love these planets, I just wish you guys could make some higher-res textures for the gas giants themselves. Also, add some moons to Neidon. It's pretty boring going to it, and considering how far out it is, it makes it kind of useless to also if you have something more than a tiny satellite.
  8. Oh thank god someone fixed AIES. I was about to delete it from my install and abandon making satellites(or other cool stuff for that matter) whatsoever. Thanks to the people who made the patches AND posted them, and thanks to the people who showed me the links. I never would've found them otherwise.
  9. Man, it's been almost 7 months(as of tomorrow, it will be) since this has been updated. We've seen two updates(technically four, but 1.0.1 and 1.0.2 don't really count) from the game, and 0 from Kyle. I just hope this next update makes the mod a lot smaller, because I too ma having the issue where KSP loads fine until it hits KW Rocketry's textures. I think the problem is that any mods not updated to 1.0 still use the old texture format; the new textures are smaller and more compact, while the old ones are A LOT BIGGER. Take this little image; A new KSP texture is like a 0.625 meter part, but the old textures are like a 5 meter part. Doesn't that make it obvious?
  10. In a way this is kinda like Origami but with KSP parts and not animals.
  11. 0.90.0 is working fine for me, but only in 64bit for some reason. I think it's deleting itself with ATM in 32bit, because when I load the game with both EVE and ATM there's no change other than a weird floating light that passes by over the Mun on the menu screen. When I load it without ATM in 32bit it shows Kerbin as one giant pink and black "Texture Missing" ball. In 64bit however, everything works fine, with or without ATM, so long as Interstellar is not installed. Interstellar ruins everything it's so big. T_T So yeah, in short, So long as you use 64bit KSP, EVE with or without ATM(Active Texture Management) works just fine so long as you don't use Interstellar. Period.
  12. First off, based on the models and engine FX, you sure to hell know what you're doing. Second, what modeling program are you using to create parts? I'm trying to create parts, but using Blender is a pain and is sooo confusing!
  13. Not to be a jerk, but I was hoping for new engines in 5.00. I guess I could just take an engine model, re-texture it, call it something different, add more/less thrust, change fuel consumption, and put it in my game, then say it's new? Solar panels are great and all, but I don't need giant ones unless I'm playing with DRE! My solar panels get blown up when I try to dock stuff! You could have kept that engine's thrust at 90 by the way too. It was perfect for about 10 of my satellites! Oh well; it has better ISP so yay! @Virtualgenius no, they do not do experiments... yet. I think that the developer of the mod said he might add science points to the cameras; it would make sense!
  14. I on't see how you're using ~9GB of memory when I have 88 MODS(about 65 have at least 10 parts in them) and I only use 5.5GB. I do get the same crash, however I have yet to do a texture reduction(minor, because major ruins the game) on my Kerbal Space Program install.
  15. Well, has anybody on this forum post gotten the same crash when loading up a ship? My ship has literally FOUR PARTS and the game acts like it has 900. When I go to launch, the music starts playing, and the game acts like it's loading(my Toolbar icons pop up, and it says Time Warp: 1X), but once the Time Warp message goes off, the wheel rolling sound starts, and occasionally I get the random "streaks". Once thi happens, the game refuses to load and.. R.I.F(Rest in Files) Kerbal Space Program 0.25, x64 & its 88 mods 4:23 to 4:50(about 15 minutes of that is just starting the game up) November 16th, 2014
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