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Viggen

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Everything posted by Viggen

  1. Actually GTX580 with 1,5GB VRAM runs it like no problem. An if you install only this mod without any other (except RSS of course) KSP consumes something about 4,5 GB of RAM
  2. I used MechJeb2, Kerbal Engineer Redux and also checked it in default KSP instrumentation - results the same. I'll try to recreate this bug on clean KSP install an post screenshots within a couple of days.
  3. Well I've achieved this bug to be constant - I'm restarting KSP. go to the VAB, placing the pod and it's mass start growing. I've also thought that it is was KIS or Tweak Scale so I've started to delete mod one by one and restart - the problem gone only with kOS. For a clean experiment of course I need to install only mods in pairs on clean KSP setup but sadly I don't have time now So I'm just reporting what I've experienced.
  4. Hello! It seems to me that kOS have some problem with new Realism Overhaul release in 1.1.2. Parts containing kOS storages starting rapidly increase their mass when placed in VAB or SPH and continuing doing so on launchpads.. I don't know on which end problem lies, so I'm just writing in both threads, that it worth to be looked at.
  5. I've also had a problem with mass of some pods and probe cores going crazy. After installing/reinstalling different mods it came up that problem comes from kOS - without it everything returned to normal. It seems to me that it have some kind of conflict with RO rescaling parts or whatever.
  6. One little issue with Liquid Helium Tank - i think it would be wise to make cooling on this thing switchable. Without it this thing turns to a deadly trap when you try to launch it without proper power supply, especially when using automated rockrets. It's simply drains out energy cells in a minutes and you got a dead piece of metal on orbit.
  7. Bac9 is not lazy. Lazy is that ones who don't want make themselves any trouble to read the thread or use a search button. B9 is non-commercial enthusiastic project (and I want to say - it's project of amazing quality) and authors don't owe anything to you. Anyway. Don't know posted anyone complete update pack or not, haven't seen it in the thread, so maybe this will help anyone: this archive contains fully updated GameData folders and files for B9 to work with 0.23 - firespitter, ExsurgentEngineering; science, controls and SABREs fixes and reinforced gears, just copy (overrite old if needed) and go. I think it may still need installation of Kerbal Joint Reinforcement mod, and Texture Compressor if you have memory issues. But for the B9 - it's complete. Great thanks to the guys from this thread Link to archive: http://www.filedropper.com/gamedata Hope it'll make someones life easier
  8. Man, I do love you!!!! Don't even know what your advise saved most - my nerves or my time. )))
  9. Au in KSP seem to be appriximately 13,6Gm, 550 Au this way will be something around 7480 Gm. Eeloo apoapsis for examle is about 113,5 Gm So 550Au is very VERY far. And most powerful dish in RT2 has range/// something about 400 or 550Gm as I remembr. Well in this case if you have RT2 installed, telescope only can be used with cerbals crew. And of course FTL drive, otherwise it'll take years to get there.
  10. Hello! First - thanks for your work, it's really amazing mod, which makes KSP more realistic and challanging to play. So a have some issue here about wirking it with kOS mod. To tell the truth I unstalled kOS mostly for playing with RemoteTech. The key idea was - if we have a communication problems with automaed ships (as a feature of this mod with all this antenna range, signal delay and all the stuff) - why don't we just install a programmable computer module on them? So when our ship comes out of communication range it'll still complete it's program via kOS module. It will not be controllable of course but it will continue its mission. That was the idea. But when the ship comes out of range - it shuts down its engine and stops working, despite the program it was running.
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