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What is your highest patch count by moduleManager?


ezequielandrush

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Just now, KerbonautInTraining said:

How on Kerbin could a single mod patch so many things

I did say it was a long time ago... I've since then deleted my mods and WHEW is load time quick!

Also, lag almost disappears! I don't have mods I don't need, and fairings kept just slamming into the bottom stages of my rocket.

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1 hour ago, Qwarkk said:

And here i was all concerned over 6256 patches

FYI, I run KSP in 64 bit mode on a 16 Gb RAM i5...

 

I have installed 89 mods.

KSP: 1.0.5 (Unix) - Unity: 4.6.4f1 - OS: Linux 3.16 Debian 8.3 64bit

 

Filter Extensions - 2.4.1.3

USI Tools - 0.6.2

Advanced Jet Engine - 2.6.1

B9 Animation Modules - 1.0

B9 Part Switch - 1.0.1

B9 Aerospace - 6.0

B9 Aerospace Procedural Parts - 0.40.1

B9 Aerospace - 6.0

B9 Aerospace HX Parts - 6.0

CapCom Mission Control On The Go - 1.0.1.4

Chatterer - 0.9.7.86

Community Resource Pack - 0.4.4

Connected Living Space - 1.2.0.1

Contract Configurator - 1.9.6

Contract Pack: Anomaly Surveyor - 1.4.2

CC-CP-SCANSat - 0.6

Contract Pack: Giving Aircraft a Purpose - 1.1.2

Contract Pack: Bases and Stations - 3.1.4

Contract Pack: RemoteTech - 2.0.1

Contract Pack: Unmanned Contracts - 0.3.19

Crowd Sourced Science - 3.0.2

CustomBarnKit - 1.1.3

DMagic Orbital Science - 1.1

Docking Sounds - 1.2

Deadly Reentry - 7.3.1

Engine Lighting - 1.4.1

Ferram Aerospace Research - 0.15.5.7

Firespitter - 7.1.5

Interstellar Fuel Switch - 1.18

Kerbal Attachment System - 0.5.5

Kerbal Inventory System - 1.2.5

KSP-AVC Plugin - 1.1.5

KW-Rocketry-Community-Fixes - 0.4.6

Kerbal Engineer Redux - 1.0.19.4

Kerbal Joint Reinforcement - 3.1.4

Infernal Robots - 0.21.4

ModularFlightIntegrator - 1.1.2

Docking Port Alignment Indicator - 6.2

Outer Planets Mod - 1.9.2

Olympic1's Icon Packs - 0.8

PlanetShine - 0.2.4.2

Kerbal Planetary Base Systems - 0.2.9

PoodsOPMVO - 0.1.2

Procedural Parts - 1.1.11

RCS Build Aid - 0.7.7

Saturatable RW - 1.10.2.1

RealChute - 1.3.2.7

RemoteTech - 1.6.9

SETI-RemoteTech - 1.0

SCANsat - 1.1.4.8

SETI-RemoteTech - 1.0

SETI-Contracts - 0.9.6

SETI-CommunityTechTree - 0.9.6.5

SETI-Greenhouse - 0.9.3

SETI-Rebalance - 0.9.6.3

ShipManifest - 5.0

Sigma Binary - 1.4

SolverEngines - 1.15

StageRecovery - 1.6.3

StationPartsExpansion - 0.3.4

StockNoContracts - 1.0.1

TAC Fuel Balancer - 2.5.1.7

TakeCommand - 1.3

Cargo Transportation Solutions - 0.4.2

TextureReplacer - 2.4.12

TAC Life Support - 0.11.2.1

Trajectories - 1.4.5

Alternate Resource Panel - 2.7.4

Kerbal Alarm Clock - 3.5

Transfer Window Planner - 1.4

TweakScale - 2.2.6USI Core - 0.1.7

Asteroid Recycling Tech - 0.7.1

USI Exploration Pack - 0.4.4

Freight Transport Tech - 0.4.4

Karbonite - 0.6.7

Karbonite Plus - 0.5.3

Karibou - 0.1.2

Kolonization Core - 0.1.9

Sounding Rockets - 0.3.3

USI Survivability Pack - 0.3.3

UKS - 0.33.8

Universal Storage - 1.1.0.8

Unmanned before Manned - 1.0.2

VenStockRevamp -1.9

KSP Interstellar Extended - 1.6.8

Waypoint Manager - 2.4.5

WildBlueTools -1.0.29

SpaceTux: Shared Assets - 0.3.9

 

Of course, I use CKAN

 

 

Be good.

Zeke

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Highest in the past was bit under 40.000. Actual with around 130 mods it vary between 13 and 17.000.

I am on Linux 64 bit with 32GB RAM+4790K, and it nags between 8 and 22 Gig of RAM.

 

EDIT: after tonight updates = 16150@192 mods

Edited by Jansn67
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7836 patches applied. Running 64 bit modded versions of KJR, FAR, IR, Mechjep, pretty much every space plane parts pack out there. NearFuture, KSPI, DBA, B9, Kerbodyne, KASA, the entire USI release. A few miscalanous things, lots of control/script plugins, some parts I made myself, and a bunch of space station and science expansions.

i've since removed far and the station parts due to performance and texture issues. (my cpu overheating and ram maxing out mostly)

Edited by Rushligh
misplaced 0
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