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MOD pack wishlist, lets get this done people


endl

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im really frustrated right now trying to get these mods to work, im going to list off some packs i wish existed by category feel free to suggest or even make these things work.

Realism:

deadly reentry

Ferram aerospace

Tac lifesupport

Modular Kolony system (rover dude pls integrate rentry pod into this)

Real Chute

Real Solar

Remote tech 2

Kerbinite (pref over kethane)

Structural/Rocketry:

Near Future series

Nova Punch 2

Universal Storage

Kerbal Attachment System

Infernal Robotics

Procedural Fairings

extra planetary launchpads

Hangars (has a decent Rover system)

Aerodyamics:

Procedural Wings

B9

Bahumoto Dynamics (wish this was just part of b9)

Space plane +

Texture/Fun:

Chatterer

Texture replacer (the following are texture packs i would recommend)

Kerbal Heads

J's suits

Real atmosphere 5

Real skybox (nicer then RA5 ver)

TMS TAC lifesupport retexture*

Career:

Science Library

For Science

Contract Windows

Fine Print

Rover Science (wish there was more rover activities overall)

Useful Tools:

Ship Manifest

MechJeb

ShowFps

Auto Asparagus

Addon Version Checker

Werhner Checker

Alternate ResourcePanel

EditorExtensions

Enhanced Navball

Tweak Scale

Select Root

RCS Build Aid

*found on kerbalstuff

Edited by endl
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im not even sure, the game crashes while loading up, ive removed alot of these and its still happening, right now its crashing while loading the squad asset files.

i know NEAR and MKS are giving me problems for sure, and probably B9 its most likely some shared dependencies are causing conflicts except i have no way of knowing which it is short of systematically installing and testing them one by one.

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You listed B9, but didn't list Active Texture Management... that smells fishy. My guess is that you are running out of memory, since you have both B9 and MKS, which are both pretty memory intensive, plus other parts, plus visual enhancements...

Try using ATM, if that doesn't cut it, try to see if you can load it using the 64 bit game.

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im not even sure, the game crashes while loading up, ive removed alot of these and its still happening, right now its crashing while loading the squad asset files.

i know NEAR and MKS are giving me problems for sure, and probably B9 its most likely some shared dependencies are causing conflicts except i have no way of knowing which it is short of systematically installing and testing them one by one.

I can state with 100% certainty that B9, MKS, and NEAR (as well as FAR) work together. You are probably running out of memory. It's not the mods, and no mudpack in the universe will make that change.

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Try running Task Manager (assuming you're on Windows...) and running KSP in windowed mode, so you can still see Task Manager as KSP loads.

Watch your memory usage, while also watching the order that your mods load in. This will help you decide whether you need to ditch a mod or two, or upgrade/reconfigure your PC (using BCDEdit if you have 4GB of RAM...).

What are your specs, and I second Ippo's suggestion to use ATM.

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i still think there are dependency issues, ive used b9 before without issue, there are other mods besides the ones ive mentioned in specific that share files. im not saying its not a memory issue but even after removing all larger mods the problem persists. so something is broken. *cough* integrate reentry pod *cough*

Edited by endl
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In that case - keep in mind I'm not an expert and haven't suffered any real dependency issues yet - I would probably get a bare sandbox install together and start adding mods one-by-one and see when it breaks.

yea im doing that right now, its annoying as hell. which is why if some of these were prepackaged it would be alot easier.

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I wonder if maybe you have two packages that have different versions of the same common .DLL? I guess that's what you meant by dependency problems though. Maybe you could inspect them all to see if that's the case first, before wasting too much of your time installing and testing.

:edit: Again, I'm just a n00b with an IT background, so apologies if this is off-base.

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there are so many mods that have the same module manager .dll both different versions and duplicate versions so no your not off base. im going to do a clean install, preferably i would like to just have the realism "pack" working with mech jeb and SP+ the rest i can live without. well maybe not fairings i probably need that still.

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i still think there are dependency issues, ive used b9 before without issue, there are other mods besides the ones ive mentioned in specific that share

files. im not saying its not a memory issue but even after removing all larger mods the problem persists. so something is broken. *cough* integrate reentry pod *cough*

No.

Nothing is 'broken'. This is a case of pilot error pure and simple. And spreading misinformation about 'broken' mods just makes life a lot harder for modders. Your issue has as much to do with modpacks as ham does with hamsters.

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No.

Nothing is 'broken'. This is a case of pilot error pure and simple. And spreading misinformation about 'broken' mods just makes life a lot harder for modders. Your issue has as much to do with modpacks as ham does with hamsters.

looks like you were right, i striped out alot of the realism mods and colony mods, it runs fine now. i guess MKS/NEAR/Uni Storage take up alot of my memory. out of curiosity how much ram are you running im going to upgrade my system ive been sitting on 4 gigs for a while and this is literally the first time ive ever had a game lock up on the load screen its not like im not playing the high end stuff.

is there a reason the mods have to take up so much ram does KSP preload the textures or something?

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If it's locking up on the load screen, then that's not NEAR for certain, and it's not a dependency issue. It means that there's a broken part config / asset somewhere, which normally indicates an improper installation of one of the mods.

And yes, all art assets need to be loaded into memory at game launch. All plugin-only mods will only use small amounts of dynamically allocated memory in-game, and are rarely the cause of memory issues.

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ferram loaded up fine but the calculations were too intensive for my system made the game a bit choppy, also my aero designs didnt work :( i knew this would happen great mode though i think ill be sticking with stock aero until i get my new parts at least

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The calculations shouldn't be that bad; that implies that errors were being thrown to the log by something else. I should know, I'm playing entirely on a laptop, and I don't get the slowdowns. ;)

For some reason, Unity's logging code is amazingly slow.

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If it's locking up on the load screen, then that's not NEAR for certain, and it's not a dependency issue. It means that there's a broken part config / asset somewhere, which normally indicates an improper installation of one of the mods.

In my experience, that's not necessarily true.

I added KSOS a while ago and although the package was perfect, KSP would crash hard while loading.

I have a fairly modern rig with 4GB RAM, but am running a 32bit OS. KSP would crash if application memory usage exceeded 1.7GB, which KSOS made it do. Not really a surprise, but annoying.

So I used the BCDEdit tweak to allocate 3GB to applications, and KSP hasn't crashed since. If there's a negative impact on my PC from doing this, I haven't noticed it. This - and the texture compression mod - are the first two things I'd try. YMMV

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