![]() Just download and install and see what happens. If the mod creator has not visited the forum in a long time the mod too is most likely abandoned.Ī 2: When in doubt the easiest (and often fastest) method of getting an answer is to just go for it. Hover your mouse over his/her avatar and check the 'last visited' date. A well maintained and up-to-date mod gets at least a few posts per week.Īlso check the mod creators forum activity. When the posts are all older than a few months or when a lot of posts just ask for updates you're probably out of luck. If you're still not sure check the dates of the last few posts and the date the OP was last edited. Don't just browse through but actually READ the title, the first post and the last 2 pages. Q: Is compatible with KSP version x.x.xĪ 1: Search the forum for the relevant thread. Don't let anyone tell you what the 'true' way of playing KSP is! If you enjoy the game more by not using it, don't use it. If you enjoy the game more using MechJeb (or any other mod), do so. Q: Is MechJeb (or any other mod) cheating?Ī: The object of the game is to enjoy it. Q: I'd love to use mods, but that's not the way Squad intended it to be played, right?Ī: Did you notice the weekly showcase of mods by Squad on Modding Monday, and the six subforums devoted entirely to mods? The mods are there to enhance the game as you see fit!Ī: See "Running KSP with mods / add-ons" section, below. (YouTuber Scott manley 'tries' to de-orbit Gilly.) Even if the game engine would allow such craft it would take many decades to burn through that amount of fuel even at 4x physics warp. The game engine will not permit craft of that size. In theory it would be possible but the volume of fuel tanks required would be roughly the same size as the body you're trying to de-orbit. Q: But what if they were not 'on rails'? Then you can de-orbit a moon, right?Ī: Still no. Their orbits are fixed and can not be changed by in-game physics. Also, bear in mind that depending on what's slowing you down, the bottleneck might not be your CPU at all- for example, your graphics card may be having trouble keeping up with visual f/x.Ī: Short answer: No. More cores will end up meaning you are using a smaller fraction of your processing power. The physics calculations will jump from core to core but you can only only use one out of the X cores at any one time. As a result KSP physics are still single threaded. What's going on?Ī: KSP runs on the unity game engine. Q: My computer has X cores, yet KSP runs at a low framerate. And even a 64bits game can run out of memory when too many mods are installed. Why does my game keep running out of memory.Ī: As with the answer above. (Success not guaranteed but many people have had great results with it.) On PC it's also possible to use -force-opengl. (The windows version dies at about 3.3-3.4GB on average, the OSX version at only about 3GB.) Loose some mods or switch to the 64bits version. The 32 bits KSP version can't use more than 4GB. Q: Why is my game constantly crashing? Especially on scene changes.Ī: Most likely you're simply running out of memory. ![]() All credit goes to the original authour for the time and effort spent in creating and maintaining the original list, so a big thanks to him for that.Īs with the original thread, please don't ask questions here, but feel free to suggest frequently-asked questions that can be added if needed. I think I found the most up-to-date version, but please let me know if anything is missing. Since the original got lost, I thought I'd revive the old FAQ thread.
0 Comments
Leave a Reply. |