
- #Best ksp mods 1.0.4 64 Bit
- #Best ksp mods 1.0.4 mod
- #Best ksp mods 1.0.4 update
- #Best ksp mods 1.0.4 full
- #Best ksp mods 1.0.4 mods
Please tell me throttling is back with 1.0.4. Loved testing out all my new ships to find the correct flight plan for highest effeciency. Really removed some of the fun in building non-overengineered ships that try to maximize effeciency and not have anything left over. The most effecient throttle plan is always 100% throttle til fuel is gone. Correct me if I'm wrong.Īnyways, ever since 1.0, effeciency through throttling has been removed.
#Best ksp mods 1.0.4 full
It differed for every craft so these were just the numbers I seemed to get for early career sized ships.Īs far as I know this is realistic as the Space Shuttle wouldn't run full throttle until a few minutes into flight. Been a while so I can't remember the exact numbers but it was more effient to run your engines at around 60% or so until about 8000-14000 meters, if I remember correctly. Send us a message with proof, and we'll give you some flair to show it! Disable header animation Enable header animation Δ | Support/bug reports | KerbalAcademy | ConsoleKSPĭoes engine throttling have any sort of positive effect in KSP 1.0.4?īack in 0.90 engine throttling on take off would give you better effiencey. Last contest's winner: forteefly1998! Have you developed a mod? See this page for more infoĬommunity Teamspeak Server Refrain from submitting images that involve real life space disasters that resulted in loss of lifeĭon't post/discuss mirrors or torrents of any version of KSP See the discussion on misc posts for more info No posts unrelated to KSP or memes and image macros. KerbalAircraftExpansion v2.5.1.Please remain kind and civil at all times When the new version of KSP (Unity 5) comes out you will hopefully be able to do the same with Windows.ĬontractConfigurator-AdvancedProgression 4.0ĬontractConfigurator-AnomalySurveyor 1.2.2ĬontractConfigurator-ContractPack-SCANsat v0.5.2ĬontractConfigurator-InitialContracts 1.0.2ĬontractConfigurator-UnmannedContracts 0.3.9
#Best ksp mods 1.0.4 64 Bit
I'm using Ubuntu/Linux and it uses the 64 bit version of KSP, When I start the game I'm using about 6 gig of ram with the below mods. (So instead of some kind of FASA parts pack with historical rockets/parts I go with things like KW and especially "SpaceY")
#Best ksp mods 1.0.4 mods
Personally I use mods that feel like they are/could be stock.
#Best ksp mods 1.0.4 mod
That being said, due to the 32bit program currently I DO limit myself and try and get mods that feel lore friendly/compatible, and concious of mod RAM impact. It makes it feel like my own personal game unique to me, If I feel "Hey I'd sure like a new update" guess what I do? Go mod hunting! Mods provide content in sheer numbers deveopers could never keep up with. (Nor do I experince 'that much' greif when it comes to updating them) I'm happy you're happy with stock, and indeed its still a great game stock (unlike skyrim) however personally I LOVE mods. Besides, the game itself has more than enough content, and without any help from mods it's also a nicely balanced and challenging game in career mode (at least on hard difficulty).
#Best ksp mods 1.0.4 update
spares you from going crazy with every update and the file fiddling you have to do to get it running again. However, if youre running on an older device or limited to 32-bit programs only, there are some things you can try. (Setting texture res to half helps SIGNIFICANTLY ) Usually this isnt an issue with KSP unless running a large amount of mods - though with official 64-bit support in versions 1.1 and above, this is unlikely to occur. Or if after a while I start crashing I'll look at remove some mods. I look at the mb file size the mod is(Texture files mostly, things that would be loaded into RAM), and if it seems too high I either try and remove certain bits or look at an alternative for the mod. To answer your question, I don't personally do anything like that. (This can also be avoided by installing mods one by one) - Best of luck good sir! Make sure you have any needed files (Most mods need Module manager) If that doesn't work start removing them one by one and see if it loads. So many mods look great, but it's too often a pain trying to ge them to work. So now I have to figure out which one is causing the crash. I installed a few, now the game crashes at launch.

I have a love/hate relationship with mods. How do you know the RAM footprint of the mods? Just load the game and look at Resource Monitor? Clocking in at 2.6 Gb RAM on the title screen, not a lot of crashes. Also 50 mods can weight the same as one mod that's 50 times bigger in terms of RAM footprint.Īt any rate, 34 not counting ModuleManager. Active Texture Manager also helps with that. I've heard for example that forcing OpenGL makes the same game run on less ram, and it seems to be the case, although on varying degrees of success from computer to computer. Originally posted by Ottomic:It's not how many mods, really, it's more about how many RAM they take and how your computer handles it.
