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HalphaZ

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    Bottle Rocketeer
  1. +1 for .90 and +1 for ckan integration :-)
  2. I installed HangarExtender via ckan tool, but now it isn't listed anymore in the availability list of ckan. Why?
  3. How do you dephysicalize decpupler? Why are struts so weak in Realism Overhau? They should be stronger: I never saw real spacecraft full of external struts. I don't like Unity engine. At all. It's good for tablet and casual games, not for sandboxes :-\
  4. I don't have this mod but I have your same problem: probably related to KJR; however it's strange that removing you solved the problem...
  5. In this thread we are having the same problem, I think. I zipped the error folder generated. KSP Version: 0.25.0 Installed Modules: V AJE 1.6.4 V CameraTools 1.2 V ConnectedLivingSpace 1.0.11.0 V CrossFeedEnabler v3.1 V CustomBiomes 1.6.8 V CustomBiomes-Data-RSS v8.3 V DDSLoader 1.7.0.0 V DeadlyReentry v6.2.1 V EngineIgnitor-Unofficial-Repack 3.4.1.1 V FerramAerospaceResearch v0.14.4 ? FShangarExtender 2.0 V HotRockets 7.25 V KerbalJointReinforcement v2.4.4 V LazTekSpaceXExploration-HD 2.1a V LazTekSpaceXHistoric-HD 1.1a V LazTekSpaceXLaunch-HD 3.1a V MechJeb2 2.4.0 V ModuleFixer 3 V ModuleManager 2.5.1 V ModuleRCSFX v3.3 V NBody 0.0 V PartCatalog 3.0_RC8 V PlanetShine 0.2.2 V ProceduralDynamics 0.9.1 V ProceduralFairings v3.10 V ProceduralParts v0.9.20 V RealChute 1.2.6 V RealEffects 1.0 V RealFuels rf-v8.1 V RealismOverhaul v7.0.2 V RealSolarSystem v8.3 V RemoteTech v1.5.1 V RemoteTech-Config-RSS 0.0 V RSSTextures8192 1.0 V SelectRoot 1.0 V SmokeScreen 2.5.0 V TACLS v0.10.1 V TACLS-Config-RealismOverhaul v7.0.2 ↑ TextureReplacer 2.0.1 V Toolbar 1.7.7 V Trajectories v1.0.0 V TweakScale v1.47 Legend: V - Up to date. ? - Incompatible. ↑ - Upgradable. ? - Unknown I hope it helps.
  6. Hi, I think you have our same problem here: http://forum.kerbalspaceprogram.com/threads/102088-Realism-Overhaul-Staging-Issue
  7. I have the same problem: for example launch clamps don't detach and I need press space bar once for each clamp; or procadural farinings don't jettison and they do normally on stock. KSP uses a so stupid engine (unity) that I regret my money spent on this not-yet-alfa game. At least they could use some GPGPU implementation of physics: actually I have problem with ships bigger than 500 parts :-\ NullReferenceException: Object reference not set to an instance of an object at KerbalJointReinforcement.KerbalJointReinforcement.UpdatePartJoint (.Part p) [0x00000] in <filename unknown>:0 at KerbalJointReinforcement.KerbalJointReinforcement.RunVesselJointUpdateFunction (.Vessel v) [0x00000] in <filename unknown>:0 at KerbalJointReinforcement.KerbalJointReinforcement.OnVesselWasModified (.Vessel v) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 at Vessel.Initialize (Boolean fromShipAssembly) [0x00000] in <filename unknown>:0 at Part.decouple (Single breakForce) [0x00000] in <filename unknown>:0 at Part.Die () [0x00000] in <filename unknown>:0 at PartBuoyancy.FixedUpdate () [0x00000] in <filename unknown>:0
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