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NightOwl07

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  1. Hi all, I'm just getting back to KSP after a long absence (since 1.5). I used to run a heavily modded game and I do understand that not all mods I have are technically updated to 1.10 compatibility but a fair number have been reported to be fine between V1.8 - 1.10. Crashes happen on scene changes always, whether it's from flight to VAB or other way around. It happens at random intervals too, sometimes I can play for a few hours without problem other times it will crash constantly. I've tried installing a few mods at a time to isolate the problem but I run too many and having no luck pinning it down so far. Hoping someone more familiar with reading logs could help. [spoiler=mods] Airplane Plus (AirplanePlus 26.5) AT Utils (AT-Utils v1.9.6) B9 Part Switch (B9PartSwitch v2.17.0) BetterTimeWarpContinued (BetterTimeWarpCont 2.3.12.6) Blast Awesomeness Modifier (BAM) (BAMCont 1.3.3.3) Breaking Ground (BreakingGround-DLC 1.5.1) Buoyancy Control (BuoyancyControl 1.0.3.0) Chatterer (Chatterer 0.9.99) ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.14) Community Category Kit (CommunityCategoryKit 5.1.0.0) Community Resource Pack (CommunityResourcePack 1.4.1.0) Community Tech Tree (CommunityTechTree 1:3.4.2) Configurable Containers (ConfigurableContainers 2.6.1) Contract Configurator (ContractConfigurator 1.30.5) Custom Barn Kit (CustomBarnKit 1.1.21.0) Deployable Engines Plugin (DeployableEngines 1.2.2) Docking Cam (DockingCamKURS 1.3.7.6) Dynamic Battery Storage (DynamicBatteryStorage 2:2.1.10.0) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.1) Final Frontier (FinalFrontier 1.10.0-3485) Firespitter Core (FirespitterCore v7.15) Firespitter Resources config (FirespitterResourcesConfig v7.15) Fuel Tanks Plus (FuelTanksPlus 2.0.2) Heat Control (HeatControl 0.5.2) Kerbal Actuators (KerbalActuators v1.8.3) Kerbal Alarm Clock (KerbalAlarmClock v3.13.0.0) Kerbal Attachment System (KAS 1.7) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.7.2) Kerbal Inventory System (KIS 1.26) Kerbal Joint Reinforcement - Next (KerbalJointReinforcementNext v4.1.15) Lithobrake Exploration Technologies (LithobrakeExplorationTechnologies 0.4) L-Tech Scientific Industries Continued (LTechContinued 1:0.5.2) Making History (MakingHistory-DLC 1.10.1) Mark IV Spaceplane System (MarkIVSpaceplaneSystem 3.1.2) Mkerb Inc. Science Instruments (MkerbIncScienceInstruments 1.1) Modular Rocket Systems (ModularRocketSystem 1.13.2) Module Manager (ModuleManager 4.1.4) Near Future Aeronautics (NearFutureAeronautics 2.0.0) Near Future Electrical (NearFutureElectrical 1.1.3) Near Future Electrical - Decaying RTGs (NearFutureElectrical-DecayingRTGs 1.1.3) Near Future Electrical Core (NearFutureElectrical-Core 1.1.3) Near Future Exploration (NearFutureExploration 1.0.10) Near Future IVA Props (NearFutureProps 1:0.6.3) Near Future Launch Vehicles (NearFutureLaunchVehicles 2.0.3) Near Future Propulsion (NearFuturePropulsion 1.2.2) Near Future Solar (NearFutureSolar 1.2.3) Near Future Solar Core (NearFutureSolar-Core 1.2.3) Near Future Spacecraft (NearFutureSpacecraft 1.3.3) Near Future Spacecraft - LFO Engines (NearFutureSpacecraft-OrbitalLFOEngines 1.3.3) Real Plume (RealPlume 2:v13.3.2) Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.2) RealChute Parachute Systems (RealChute v1.4.8) ReStock (ReStock 1.2.1) ReStock+ (ReStockPlus 1.2.1) SafeChute (SafeChute v2.1.20) SCANsat (SCANsat v20.4) scatterer (Scatterer 3:v0.0632) Scatterer Default Config (Scatterer-config 3:v0.0632) Scatterer Sunflare (Scatterer-sunflare 3:v0.0632) Simple Adjustable Fairings - KW Rocketry Pack (SimpleAdjustableFairings-KWRocketry v1.3.0) Simple Adjustable Fairings - Plugin (SimpleAdjustableFairings v1.11.0) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0) Snacks (Snacks v1.25.2) SpaceTux Library (SpaceTuxLibrary 0.0.3.11) SpacetuxSA (SpacetuxSA 0.3.13.1) StageRecovery (StageRecovery 1.9.2.2) Station Science Continued (StationScienceContinued v2.6.0) ToadicusToolsContinued (ToadicusToolsContinued 0.22.4.3) Toolbar (Toolbar 1:1.8.0.5) Toolbar Controller (ToolbarController 1:0.1.9.4) TriggerAu Flags (TriggerAu-Flags v2.10.0.0) UnKerballed Start (UnKerballedStart 1.2.0) Waypoint Manager (WaypointManager 2.8.2.6) Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1) [/spoiler] Log is attached here https://1drv.ms/u/s!AmoPuiIIjoyFhMFo-ayUtalae51H0Q?e=YP1U02 Thank you all
  2. Hello everyone, I've tried searching but haven't seen what I was looking for yet. Is there a mod that reduces explosions? For example on re-entry/exceeding heat tolerance have parts such as solar panels simply disintegrate rather than a violent explosion we have now? Having things go boom is fun for the first while but there's a certain beauty to have a large obsolete satellite re-enter and simply melt away.... Best, Daniel.
  3. Confirming that chute deployment works as intended in ejection and bailing out, and works appropriately depending on conscious vs unconsciousness. I like how it ended up being more realistic to life in the end. Ejection module is almost a must on jets, on prop planes bailing is a fair option but definitely has its risks.
  4. YES! This is exactly it! Just tested, the way I used to jump my kerbal often gets hit by a wing or an engine on his/her way out, chute does not work. If I take care to avoid being struck the chute works beautifully. I don't know if this can be done, but it might be interesting to prevent unconscious kerbals from deploying chutes with an on-screen warning message stating something to that effect.
  5. Tested on fresh install with no other mods. Ejector seat works as intended. Space+F now opens the chute, however parachute does slow descent if sequence is initiated with a manual EVA. Testing done with stock aircraft. Log file attached here. https://drive.google.com/open?id=0B0AjZ7cEYuHTT3NkcTJwclh6UEE
  6. Thanks! Space+F now deploys the chute but the kerbal still face plants. This was tested on a version of the game with only Asteroid Day installed. I'm going to do a fresh install of the game tonight, in case something was borked along the way.
  7. The three scenario I've tried: 1. Eject through ejection module - Kerbal automatically thrown free of aircraft, parachute automatically deploys and functions as intended, landing speed ~5m/s. Sequence happens quickly enough that I don't have time for testing manual inputs in between. 2. EVA -> jump with space -> deploy chute with context menu - parachute deploys visually but does not function, landing speed ~70m/s. 3. EVA -> jump and deploy with Space+F - Kerbal jumps off aircraft, however chute does not deploy visually no matter how many more times key combination is pressed. Landing speed ~70m/s
  8. Can confirm. Parachute works perfectly through the ejection module but not manual deployment through EVA.
  9. Thanks for checking it out. The way I did was (because I don't have ejection module reseached) to EVA then deploy the chute manually through context menu. The chute deploys but does not function. I will test the ejection module in sandbox later today.
  10. Yes, here is one https://drive.google.com/open?id=0B0AjZ7cEYuHTakhoVGJWUVltd2M It doesn't seem to work with any of the planes/rockets I've built, this is the one I used most recently.
  11. Sorry! Link to the file is here: https://drive.google.com/open?id=0B0AjZ7cEYuHTUVp6ZHNqNkdRYzQ
  12. Hi everyone, Bit of a bug report, I'm using the 1.10.1 version in 1.2.2 and the chute deploys as intended without slowing anything down, my Kerbals faceplant at terminal velocity. Log file attached. Thanks!
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