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Super-Maneuverability "Specialist"
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.6.11.0 [2024-02-22]
coyotepunk05 replied to DocNappers's topic in KSP1 Mod Releases
Tried to launch it up to get a log with the lag in it, but unfortunately it is now no longer even launching, getting stuck on some outdated BDArmory addons that I have. I just installed the earlier version that you recommended and it seems to be working in the sense of launching the game, but I am still definitely getting the lag. This is the log that wouldn't allow me to launch the game (1.5.6.2): https://drive.google.com/file/d/10XypKnrb0QMwnjSFgTCKdCbArT5Cjx3M/view?usp=sharing This is the log that is running the older version of BDA+ (1.5.5.1): https://drive.google.com/file/d/16gNSIEzjZYS5L3hbvVrwIGtjiD8c5iX8/view?usp=sharing -
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.6.11.0 [2024-02-22]
coyotepunk05 replied to DocNappers's topic in KSP1 Mod Releases
Darn, that sucks to hear. I guess I'll revert to an older build as well. -
[EXC 21:59:54.878] NullReferenceException: Object reference not set to an instance of an object BDArmory.Modules.ModuleWeapon.GetInfo () (at <dadbcdf9b9ad46c1a220dccbea06d76f>:0) PartLoader.CompilePartInfo (AvailablePart newPartInfo, Part part) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PartLoader+<CompileParts>d__56.MoveNext () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) I am gettting this error, stopping me from getting into the game. Has anyone ever encountered this?
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.6.11.0 [2024-02-22]
coyotepunk05 replied to DocNappers's topic in KSP1 Mod Releases
When I use the BDA+ build instead of the BDAc build of BDArmory, I get about 10-12 fps instead of around 80. Does this mod have any conflicts that the original version doesn't? -
I'm trying to get Parallax to work right now but I'm running into issues with the grass textures. It seems that at certain angles they turn a blinding white and I can't seem to find any solution for it. Any ideas what could be causing this?
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Just jumped into this thread to search for information about the release of volumetric clouds but I saw this post. The website you are grabbing this information from is UserBenchmark. This website is notoriously unreliable. They fudge a significant amount of their data and partake in very anti-competitive practices. They are a complete joke in the PC building community. There a long videos on YouTube picking this apart. It is unfortunate because it provides a very nice overview of graphics cards and simple comparisons, at least from a surface level perspective. The realities of what this website is forces one to actually go and seek out individual reviews and compare components in a slower more personal level. Also, as much as the 4080 performs well, it is a very significant example of anti-consumer practices and a horrible trend in pricing in graphics cards.
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Hey Spanner I want to thank you for all the great mods you've made and the updating you've done for the many other mods I use but I'm a bit confused with OST. It says that OST has a tiger haul and sherman turret and haul but when I downloaded it and looked at the parts I saw no sheman haul and turret and a slight lack of a tiger haul. Keep up with the great work!
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I have been thinking about doing some world war 2 tank battles once my main mods are updated to 1.2 and I was wondering if you could a m4 Sherman turret to the mod
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[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]
coyotepunk05 replied to Eskandare's topic in KSP1 Mod Releases
I'm not sure if i installed it incorrectly or something but i managed to get this thing into the water but i can't control it or do anything i have plenty of crew in it and im not sure whats going on so if anyone knows please tell me (1.2 by the way) Never mind i figured it out -
SM Chute NOW OBSOLETE USE THE NEW VNG
coyotepunk05 replied to SpannerMonkey(smce)'s topic in KSP1 Mod Development
I would like this to happen too because when the kerbal is moving the parachute menu won't open so i can't deploy it -
Problems with KSP 1.1
coyotepunk05 replied to coyotepunk05's topic in KSP1 Suggestions & Development Discussion
For some reason steam wouldn't let me set KSP back to 1.0.5 then a couple days later I found a KSP 1.0.5 directory sitting in my trash so I've been using that for the past month or so