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vladutz26

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  1. @Gotmachine First of all i will need your exact adress so i can deliver a crate of beer (hope you like beer). The problem si fixed after 2 weeks of blind testing with your help i fixed it in 2 minutes. The problem was with the other instance o module manager hidden inside canadaarm mod folder. So back to the important stuff, if you ever happen to pass trought Brasov Romania i have a cold one (or more) with your name on it. Thank you very much!!!!
  2. @lordcirth Because of the sheer amount of mods and time spent debugging and fixing different crashes installing the mods again is a pain, it took me about 2 months to get from 1.3 vanilla to this version that works (except tha panels). Also i canot reinstal because i forgot most of the tweaks and configuration files that i wrote or downloaded, also all the mods are installed manual without ckan. Also i have removed Dynamic Battery storage and the same problem occurs, no difference so this one is exculded as a culprit, also lots of mods that alter the gameplay and immpact the functionality of the game. @Gotmachine Kopernicus is used to load the textures for Astronners visual pack from KSPRC, no planets, for now i would like to play vanilla system (with Kopernicus removed the problem persisted). I removed "Dynamic battery storage; AmpYear; Background processing" and other mods and no change. The only way the problem disspears is with Kerbalism removed, but by removing Kerbalism i remove the functional part of a lot of solar panels, even in new games and saved ones. All the testing is done in a new game every time i start and modify the game. The power consumtion is tested 1 full orbit without solar panels deployed and one full obit with them deployed, with the panels depoyed and after closed, destroyed, etc. the problem persist. Without Kerbalism the consumtion is normal. To confirm the consumption i used AmpYear, and manual calculations. So after more testing, the culprit is Kerbalism in conjuction with something. Is there a way to see witch file alters the generation and usage of EC in game for the solar panels. I guess i have another mod that alters the power generation in solar panels (i can't identify witch one at the moment), and it enters in conflict with Kerbalism mode of managing the solar panels, the obvious ones are removed and the problem persists *see original post. In the log i cannot see anything strange, except Raster Prop Monitor, witch throws some exception (i have to remove it today and see if that helps). If other mods acts strange in the LOG let me know so i can fix them or remove that, i am not a great reader of the LOG file. Thank you in advance for your interest and HELP, great comunity, great mod, and most important great game.
  3. Hello, I have a problem witch seems to be connected with Kerbalism (great mod btw), regarding the EC consumption. WARNING! :heavy moded install. List of mods: Game data folder: The problem is at follows (applies to all vessels): In VAB the EC consumption shown by Kerbalism is 0.09 EC/S and the produced rate is 1.55 EC/S (values confirmed by manual calculations and AmpYear). In orbit the consumption is 0.09 EC/S until the deployment of solar panels and going into the shadow where it will increase to 2.6 EC/S, and stay that way. (effect occurs with or without time-warp). The consumption directly proportional with the solar panel number and output power. Noticeble strange things: 1. The EC generation show by Kerbalism with solar panels deployed is going erratic switching between green in red at a very high rate (just in a single spot in orbit). This is happeneing when the panles are producing EC, is gone if the panels are retracted or in shadow. 2. The problem remains even when the solar panels are retracted/destroyed. 3. The problem is consistent with any solar panel (from mods or from stock). Things tried: 1. Removed and tested the folowing mods: Kopernicus; Dynamic battery storage; AmpYear; Background resources generation. Problem persists. (Other mods also). The problem is the loading time for KSP to start about 10-13 minutes. 2. Removed kerbalism, the problem is gone first of all and another problem appears, solar panels doesent work anymore at all (plenty of them). In the VAB/orbit some of the solar panels are missing the EC generation part it seems, when i right click on them nothing appears, also the extend button is missing. I am modding and testing this install for about 2 months now, work+wife+KSP doesent mix very well. Pictures with the problem: LOG with the problem: KSP Version: 1.3.0.1804, playing x64 without forced DX11 or openGL; (ocasionaly crashes without log and no error on screen, after 5-6 hours) RAM on system 16 GB; (averege RAM usage for KSP is 11 GB) Sorry if i missed any other valuable info needed.
  4. Hello, I have an interesting problem with remotech 2 build 509 (i upraged it in hope of solving it). Im running KSP on Windows 10, hardware are problems excluded running the latest drivers and hardware available. The KSP version is 1.1 running on x64 with the folowing mods: Description of problem: The remotech does not initialize when launching a vessel, i have connection but i cannot do anything, activate sas staging right click menu commands etc. The problem does not mannifest if i install remotech on a fresh install. Does anyone has had this strange problem, is solvable, or should i lay to rest one of my favorite mod....
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