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  1. I would also like to report that the usage of "useOnDemandBiomes = False" usage has fixed my issue completely. I also narrowed the issue down to OPM (having excess of 40 mods was a pain and time consuming). Thank you for providing a solution to this problem I have been having for several days. FV - Note - I don't follow the forums much; don't expect a reply. Please see my above post.
  2. Hello Just info: medium thermal control system says it cannot deploy while stowed even though the 2.5 meter service bay it is in is clearly open. The service bay is also frozen, as I cannot close it. I have used the debug menu "Clear Input Lock Stack" to no avail. Also, RCS does not work for some reason. currently docked to an asteroid in Galileo Mod. Upon quick saving and loading, everything is solved, though when undocking and re-docking with asteroid again, everything locks up. This is just an annoying bug, not a game breaking one. Is there something I can edit in my save file? FV
  3. Solved issue myself. Should have just spent the time to find it... oh well, I give you the knowledge I have gained... Go into KSP folder-> Game data -> Strategia -> CustomBarnKitConfig Change "@activeStrategyLimit = 2, 3, 4" to "@activeStrategyLimit = 2, 3, 6" changing any number higher or lower will correspond to increasing limit by stated amount -1 for each corresponding level.
  4. [Solved] Hello, Just info: Playing heavily modded Galileo Career (50+ mods) with Strategia. I want to increase the cap on allowed amount of allowed strategies from 3 to 6. Where would I look to change the hard cap on that? Thanks FV-
  5. Happy to report this worked great, running totally fine. Thank you Geonovast FV-
  6. ----[SOLVED]---- Hello reader, Just info: Ran 1.3.1 game prior to update with 50+ mods through CKAN/self selection, forgot to remove auto update through steam. Game auto updated to 1.4 Opened game, just to play around. Game still ran, but everything broken. Closed game, reverted game data through steam opt-in beta to 1.3.1. Opened game, everything works except old save is corrupted, unable to load because I ran game in 1.4 and persistent save updated to 1.4. Went into folders and found "persistent.loadmeta" and "persistent.sfs" files, both dated 3/29/18, day of auto update. Below are "quicksave#1.loadmeta" and "quicksave.sfs" dated 2/25/18, the last time I played. I want to load the old game data from 2/25 as the main persistent game. Do I rename the quicksave#1 files as persistent, or is there another way of doing it that is better/safer? I would save the data in another location, but the potato I work with has very limited space, so entire game backup at this point is impossible, though individual files I have saved on a flash drive. Have not experimented yet, seeking some guidance from community. Thank you for your imput FV-
  7. Please disregard this post. Issue was fixed. I quit the program, loaded it up without it being on my tv first, and it worked. (first time writing a help report... ever) (Not good with computers, know a little about modding) KSP: 0.25 Windows 32bit Problem: Changing resolution from windowed box to full screen causes game box to become small box and only show upper 1/5th of screen, causing me not to be able to revert or change resolution, or exit game. has worked on laptop before in full screen. Mods installed: lots... (Don't think its the mods though, but mods are in hence putting it here instead of the other reporting place. ActiveTextureManagement is suspect though... (all are up to date (most recent download possible))) B9_Aerospace DeadlyReentry EnhancedNavBall FerramAerospaceResearch KerbalAlarmClock_3.0.4.0 KerbalEngineer KerbalJointReinforcement ActiveTextureManagement KWRocketry TacFuelBalancer ThunderAerospace ModuleManager.2.5.1.dll VGN KAS Reproduction steps: Have a big screen TV (36 inch) hooked to your laptop by HDMI cord with screen only showing on TV, put the game in full screen, then unplug the HDMI cord to bring your computer with you to another room, and watch as KSP flashes several times as the resolution box tries to find a right size to run the game in, then watch as game's windowed box come on laptop screen showing only 1/5th of screen. Become baffled. Log: No log data to speak of. Don't know how to get it. Will try if you walk me through it.
  8. Hi Ferram4, First just wanted to say love your FAR mod, make the game so much better. I've been having a problem with G-Max from the Deadly Reentry mod when using your KJR mod together. List of mods i'm using: I have 000_Toolbar, B9_Arospace, BoulderCo, DeadlyReentry, EnhancedNavBall, ExsurgentEngineering,FerramArrospaceResurch, Firesplitter, HexCans, KAS, KerbalJointReinforcment, Kethane, KineTechAnimation, KWRocketry, MagicSmokeIndustrys, NavyFish, ResGen, SH_Mods, Squad (Duh), ThunderAerospace, TreeLoader, VNG, and WarpPlugin in my Game Data Folder. I thought erroneously that the problem lie with TAC Life-support, but now believe the problem to be in how KJR, FAR, and different mod parts (B9, KWR, ect.) interact because I removed and re-installed each, and the problem only exists with KJR enabled in conjunction with the other stated mods (with the exception of removing all adding part mods -B9, KWR, ect.-). I believe that the inherent oscillating nature of the craft that is suppressed due to KJR is the culprit. Deadly reentry detects the suppressed oscillations (that increase with acceleration) and views this "suppressed" G's sustained from the individual parts as actual G's instead of the whole spacecraft. This the mod detects, which leads to G-Max being reached, even though it should not under such little stress to the rocket and occupants. For example, traveling at less than 20/mps^2 acceleration with less than 3G's at about 1km for 10ish seconds will equate G-Max being reached.
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