Wurmi

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About Wurmi

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    Rocketeer
  1. Thank you for the update. It seems it have solved my problem. I will be sure if i play longer.
  2. Yes, AH works in the VAB and SPH. And it is connected by DSN. But also happened to a vessel connected to relay. I don´t think it is a matter of the connection. My Savefile Thank you for the help. But maybe it is just a combination of mods and this save file. So i guess it is hard to find what is the problem. Maybe i should just start a new save and see if it is coming there also with time. What else i realize, is that the button takes some seconds till it appear in flight. It is always the last that appear awhile all other mod buttons loaded already.
  3. OK, i tried more things. Seems my savefile is somehow buged. I can recreate this only in my main save. Create a vessel Launch the vessel. (Button is fine and appear in flight and map view) Go to the Space center. Go back to the launched vessel (Button disappeared in flight and map view) If i copy my Gamedata and save folder into a new install. The Button appear again when i open my vessel. As soon as i go out to the Spacecenter and back to flight. The button disappeared again. Do i do the same things in another save. The button not disappear. All work as expected.
  4. Same problem here. Button only appear in the tracking station and vab. But i have also many mods installed. Logfile is here: Logfile Thats my Gamedata folder: 000_Toolbar 000_TRR_Config 000_USITools 001_ToolbarControl Ablative-Airbrake AdjustableModPanel AirplanePlus AlternisKerbolFlags AntennaHelper AntennaSleep AstronomersVisualPack AviationLights B9PartSwitch BetterBurnTime BZ-1 Chatterer ClickThroughBlocker CommNetConstellation CommunityCategoryKit CommunityResourcePack CommunityTechTree CommunityTraitIcons ConnectedLivingSpace ContractConfigurator ContractPacks CriticalTemperatureGauge CrowdSourcedFlags CrowdSourcedScience CryoEngines CryoTanks CustomBarnKit DeployableEngines DistantObject DMagicOrbitalScience DMagicUtilities DynamicBatteryStorage EnvironmentalVisualEnhancements Firespitter Flags FuseboxContinued HeatControl HideEmptyTechTreeNodes IndicatorLights IndicatorLightsCommunityExtensions InterstellarFuelSwitch JSI KerbalAtomics KerbalConstructionTime KerbalEngineer Kopernicus KramaxAutoPilot KRASH LoadingScreenManager MagiCore ManeuverNodeEvolved Mk2Expansion Mk3Expansion ModularFlightIntegrator MunarIndustries NavyFish NearFutureConstruction NearFutureElectrical NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft Nereid PersistentRotation PlanetShine PortraitStats PreciseManeuver ProceduralFairings RCSBuildAid RocketEmporium SafeChute SCANsat scatterer ShipManifest Sigma Stock folder: Squad StationPartsExpansion StationPartsExpansionRedux Strategia SurfaceLights SVT TakeCommand TextureReplacerReplaced TrackingStationEvolved Trajectories TriggerTech UAL002 UmbraSpaceIndustries UniversalStorage WaypointManager WindowShine [x] Science! FinalFrontier.dat ModuleManager.3.0.7.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree planetwikiv4.ksp S.A.V.E.dat toolbar-settings.dat edit: i found a solution for me. On a new Install (same version) with the same gamedata folder and save folder the problem dissapeared. I changed nothing. I only copied the gamedata and save folder.
  5. I didnt saw any Xeon CPU right now there. so i made a test with mine. CPU: Intel xeon E3-1231 v3 @3,40 Ghz Graphic: Asus Radeon 7790 1GB 1920x1080 FPS: https://drive.google.com/file/d/0BxmXhA1O4msaZWd0bzdWM3FfNWM/view?usp=sharing Frametimes: https://drive.google.com/file/d/0BxmXhA1O4msaMm0tM1ZrNmhjdWs/view?usp=sharing
  6. Ok i reinstalled the tree and treeloader. Now the flying nodes disappeared. Fixed
  7. i installed this Tree and started a new career. But after unlocking the first parts i have strange flying nodes around. I dont know if that is normal that i already can unlock this late nodes so early.
  8. Check if there is a "GameData" Folder inside. For me it doesnt matter which folder i give him. It only checks if there is a "GameData" folder (without the "") aviable inside the Folder.
  9. Ok, i backed up my save and tested it. There i was already half finish with my Techtree. It works on an already excisting save. (Win7 32bit) Just some nodes are a bit broken and half hidden. But when you open the node before again they get normal and the lines are not broken anymore. And most of my parts i need to buy and unlock again in the nodes. But that should be not that much problem.
  10. can i use this on an existing save or will it brake my save ? i know it is better to use a new one but i not really want to start new.
  11. Wurmi

    Too many KSP versions on my PC

    move the versions you never use on an external storage. I guess you never use or play all of them
  12. Wurmi

    Kerbdometer v0.9 (w/ Toolbar)

    nice mod. and still works in 0.24 But would be nice if you could move the counter somewhere else. We have the new Toolbar now and the counter is exactly over it. Or make the counter movable like in the Advanced Navball Mod.
  13. Wurmi

    [0.24] Spaceplane Plus 1.3

    i have also a crash after installing it on load my save. i am using x64 ksp here i postet also already. including output logs. post #39 http://forum.kerbalspaceprogram.com/threads/86552-64-bit-Mod-Compatibility-List-and-Issue-Reporting-Guide?p=1285837&viewfull=1#post1285837 and post #44 http://forum.kerbalspaceprogram.com/threads/86552-64-bit-Mod-Compatibility-List-and-Issue-Reporting-Guide?p=1286865&viewfull=1#post1286865
  14. Wurmi

    Your 0.24 mistakes

    I play on hardmode without quicksave-load, without returning and with permanent dead. I lost Jebediah on my first rescue mission. My ship started with to less trust, then i activated manuall another SRB. The rocket fly uncontrollable around and crashed in the KSC ground. So no Jebediah in my save anymore.
  15. yes i run into an similar problem. i knew i needed all the checkboxes. But what is bad is you cant finish the tests when you activate via actiongroups. You need to activate via stage. Squad should change it that the tests can be started also via actiongroups.