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Eric Fox

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Everything posted by Eric Fox

  1. Hello all! I am having a very annoying problem with KSP right now. I landed an unmanned rover onto Duna via skycrane today and after it landed, I noticed that the movable arms in the front of the rover are jacked up big time (take a look at the pictures). It seems like the problem might be with IR, but I don't know for sure. http://i.imgur.com/6YrhRtZ.png http://i.imgur.com/E4W4Cn7.png Please help me, this is a really annoying problem. I have tweakscale installed aswell. , Eric Fox
  2. Okay, the problem was texture replacer. I had to re-install it and slowly add my textures back into the texture replacer file. Thanks for the help!
  3. I took out all of my mods and the problem still persists. it is catching on this file: squad/stratagies/icons/unpaidresearchprogram
  4. I noticed that it might take a while when I downloaded ATM. However, I waited over 1.5 hours during one attempt, and kept getting stuck loading one specific file even though I tried several times to let it finish loading. Is this normal? BTW, I did watch a movie for the 1.5 hr try. Thanks for the help!
  5. Hello, I am trying to keep RAM usage low, so I tried ATM (x64 aggressive and x86). However, whenever I try to use this mod, the game freezes on the loading screen. However, it freezes while loading, so I always have to Ctrl+Alt+Del out of the frozen screen and kill the program manually. I only have the problem when the ATM file is in the GameData folder. When the mod is not in there, the game loads, but the framerate is too low to be playable (like 4 or 5 fps). So the conclusion is that I NEED ATM with the amount of mods that I have and the relatively low-speed (6gb RAM) system I am running on, but for some reason it is messing up my system. I looked in the appropriate folder for a error log, but none was found. If you have any questions, let me know. Any help is appreciated. Thanks! , Eric
  6. Your work looks really cool bro! How about this one:
  7. I have a x64 bit OS. I just tried the x86 version and the same problem persists. Thanks for the help though.
  8. Howdy, I am trying to keep RAM usage low, so naturally I tried ATM (x64 aggressive). However, whenever I try to use this mod, the game freezes on the loading screen. However, it freezes while loading this file: Squad/Strategies/Icons/Aggresive Negotiations. I always have to Ctrl+Alt+Del out of the frozen screen and kill the program. I only have the problem when the ATM file is in the GameData folder. When the mod is not in there, the game loads, but the framerate is too low to be playable (like 4 or 5 fps). So the conclusion is that I NEED ATM with the amount of mods that I have and the system I am running on, but for some reason it is messing up my system. I looked in the appropriate folder for a error log, but none was found. If you have any questions, let me know. Any help is appreciated. Thanks! , Eric
  9. Thank you all for you're help. Lots of great idea's floating around. I appreciate the help. , Eric
  10. You sir, are a great human being. I had my sat net all targeting the active vessel, so when I switched to the lander which didn't have any long range dishes on it, the signal never made it. When I switched the sat net to the orbiter only, the two-way link was established. Thank you for the help! , Eric
  11. Howdy, I have spent God-knows-how-long working on this problem, with my primary fear being that I have overlooked something so mind-blowingly stupid that even a chimp with a lobotomy could figure it out. First things first, I have remote tech 2 updated to 1.5.1. Here's the mission: I have a 2-part spacecraft orbiting Eve in a 740km x 750km orbit. The plan is to separate the two parts (one is a lander, one is an orbiter) and send the lander down to the surface after putting the joined craft in a sub-orbital trajectory. The orbiter has 2 DTS-M1's and a Comm 88. The lander has a KR-7, Comm 32, and a DP-10 on the outside of the fairing to maintain link through entry . The lander is in a procedural fairings casing for aerodynamic protection during entry. Once the lander is on the surface , it will relay the telemetry back to the orbiter, once it has re-established a safe orbit and the orbiter with its Comm 88 will send the data back to my Satnet around Kerbin and then to KSP. Simple enough right? Well here's the problem: I disconnect the lander from the orbiter (which has a green link to KSP) and when I switch to the lander it shows a red link. I thought that the DP-10 would automatically connect the lander to the orbiter? Now, keep in mind that the orbiter does NOT have a dedicated omni, but the probe core should have a 3km omni right? All I need is enough time after separation of the two craft to activate the lander's KR-7 to one of the orbiters DTS-M1's. However I still do not have a connection despite the omni's being within range of one another and unobstructed by a fairing or anything. If you made it this far, thank you so much. Please give me suggestions, comments, or if you're in the mood, make a fool of me. Whatever floats you're boat. If you have any questions about particulars or details, please let me know. Thanks! , Eric
  12. ObsessedwithKSP: That did it! Thank you for the help.
  13. Hello all, I have done a recent install of 0.25 and tried to install my mods again. However, when I try to build a rocket, the attachment nodes never line up. There is a huge gap in between the fuel tanks, service modules, capsules, whatever. Here's a list of my mods: Active Texture Management Distant Object DMagic Orbital Science Engineer EVE Firespitter HullCameraVDS KW Rocketry MechJeb 2.0 Remote Tech 2 TweakScale Universal Storage Module Manager 2.5.1 I am using a latop, 1.9Ghz, 6 GB RAM. Integrated GPU. Any help is appreciated. Thanks alot folks! , Eric
  14. Orbitus, Yes, the fact that the shroud persistently shows up no matter the configuration is the problem. I thought KW might be a problem, but I wasn't sure. Thank you. Master Tao, I'll try to uninstall KW and see what happens. Thanks.
  15. Hi SpannerMonkey, I knew that the stock engine shrouds come with the game, but my problem is coming from the fact that even if I do not have anything attached under the engine, the shroud still appears. Notice in the screenshots, that the shroud is persistently attached to the engine, no matter the configuration. Just to clarify, I WANT the shroud when I have a decoupler or other part attached under the engine. I DO NOT want the shroud when the engine is burning, or if it is the primary engine (the one that would burn. At the bottom of the spacecraft). Thanks!
  16. Hey, I noticed recently that the circular engine covers that automatically appear when a decoupler is added under it, are now appearing whenever I create a stock engine. I think the problem might be originating with the mods that I have installed recently. Here is a list of the mods I have: Active Texture Management Chatterer CoolRockets CrewXfer DistantObject Environmental Visual Enhancements Klockheed_Martian_CoolRockets KSPRC KW Rocketry MP_Nazari NavBallTextureExport RealSolarSystem SoundtrackEditor TextureReplacer Here's a few screenshots to show you what I am talking about. Any help is appreciated. Thanks!!
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