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About JWS

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    Bottle Rocketeer

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  1. Same thing happened to me. Luckily solved the issue by disabling AVAST's gaming mode function. The mode is intended to provide minimal interference between your game and system monitoring function. But an option, included in the mode, called 'Power triggering' modifies PC's power management policy, resulting in terrible SSD access speed overall. It simply overrides whatever the default value is, and doesn't restore the original setting even though the game is closed. Disabling the function brought back the original loading speed of the game. So check anything that touchs your power management policy in background. And set your policy to max performance. You may also want to deal with some SSD optimization options in your BIOS and Window settings. Cheers.
  2. [1.3.0] Kerbalism v1.2.9

    About the 'science loss after docking' bug... I found a weird interaction between the science loss and vessel switching. Below is a link to screenshots which shows what has happened to my mun rover. http://imgur.com/a/jtMCt Details are written in each image's description. I attached solar panels using KIS method. And after that, docked the rover to supply station using KAS winch. Hope this info. to be useful to find out what's happening under the hood. Thanks.
  3. Hi, I think I found a KAS and KIS related bug. When removing a part from a vessel via EVA kerbal(using driver or wrench), NRE spam occurs. I found this error while playing my heavily modded career save, and replicated it in sandbox on fresh new install with kOS, KAS, KIS, ModuleManager. Attaching something didn't cause any NRE. Removing anything(whether it was attached in VAB/SPH or during flight via KAS) always causing the error. Is this mod not compatible with KAS? I wasn't able to find any related issue in github, but thought that it would be better to ask here first. If this is a new one, I'm happy to provide any info. on this issue. Thanks.
  4. So... I also encountered the same problem as others, and posted it on other mod's thread. Removing of this mod has solved the problem for now. Below is the post I wrote in 'Kerbalism' release thread. Cannot try the hotfix right at the moment, but give it a try as soon as I get home. If you need my sfs or logs or any other information, please let me know. BTW, thanks for reviving this great mod. Really appreciate it.
  5. [1.3.0] Kerbalism v1.2.9

    I think I've found another case of 'control lockout'. Unfortunately, I cannot point out what had caused this issue again. Currently suspecting 'scene change' action via Bon Voyage UI in tracking station, but the guess relies solely on the fact that the action was the last thing I'd done before I found the 'lockout' situation. It seems that the lockouts are occurring only, and all on 'Unmanned' probes such as relays, sattelite, rovers, etc.. The status UI on the toolbar says '[error] Connection timed-out', although the remote-tech says it's online. In fact, they respond to any command given through RT's flight computer UI. Other crewed vessels are doing just fine, including EVA Kerbals. Here's a screenshot that shows what's happenning on those uncontrollable vessels. Strange thing is, although the vessel holds and generates enough EC to run the entire vessel, the message on the core says 'Not enough electric charge'. I've search through the logs, but failed to find any execeptions or anything. Sadly, most of my vessels are unmanned ones. So You can say my entire game is currently locked out. I may just play with some planes until this one settles down. I'll update any news when I encounter one. Thanks. EDIT : The problem has come from 'Fusebox' mod. Removing the mod solved all lockout proble. Terribly sorry for bothering you with misinformation.
  6. Beautiful Places on Kerbin!

    Took this while exploring Kerbin to gather some science data for my LKO station. There are so many beautiful places hidden on this planet.
  7. Which languages do you speak?

    Thanks for your kind reply, Tex_NL. I know that not much people can speak multiple languages fluently, and this reply to this thread is pretty biased. (Of course, I don't mean to offend the users who speak various languages) I was rather whinning about myself, spent so much time drinking and playing video games. Except for KSP, which taught me the language of mathematics and physics, a little bit. Anyway, thanks again for your encouraging response. Hoping you have a nice weekend.
  8. Which languages do you speak?

    Korean as native, English, a little bit of japanese. Surprised to see you guys can speak so many languages, which makes me somewhat embarrassing.
  9. [1.3.0] Kerbalism v1.2.9

    Ah, Okay. Still hoping for more useful lab though. Thanks again for the reply.
  10. [1.3.0] Kerbalism v1.2.9

    Just found out that this mod makes the Mobile Lab into mere science converter. It's so sad that the Lab lost its own functional science generator functions. While it's true that stock Mobile Lab exploits science data by allowing users to get duplicated points from it, it also provides more motivation to create space stations and do something like this. I think that getting extra science points by bringing the data collected from surface into the orbit and do some science stuff in micro-gravity make sense. So is there any plan to give the Lab more advantage that current converter function? If not, is there any way to use the stock lab function while using the current science system provided by this mod? Thanks in advance.
  11. [1.3.0] Kerbalism v1.2.9

    Thank you! Your solution worked. I encountered the same 'EVA lockout' bug, and taking down the flag broungt back the controllability, indeed. I'm running my KSP_64 on windows10 with tons of mods. Seems like I can't mark any landed site with flag anymore.
  12. I'm currently using FAR and bunch of other mods. So it might not be a fundamental solution, but in my case, tweaking each gear's 'Friction' value solved the problem. First, set all gear's friction control to 'Override'. And second, set each gear's friction value somewhere between 2 and 3. What's important is that always set real gears' friction value higher that that of nose gear. I usually set them 1~2. It will prevent tail-drift when you attempt to turn your plane on the ground. Also, be careful not to set those values too high. Too much friction will cause your plane to flip, instead of turning.
  13. [1.3] Kerbal Krash System (0.4.2) 2017-07-20

    Hello, Since the last update, I can't see 'Repair' button on right-click menu when I attempt to repair damaged module,(I'm currently using KIS, so I brought engineer with wrench eqipped.) It worked as intended before, but not anymore. This seem to be happen regardless of the part type(structural, fuel tanks, science modules...) Log seem to be fine. But if you need it, I'll post here. Or is there a change in repairing algorithms since the last update and am I misunderstanding the mechanisms? In that case, please enlighten me. Thanks.
  14. I'm using VSP and FAR and bunch of other mods in my career game. Strangely, whenever I use Skipper as my main engine, my rocket seems to lost control while flying and crash every single time. I tried to find out what is wrong, and FAR's debug voxel display shows something strange. As You can see above, attaching skipper to rocket's end seems to break entire aerodynamic feature of the rocket. It only happens to skipper engine, though. Is this something to deal with VSP's end or FAR?
  15. Nice indeed! Thanks for great work