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MartinKS

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    Bottle Rocketeer
  1. You're right, I uninstalled it - while I was running the game though I took a peak at task manager - looks like you're right about it being out of memory, it's up at 2GB (which I think is the limit for a 32 bit game?)
  2. Don't worry about it, I'm in no rush. Below is my gamedata folder - though I've removed your folder for now to get the game to load: Don't think it should be out of memory, but I'm using the steam version of the game, so it's only 32 bit!
  3. Hi rabidninjawombat my log file is on my dropbox here: https://www.dropbox.com/s/ypws9apuu44cgbs/KSP.log?dl=1
  4. I'm having a bit of a problem actually loading this mod once I've installed it, I can't see a similar problem here, so I'm wondering what I've done wrong. It always seems to hang while loading "NetherdyneAerospace/CivilianManagement/Parts/Biospherebases/parkbiodomebaseroc" sorry the rest is cut off:
  5. Looks like there is a fix for it, funny that this is the first ship out of 15-20 iterations where the problem seems to occur. I'll mess around with different things to attach the claw to and see if that fixes it. As you rightly point out, the mod you've linked to only partially fixes the problem, so I may need to forget that mission for now.
  6. KSP: 1.0.4 Windows 32bit game, from Steam, on 64bit OS Problem: A ship that performs fine in any other circumstance explodes either when you start to warp, or if not then when you leave warp Mods installed: Kerbal Engineer Redux MechJeb Kerbal Alarm Clock Planetshine Reproduction steps: Launch the below craft, then enter either physical or non-physical time warp. The ship will explode. It initially looked like the ship snapped around the probe-core, but that's now re-enforced. Sometimes rather than snapping/exploding the ship's orbit starts to change as though under accelleration, but the ship's speed remains the same, and no fuel is used. Ship: Asteroid Catcher Log: Output_log.txt
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