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Bizobinator

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Everything posted by Bizobinator

  1. I've been adding a LOT of mods to my game, and I've recently started getting crashes when I've been switching in between states/views/buildings (i.e., entering a building, leaving a building, going from building to launch, etc). It doesn't happen every switch, but rather it seems to happen after a chunk of time? I've included both the player.log and the crash log. I would really love some help :). https://www.dropbox.com/s/31tvipclhina55n/Bizob_KSP_crash_logs.zip?dl=0
  2. Oh! I had an idea: for another heat consumer (other than radiators), what about having a power reclamation thing? Something that converts some fraction of the input heat into a (reduced) amount of electrical power?
  3. I downloaded/installed both cryo tanks & system heat via CKAN, but I couldn't find the boil-off patch? What did I miss? I'm 100% sure this is me in derp mode
  4. Aww, nuts. I had a hunch it would be incompatibilities :p, bummer. Well, in the off-chance it can be looked at, here's the log file: https://www.dropbox.com/s/gzjm512pfp3649l/Player.log?dl=0 Thank you for the mod(s) btw, I love 'em :).
  5. Hello! I'm having a bit of an issue. I definitely expect it to be because I'm using way too many mods, but I was wondering if anyone had experienced this (and/or knew a work-around). I've got a imgur thing with a bunch of pictures I took. https://imgur.com/a/ecrix4N I upgraded the temperature tolerance of a few parts, only for neither to work. In the VAB, the airbrake shows that the max temperature (in the main info box) is 4800K, but the side/expanded info box shows it's only 1200K/2400K. In flight, it exploded at 1200K. With the waffle-fins, the upgrades don't seem to carry over after leaving the VAB? I distinctly remember upgrading their temperature tolerance only for it to remain at 1600K both in the VAB & in-flight. Any ideas how I can fix or work around this? :p
  6. Is it possible to add an R&D category for part cost reduction?
  7. Any chance there's an updated list/repository somewhere? Are there any other mods that have added in support stuff?
  8. How well would this mod work for automating a shuttle that transfers fuel from the surface of Minmus to a station around Minmus? The page 1 stuff says I'd have to add a home body, but it also says things can get a bit squirrely?
  9. Would it be at all possible to also add the ability to lower a part's cost as an R&D option?
  10. How would I expand this to include stuff from the Mk 3 Stockalike mod? Is that something I would have to change/modify, or is that something one of the mods would need to update? Love the mod, btw!
  11. I'm loving this mod! A question though: is there any way to make it so that add-ons (like Better Burn Time) and the in-game maneuver time-to-burn calculator use my improved engines' parameters? I've noticed, in both cases, that the calculations seem to be using the old/stock performance values. Love it!
  12. Hello! I'm loving the mod! I was wondering: is there any way to make this work with Kerbal R&D? It's a mod that lets you spend science to upgrade various aspects of in-game parts. I've noticed that the calculations seem to be using the stock/unimproved parameters of my upgraded engines. Would that be something KR&D would need to address? Either way, I'm loving this mod ^_^. Thank you so much for making it!
  13. Is the gold forge meant to have the same sort of cooling conundrum as the jr-refinery? I.e., needs 200 kW cooling, but can be provided with at max 50 kW? Or, have I borked something (a likely possibility xD)?
  14. Oh. How accurately does the satellite pinpoint the anomalies (with the "?" on the SCANsat map)? In vanilla, isn't KerbNet pretty inaccurate? Even though it's bugged, does it still highlight where the anomaly is nearby? Or point so dingbats like me can find them? xD
  15. I put that anomaly BTDT scanner on a rover, but it said "too high", even though it was operating on the surface? Have I done something wrong?
  16. Can I please get some help? Do you need logs? A save file? Anything? Please :(.
  17. Hullo! I've got a rover on the Mun, but it keeps exploding when I switch to it (it just completed its first journey). What files would you need from me in order to help me figure out what to do? I've tried changing the "disable rotation" & height offset, without success :(.
  18. Sadly, it did not work :(. Could it be because I have the "Configurable Containers" mod installed?
  19. Is there anything else I can try? Or other files I can post/share that would help? Maybe the list of mods I have installed right now?
  20. I checked the folder, & the GPOSpeedPump.dll is there. I tried uninstalling via CKAN, & then manually installing, but it still didn't show up :(. There's not some component I need to add to a ship in order to use it, right? Or a setting I need to enable in-game?
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