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  • About me
    Defender Of The Ancients
  • Location
    Serra dos Carajás, Pará - Brazil
  • Interests
    Doing tutorials for everything I learn :D

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  1. Allista, just commenting here to thank you, dude. Thank you for your mods and the work you do to keep it updated even after all these years
  2. I disagree it's easy. I spent weeks to land the first vessel on Mün. I didn't used tutorials or watched videos of it, which I think it's what the majority of players do, they go blind. I, however, agree that a bigger Kerbin would be nice, just not as big as RSS
  3. After months away from KSP I came back here and see Angel still developing this awesome mod. Thanks, dude
  4. Status update: I found the problem and fixed. I found this after trying to install another software (Matlab) and wasn't installing, it just crashed always. It was caused by "EXCEPTION_ACCESS_VIOLATION (0xc0000005)". Coincidence? Tried reinstalling DirectX, but couldn't because it said I already had the lastest version. I searched a little more and found that this problem might be caused by RivaTurner/MSI Afterburner. And that was it. Uninstalled both and I could not only install Matlab, but it also fixed Kerbal's crash. Thank you again!
  5. Thank you for your time, diomedea Both workarounds you provided at number 1 worked. Tried with -force-d3d11 and worked perfectly, tried after that with -force-glcore and also worked. The settings on settings.cfg were already at 1920x1080, but ingame the resolution was capped by my monitor's resolution. I'll keep using -force-d3d11 for now, thank you! DxDiag.txt
  6. Fixed by uninstalling Rivatuner and MSI Afterburner. More info: KSP Version: v1.3.0.1804 Windows 64-bit, updated from v1.2.x Graphics card: Geforce GTX 1070, Driver version 382.33 (tried before updating and crashed, tried after updating, same problem) What Happens: Game crashes after changing screen resolution. My monitor resolution is 1650x1050. It crashes when I change to lower or higher resolutions. Mods / Add-Ons: All Stock Steps to Replicate: 1- Get a monitor with max resolution of 1650x1050 2- Open the game 3- Change resolution to something else 4- Crash Gif showing (it is too small, but log files are below with more info): Log Files: - output_log.txt - error.log - crash.dmp
  7. Does this mean that we can generate supplies per second instead of by large amounts after some time?
  8. I'm playing again after some time and just tried that new Local Logistics. Man.. thank you, Roverdude, it solved SO MANY problems of my bad designs, it is awesome.
  9. I can confirm, greenhouse is fixed, now I just need to figure out ratios soil generation/consumption for Snacks
  10. Make sure to not have AmpYear installed, it was the cause to a similar problem of mine.
  11. I'm getting different values, but maybe I'm looking at the wrong places. Looking at the .cfg of NOM 5000 inside of LifeSupport folder which is inside UmbraSpaceIndustries folder, for example we have: If my calc is wrong please tell me: 1 thing/sec = 1 * 60 sec * 60 min * 6 hours = 1 /day From what I think, we would have per day: Mulch: 0.00012 /sec = 0.00012 * 60 * 60 * 6 = 2.592 /day Fertilizer: 0.000012 /sec = 0.000012 * 60 * 60 * 6 = 0.2592 /day EC: 0.26 /sec = 0.26 * 60 * 60 * 6 = 5616 /day and have as output: Supplies: 0.000132 /sec = 0.000132 * 60 * 60 * 6 = 2.8512 /day, instead of 11.52 /day at wiki And the calc of the other 2 converters are different here also.
  12. @notthebobo, are the NOM conversions up to date at https://github.com/BobPalmer/MKS/wiki/Parts:-USI-LS ? Because I'm finding different numbers from .cfgs. On a side note, I'm impressed how much these conversions gives. It's to little! You need more than 4 NOM 5000 to recycle all mulch from one Kerbal, and the biggest "recycler" can only feed 2 kerbals. I never used it and I'm thinking their balance is outdated. Someone here use these NOMs to say if this is like before? I think they should recycle so much more per second than what is now.
  13. This thread is beautiful. I would say that Scientists are required to make any supplies self-sustainable base. They are not required really, but without one you can't feed even one kerbal. Without a scientist you have a greenhouse production at 5% load; LVL 0: 25% load LVL 1: 45% load LVL 2: 65% load LVL 3: 85% load LVL 4: 105% load LVL 5: 125% load If you are using a Tundra 2,5m Agriculture module set to Cultivate (S) and get it to 100% load, you'll not have enough supplies to feed even one Kerbal, imagine at 5% load, which is what we can get without a Scientist around.
  14. [Pathfinder + Snacks related] Is it by design that Cropworks have storage of Water and Fertilizer but not Soil? These 3 are the inputs and from what I'm seeing the only way to have Soil storage to use in this conversion is to use one of those 3 containers that are at Payload category. Or is there another place to store it that I'm not seeing? Edit: Snacks production was kind of fixed, it now requires inputs, instead of giving Snacks even without Water, Fertilizer or Soil. But it still counts down the time remaining even when one input finishes and after that you'll only need a tiny amount of that input to give full snacks production. Is it possible to make the timer/production stop when one of the inputs reaches zero? Another thing is that it only checks for Fertilizer amount to see if it can start snacks production, it doesn't check Soil or Water, and after a full cycle it starts again even if you don't have the minimum amount of Fertilizer required. In other words, if you have any amount of fertilizer, water and soil production, it can generate Snacks forever, it doesn't matter how much input you have, as long as you don't click at "Stop Greenhouse".
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