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Noromier

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  1. I'm downloading this change now. I'm not code savvy or anything though, is there anything specific I should be looking for? I want to help but have no idea how.
  2. I'm not sure where i need to place that file, if you explain I will be happy to check it out for you. I should also not that this problem does seem to only be at its worst when using certain experiments like scan sat results trigger this crash if i try to collect and send the results more than once. That is the experiment that come to mind right now but I can certainly update with the others i have had problems with later. I should also note that the crash was happening before installing that mod as well. Need to launch KSP and look through all the experiments again but the vanilla experiments seem to be the ones that I have this crash with the least of all though it has happened. This crash also only happens when the experiment window is opening, before it is displayed, not when trying to transmit. So will this file be able to log whats going on during this process and save it if the game does crash?
  3. Here is the dropbox link for my mod list: https://www.dropbox.com/s/httt47ojvo0ipvu/Mods List.txt?dl=0 Hope that helps!
  4. I have many of the same mods installed and have been having the same crashing issue when trying to collect science. Turning off comm net fixes the problem and I can collect all the science I want. So though I would love to leave that on its really nice to have a work around for this problem. I also tried the Require Relay option you suggested with the other two options on, they were already on. At first I thought that had fixed the issue as normally I can only collect one or two experiments before I get the crash but this time I was able to collect about 10 in total when it crashed again in the exact same way as usual. Checked this twice with the same results. Turning off Require Relay just makes its so I can only collect one or two experiments again before crashing. Is there anything else I can try to help figure this out?
  5. Thank you for the update. Was having some problems in game when i switched to 1.3.1 but everything was still loading. Decided to do a fresh install of the game and mods, after which the game just kept crashing when switching from loading to main menu. After removing all the mods and installing them in small chunks I managed to narrow it down to this mod. SO glad though you have an update for it. You do a lot of really good work on here so I just wanted to say thank you! Take Care!
  6. So for the past couple of days I have been trying to figure out what exactly I am doing wrong but I just can't figure it out. When trying to dock a ship with another in orbit using MechJeb everything works fine if I dont enable force roll. However alignment is actually fairly critical for what I'm attempting to do. So when I do enable force roll to 0 the ship just keeps rocking back and forth wildly. I have tried using more/fewer or stonger/weaker rcs points as well as using more/fewer reaction wheels in various configurations. The rcs points dont seem to make a big difference but the more reaction wheels I add the worse things get. This also will occur if I use Smart A.S.S. to force roll to 0 while controlling from the docking port. Linked is a shot of the ship with CoM on so you can see how it is balanced. The tanks are setup so that no matter what resources are used the CoM will not move. I am truly at a complete loss at this point so any help would be greatly appreciated. I am also linking my log as well just in case. I was going to add here a List of the mods i'm using in case that would also be helpful but its rather long. If that is needed though I will be happy to post it. I am using MechJeb 2 Dev Release v2.6.1.0-741 https://imgur.com/RmF49px https://www.dropbox.com/s/z4jv2b49g1517n6/output_log.txt?dl=0
  7. So I've looked through this forum, the older one and all over google. Can't seem to find anyone with the same issue as me so i'm hoping its ok to ask about it here. While loading ksp it gets stuck loading tweakable anitmatter reactor from the warp plugin folder which seems to be from this mod. Does it just take a really long time to load or have I done something wrong? The game doesn't lock up or crash it just sits there when the module manager part of the loading screen gets to this one spot. So when loading the bar reads as "WarpPlugin/Parts/Electrical/AntimatterReactors/AntimatterReactor/TweakableAntimatterReactor". I also installed the mod using CKAN if that helps. Edit* Just found some info about it on page 282... guess i didn't look hard enough. Gonna read through that now
  8. GitHub is showing the most recent update as 10 days ago and i'm not seeing a new update in CKAN. Am I missing something? N/m its working. Thanks!
  9. Thanks for the heads up! Was just about to update and didn't even think about having to launch a new one.
  10. Ah, ok. Awesome. Glad you were able to figure it out cause I had no clue what to do. Thanks for the help!
  11. Here is the log. I saw earlier in the thread that the mod Contract Configurator was causing issues with this mod. Could this be part of my problem? I Just tried to send Data a little bit ago and it still wouldn't work. I haven't made any changes yet because I didn't want to interfere with any troubleshooting attempts. Hope this helps though. https://www.dropbox.com/s/206t6g82g1hahu5/output_log.txt?dl=0
  12. I got this contract a bit ago, Launch New Network Navigation System Satellite Kerbin, and I'm having some trouble figuring out whats going wrong. I'm on step 3 or satellite 3 and I'm sure I'm using the correct core with the correct settings but I can't seem to get the Data Stream and Connect Satellite step to work. The first two worked fine though. So I figured I goofed and went to attempt satellite 4 and had the same problem. Both were in the correct orbit. I scrapped them to start over thinking I missed something. Have only re-launched satellite 3 and still having the same problem. Any idea what I may be doing wrong?
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