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killbotvii

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Everything posted by killbotvii

  1. You really don't understand what anybody here reacting negatively is talking about then. We ALL know it's coming to PC. As my message said, if the game is coming to those consoles, then it must be designed to work with the weakest of the platforms it is coming to. Meaning, it won't be designed to take advantage of the latest hardware, but instead be made so that it works on hardware from ages ago. I don't really know how to make this any clearer.
  2. This is massively disappointing. All hopes I had for this game have effectively been cut in half. Putting this game on the PS4 and Xbox One means that the game will have to be designed for the weakest hardware. I have very little faith in the project meeting its potential now.
  3. I should've known that was all it took. I guess that there will always be weird edge cases like that. Apologies.
  4. Gravity Turn's ability to guess appears to be completely borked in my 1.12 game. As you can see below, it's giving me utter madness for the start m/s. If you try to launch with those numbers, it will be flying completely horizontally before even getting above the clouds. If needed, I can provide my modlist, but that shouldn't be needed here considering this rocket is using nothing but vanilla parts.
  5. Yeah I do use CKAN, it's actually how I made that list. I followed your instructions up to the middle, didn't see a change in the parts, and when I refreshed you had added the other half. I went ahead and removed all the mods you mentioned would cause problems but unfortunately even creating a new save did not help.
  6. Yes, both are installed just fine. All other Kerbalism features are fully functional as well. It's very strange. EDIT: I've looked at the tree further and it just keeps getting weirder. Nothing related to supplies(the various tanks and the like) is there, but randomly the greenhouse is showing correctly, but it only outputs air(which isn't consumed, nor are there any tanks for besides the smallest) and not food. I am at a loss as to what happened here. I'll attach my modlist. It's rather large, but I'll also save you some time by telling you that I only have three mods related to Kerbalism installed, one of which is yours. Kerbalism itself, SIMPLEX, and Kerbalism Companion Calculator. I've been using this same list quite awhile, I've never had problems with it, though I did just come back from a break in February or so, so it could've something that updated.
  7. Having a strange issue. Simplex and Kerbalism in general are definitely working, but none of the resource slots related to life support exist in any part. I do have a tiny air tank unlocked, but it never drains. In addition, the life support tab part of the Kerbalism helper thingy in the VAB is missing. In general, it seems as though life support is disabled entirely.
  8. Wasn't there another mod like this that had a cheat function that let you refill tanks and stuff? Does anyone remember what that mod was, or was that this mod?
  9. It's definitely broken. I followed @hab136's instructions to a T, but it continues to insist that the fuel line path is obstructed. What makes me certain that it's not working properly is that it draws a red line to show where the problem is, and I can connect those points like there's no problem. I'm an ugly idiot. I just had to keep tweaking the design. Sorry for the needless bump.
  10. Sorry to bug you, but I feel as though I''m not understanding this. I followed the instructions in the OP, but no gamedata folder is generated at the end. What's further confusing is that in your July 14th post, you don't mention the gamedata folder either. I guess my question is, what am I supposed to do after I generate a galaxy? Look at a pretty text file and html file?
  11. Every single image file in kerbalism is refusing to load, so every place related to the mod where an image should be is blank. Is anyone else having this issue?
  12. Oh, my bad! I should post this in that thread instead. I'm running the latest version of the game and mod.
  13. Every single image file in kerbalism is refusing to load, so every place related to the mod where an image should be is blank. Is anyone else having this issue?
  14. Please don't go too hard on me if I shouldn't be posting here anymore, I figured that the reason I was ignored in the main OP was because I didn't post in this thread, which is the one that the OP mentions as the other place to post bug reports. I hope this isn't considered necroing in this case. Posting my original comment below. --------------------- I'm having a very frustrating issue where, even though I've opened every hatch and even have unused docking ports, my kerbals cannot move through the station freely at all. I've included a screenshot so that you can see for yourself. Sorry if this has been answered before, but I did look around before asking.
  15. EDIT: Didn't spot the link to the development thread in the OP until now. My apologies.
  16. Anyone have a copy of the previous version of the mod? CKAN updated a bunch of my mods and now it crashes during initial loading. I'm trying to downgrade those mods so that I can play again.
  17. So, good news and bad news. The good news is that I'm pretty sure I know what's causing the crashes. The bad news is, if I'm right, my save file is corrupt. I tried loading my sandbox save and it worked perfectly without any mods removed yet. Assuming that this is the cause of the issue, is there anything to be done? I do have a ton of named quicksaves. EDIT: Solved it. I loaded into my sandbox save and then loaded my newest quicksave in my normal game. It worked. I wonder how the save got corrupted though? EDIT 2: So the problem is actually not entirely fixed, unfortunately. While I can get into the game through the method I've described, I have to do it every time now. It crashes everytime it tries to load persistant.sfs. It doesn't matter if I rename something else to that, it'll still crash if it reads a save with that name. What is going on?
  18. Forcing dx11 was one of my attempts to make it stop crashing, so that isn't it, though I'll still remove it. I'll try your other suggestions.
  19. I'm sorry for being annoying. I was under the impression that the output log was put in the crash log folder, which didn't generate. I didn't think it would be in a random folder called KSP_x64_Data. http://www.mediafire.com/file/tq2wqice3aeibv2/output_log.7z
  20. I was playing the game just fine when, after I left the VAB, it suddenly started endlessly loading. After a while, I force quit the game and reopened it. I first noticed something was wrong when it loaded the game seemingly before the loading bar was even done, stopping at roughly 80% or so after loading the mobile processing lab. It still got into the main menu just fine, but then then once I loaded my save, it crashed the instant it loaded the space center. The most frustrating part out of all of this is that it's not generating a crash log folder. All I can do is give you all my mod list, which is as follows. EDIT: I found the output log. http://www.mediafire.com/file/tq2wqice3aeibv2/output_log.7z KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit Filter Extensions - 2.8.1.2 Toolbar - 1.7.13 Ablative-Airbrake - 0.2 Astrogator - 0.6.2 AugmentedReality - 0.1 AutoAsparagus - 2.2.5 AutomatedScreenshots - 0.7.9 B9 Part Switch - 1.7.1 Chatterer Extended - 0.5 Chatterer - 0.9.92.1622 Community Category Kit - 1.2.2 Community Resource Pack - 0.6.6 CommunityTechTree - 3.0.3 Connected Living Space - 1.2.4.2 Contract Configurator - 1.22.2 Contract Reward Modifier - 1.0.2.4 Crew Light - 1.5 Custom Asteroids - 1.4.1 CustomBarnKit - 1.1.12 DistantObjectEnhancement - 1.8.1 DMagic Orbital Science - 1.3.0.8 CapCom Mission Control On The Go - 1.0.2.5 Contract Parser - 1.0.5 Contracts Window Plus - 1.0.7.3 Progress Parser - 1.0.6 Easy Vessel Switch - 1.2 ExtensiveEngineerReportContinued - 0.0.3 Extraplanetary Launchpads - 5.7.2 Ferram Aerospace Research - 0.15.8 FMRS (Flight Manager For Reusable Stages) - 1.2.4 Interstellar Fuel Switch - 2.5.1 JanitorsCloset - 0.2.20 JSIAdvTransparentPods - 0.1.13 RasterPropMonitor - 0.28 Kerbal Attachment System - 0.6.2 Kerbal Engineer Redux - 1.1.2.8 Kerbal Inventory System - No Fun - 0.1.2 Kerbal Joint Reinforcement - 3.3.2 Kerbal Inventory System - 1.4.4 KronalVesselViewer - 0.0.6 Historian Extended - 1.2.7 KSP-AVC Plugin - 1.1.6.2 Less Grindy Science - 1.0.0.1 MagiCore - 1.2.1 Maeneuver Node Evolved - 1.0.2.3 ModularFlightIntegrator - 1.2.4 Docking Port Alignment Indicator - 6.5.2 NearFutureConstruction - 0.7.6 NearFutureElectrical - 0.8.7 NearFuturePropulsion - 0.8.7 NearFutureSolar - 0.7.2 NearFutureSpacecraft - 0.6.3 Olympic1's Icon Packs - 0.10.3 Outer Planets Mod - 2.0 PartCommanderContinued - 0.1.1.1 Kerbal Planetary Base Systems - 1.4.2 PlanetShine - 0.2.5.2 PoodsOPMVO - 0.3.4 Portrait Stats - 1.0.13 Precise Maneuver - 2.2.5 QuickExit - 2.1.2 QuickGoTo - 1.3.2 QuickMute - 1.2.2 QuickSearch - 3.1.2 QuickStart - 2.1.3 RealChute - 1.4.3 RealPlume - Stock - 0.11.4 Recovery Controller - 0.0.1 RecoverableEmergecyKerbalTransport - 0.4.3 AmpYear - 1.4.6 DeepFreeze Continued... - 0.23.4 RetractableLiftingSurface - 0.1.3 SafeChute - 2.1.6 SCANsat - 1.1.6.11 Ship Manifest - 5.1.3.3 ShipSectionsContinued - 0.0.2 SmartStage - 2.9.6 StageRecovery - 1.7.1 StateFundingContinued - 0.6.8.1 Stock Visual Enhancements - 1.2.2 Strategia - 1.5 Stock Visual Terrain - 2.0.4 TimeControl - 2.5 Trajectories - 1.6.6 Kerbal Alarm Clock - 3.8.4 Alternate Resource Panel - 2.9.1 Transfer Window Planner - 1.6.1 TweakScale - 2.3.4 Universal Storage - 1.2.2 UpgradesGUI - 1.5 EVAParachutesAndEjectionSeats - 0.1.13 VesselViewerContinued - 0.8.4 KSP Interstellar Extended - 1.13.9 IVA Kerbal Identifier - 1.0.2 WildBlueTools - 1.19 Kerbal Actuators - 1.0.3 Buffalo - 2.0.8 EDIT 2: Solved. Turned out to be save file corruption.
  21. This was asked before a year ago but never answered, so I figure I might try my luck and ask too. Would you consider adding Kerbalism support? Being able to monitor radiation and life support statistics would be amazing.
  22. What is the rate that shielding drains at? Is there a formula I can use to calculate how much shielding I need for a given mission, like, for example, a trip to the Mun and back? I searched both the wiki and this thread pretty hard before posting here and came up with nothing, but I apologize if this really has been answered before. EDIT: Found the answer.
  23. Believe it or not, it seems that this is even weirder than I thought. Somehow I was reading the gauge wrong. I was indeed losing tons of rep, but not money as well. No, instead I gained THOUSANDS of research points. Tens of thousands. What?!
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