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About mavric1298

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    Bottle Rocketeer
  1. Contracts appearing/disappearing

    Once accepted they don't disappear, they totally randomly fail. Half the time before I'm even out of the VAB - I'll suddenly for example have tourists disappear, or mid flight. While I'm clicked on contracts as well in mission control the screen showing the contract contents will go blank the come back as well. All sorts of funny business
  2. So what started with accepting a contract - and in the middle of the mission it randomly failing, I've discovered something really strange going on with my contracts. While in Mission Control, I can watch as contracts flicker as available and then disappear. Running a TON of mods, and this seems to randomly have started recently, and hasn't been an issue in the past. Mods effecting contracts; contract configurator, all the contract packs , contract parser, contract reward modifier, and the SETI pack. Anyone seen anything like this before?
  3. So I'm not sure what I'm doing wrong...nothing came up on a kerbnet flyover of the area, and from the screenshot - the scanner doesn't seem to find anything in the area. I'm sure I'm missing something simple, but any thoughts?
  4. [1.3] - Modular Kolonization System (MKS)

    Tested on another machine - and same results; wonder if it's something with Sierra 10.12.3 (beta)...I'll try running on a non beta install next.
  5. [1.3] - Modular Kolonization System (MKS)

    So strange. Argh I want to start to move all my bases to be actual colonizations, then bring up LS. Into my game once I'm closer to being self sufficient
  6. [1.3] - Modular Kolonization System (MKS)

    Heres the player.log
  7. [1.3] - Modular Kolonization System (MKS)

    I'm curious, is there anyone else using the latest release on a mac? Tried a fresh install of ksp, fresh install of constellation from GitHub, and can replicate the error every time (pressing "b1 next bay" does nothing, pressing "b1 previous bay" causes instant crash). Cleared the unity state from ~/library as well. Any ideas? Time Awake Since Boot: 500 seconds System Integrity Protection: enabled Crashed Thread: 0 Dispatch queue: Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_PROTECTION_FAILURE at 0x00007fff5f3ffff8 Exception Note: EXC_CORPSE_NOTIFY Termination Signal: Segmentation fault: 11 Termination Reason: Namespace SIGNAL, Code 0xb Terminating Process: exc handler [0] VM Regions Near 0x7fff5f3ffff8: Stack 000070000ca14000-000070000cc16000 [ 2056K] rw-/rwx SM=COW thread 52 --> STACK GUARD 00007fff5bc00000-00007fff5f400000 [ 56.0M] ---/rwx SM=NUL stack guard for thread 0 Stack 00007fff5f400000-00007fff5fc00000 [ 8192K] rw-/rwx SM=PRV thread 0 Thread 0 Crashed:: Dispatch queue: 0 ??? 0x00000001924f25de 0 + 6749627870 1 ??? 0x0000000122de6542 0 + 4879967554 ..........continued
  8. [1.3] - Modular Kolonization System (MKS)

    Just finished a fresh copy install - just MKS and required parts, and still having the same issue. Instant crash - nothing showed in the player.log crash log at
  9. [1.3] - Modular Kolonization System (MKS)

    Cleared MM cache, but is there more "whatnot" I should try that I'm oblivious too ?
  10. [1.3] - Modular Kolonization System (MKS)

    When I hit the B1 - next bay on the tundra expandable habs in the VAB to change from greenhouse, I get a full game crash - I tested it in a new sandbox, but need it's a heavily modded game so going to try on a fresh copy later today. Anyone else seeing this?
  11. So I'm thinking of doing a new build - as now I'm just always on my MBP - and need to replace my last desktop that I sold. I will be mostly be doing KSP, streaming lecture, and some Lightroom/photo stuff on the side. I run a TON of mods, but not many are visuals. I'm really looking for something that can handle higher part counts rather than better visuals, most likely won't be running scatter, etc. How does this build look? I'm just educated on the stuff to know I know nothing.
  12. I brought back a kerbal and their craft, recovered them both, and now the kerbal is showing as part of the space program, but for some reason the contract won't complete - still says to recover the vessel (I didn't EVA the kerbal, I returned everything as one). Is there anything to be done other than the dreaded red X? Edit; found in my persistent file that it appears the game thinks the ship I recovered is still in orbit - however it's not showing as such on the track station - any ideas of what do to do/edit?
  13. [1.3] USI Life Support [0.5.0]

    So I think I'm going to jump into the USI-LS game, but I have a save a couple hundred hours deep that I'd like to keep working off of. Since unlike TAC kerbals aren't killed, would it be more reasonable to shuttle everyone home - resupply my bases (have a large Duna, Minmus, and moon base currently) to be self sufficient, then send my kerbals back.....or should I just let them go grumpy, setup the bases, and have them come out of tourist mode as the bases become functional? Any downside to this second option - obviously it's a lot easier.
  14. I'm having it too - all science is there, but all solar panels is not. I have a log from a fresh save - although I have a crap ton of mods. Let me know if you want me to PM the dropbox link to the player log
  15. mobile processing unit, which is full of data, currently has -493 science - this is a bug right?