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Kuldaralagh

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Everything posted by Kuldaralagh

  1. I do have high performance fuel systems but still no hydrazine. maybe it is something else i am missing. I confess this save was a vanilla save before and I already had the whole tree unlocked. I was actually trying to keep playing that save. maybe that has something to do with it. i don't know. on a fresh sandbox save it works fine.
  2. I'm having problems with hydrazine. I can't select it as a fuel in any tank. is this a known problem? anyone else has it?
  3. Any news on this? Because I have the same problem. Completing investor contract screws up my loading at the launch pad and renders the game unplayable.
  4. So, yeah. I was pretty vague. I'm not even sure what is my hardware now after my last breakdown and quick motherboard swap. I'd have to look it up. This rig was great in 2007 when i started getting parts for it. So yeah, I'm limited to 8gb ram. 1066 Hz if I'm not mistaken. I'm not sure about my cpu, but it used to be a Q6600 but I've swapped it for something similar in the motherboard swap. So I'm pretty much running a 10 year old machine. The memory swapping seems to be it, because HD is constantly running. Too bad.
  5. Hey, This mod is great, I love it, but I'm having a problem with it. It's so crammed with good stuff that it takes me forever to load anything. I mean over 10 minutes to load a 10 part rocket. I have tried everything, advanced config to lower resolution, 2d clouds, have nothing but GPP, all the configurations I could find to reduce the load on my old Cpu. Nothing gets loading minutes under 10 minutes. So here is my question, is there a dumbed down version of this with crappy graphics that might load faster? Otherwise it's next to unplayable for me. I load small craft in under 1 minute without GPP, even heavily modded. Any ideas? I was thinking of scaling down every texture in the mod trying to reduce the loading, then I've figured there might be extra config twitching I might find asking here. I have no clue on how to make it lighter for me.
  6. this is a very cool mod, but is there a way to limit the amount of stars? I mean, I could use some 5 to 10 stars, over 60 is just killing my machine. it wont even load in a reasonable amount of time
  7. Roger wilco. I guess the feeling I had when looking at that could be called Overwhelmed.
  8. I will try, though I have to say I am a bit of a noob when it comes to these things internety. I do have a github account though, but i don't use it at all except for downloading mod files. well, this seems like a good time to learn it. EDIT: I've just realized my level is Bottle Rocketeer, and I happen to actually be a bottle rocketeer. spot on. EDIT 2: btw, about that noob thing. Is a PR a Pull Request?
  9. Hey guys, I was building a space station and I realized the docking ports are not cls compatible. I can put one of those hub endings, but the docking ports I attach to it are not compatible. My quick fix, I just went to the general structure parts cfgs, found port 1 and added the cls module making it passable and attachable too, I guess. Anyway, it worked perfectly after that, so I thought i would leave you a heads up. And maybe you might want to add that to that part at least on the next update. If you need any more details on what I did, (but I doubt that cause you guys are clearly more in the know than I am) i could post the config file I changed somewhere for your appreciation. Cheers. And this mod is great btw. Allows me to do great things in ksp and keep my part count ridiculously low. Thanks a lot.
  10. so, I finally got around to it, checked my files and downloaded latest sstu. (actually 140, downloading 141 now) ran it and presto. it works. so definitely incompatibility with some other mod I have. I'll workout which one thru trial and error and let you know. cheers.
  11. makes perfect sense. Im just finishing the new fresh install here and if the problem persists Ill post the log
  12. Yeah, I think so too. I don't think it's conflict, as I have tried sstu on a fresh install. I'll go on and refresh my files from steam and download sstu again and see what gives. If the problem persists I'll open the ticket on github. But that still leaves me with the parts with a model holder. I mean the model = SSTU/Assets/EmptyProxyModel line that I've pulled out from the .cfg file for the part. Are you working (or planning on working) on models for these? Or am I completely wrong and it's just happening on my copy?
  13. hey, I'm having a few bugs that i did not have in a previous version. first, some parts are without models. they used to have them. example: name = SSTU-SC-GEN-PDC has this model = SSTU/Assets/EmptyProxyModel I know the custom probe core is also showing no model, so it must have the same holder. that is awful because I loved those two parts. the other issue that i'm having that is killing me, whenever I add a capsule in the VAB, either the SC-B-CM or the SC-C-CM, I cant right click to configure them. it locks the game. i still am able to click on some of the functions of the part menu, but I cant click outside of the menu at all. no idea what is causing that. could be compatibility with other mods. dunno. I still have to do a fresh install and check it out if it works. any ideas? edit. just did a fresh install with only sstu and still had the same results. the cursor arrow goes green when I click anywhere and it does nothing. I suppose it is something to do with features in the capsule, because I can configure the lander capsules, no problem.
  14. I meant the pods part, it happened in 1.2.2 for me. nevermind then.
  15. @Gordon DryHey bro, did you find a solution for this? I was reading it and it is the same issue I am having with AY. pods gone. I have quit using AY for now.
  16. I read thru your suggestion now. and realized, no I dont use RO. I tried, but my machine cant handle that. takes forever to load. so I gave up on my RSS RO adventure. just went back to kerbin and well... your suggestion is exactly what i have in that file. anyway, thanks for trying to help me.
  17. Hi. I have the weirdest bug going on and I can't seem to fix it. for some reason, Amp Year is killing my command modules. this has started recently and i've been having a hard time narrowing it down. all the installing, and uninstalling 50+ mods and loading the game. you probably know this better that me, takes an awful long time. but i finally found it to be amp year. anyway, I though it could be a version problem, with the 1.3 update and all. so I reverted to 1.4.4 because its listed as 1.2.2 compatible, and I am running 1.2.2.1622 because of mods. still no command pods. I have no clue as to how this is happening. that is too bad because I love amp year, its one of my prime mods because of its usefulness. anyway, I wont bother you with logs or stuff like that. I just wanted you to know this was happening and wonder if you have an easy fix already. if not, nevermind. i'll just stop using your cool mod until the other mods i like catch up with 1.3, at least enough to make me want to update. thanks a lot for the mod though. its awesome and gave me lots of good insights on power calculation for my ships for a while. and power reserve has saved me quite a few times as well. cheers
  18. I am having a real hard time landing on mars. Anyone has tips on how to do it? I mean, I tried parachutes, but I go too fast for them to open and the drag doesn't seem to kill the huge orbital speed. I feel like my thousands of ksp hours were a joke when I tried this. Any tips?
  19. Like the old saying goes, 6th time is a charm. I guess it had nothing to do with the drills. It was just time warping during the deployment that did the weird thing. The unexpected launches as well. Maybe a warning label on the model of the dyi kit saying don't rush on deployment would be a good fix for this. It was just a few minutes, but I didn't want to lose them. Ended up losing hours to get it done. Now the base sits marvelously next to mmyy runway eating away precious fps when attempting a landing. Warranty void if deployed in a hurry
  20. Apparently was just time warping. I tried wo warping on deployment and it stayed on the ground this time. The problem this time was that I added the launch clamps and they ended a couple of meters above ground. A tank broke with the fall. Again I'll try it wo the launch clamps. And if that doesn't work I'll hack gravity.
  21. Ok this is getting funny. Tried it again but this time when it finished deploying and started fixing to the ground, the box just launched 100 meters in the air. I should use it as rockets propulsion cause it was so quick I almost lost it in the air. Maybe if I can't build bases I have to make a lemonade out of this glitch. Did it again. Same result
  22. I might just solve my problem with launch clamps. I'll see if that works.
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