Jump to content

Thachyo

Members
  • Posts

    16
  • Joined

  • Last visited

Everything posted by Thachyo

  1. Alright, with this the entire building disappears.
  2. The problem is that the panels are items inside the containers, not objects in the world. and I can't place from a container as far as I can gather this might be the solution. I'm a bit tight on funds, but a small delivery is feasible. They're from Near future I think - they're the second to largest panels available.
  3. sorry if this has been asked, but I have a situation. while "moving" my base, the blanket solar panels, and only source of power were lost. I sent a freighter with some spares, but they are too big for a kerbal. is there any way to attach them without using a kerbal? (the panels have 1000 volume, but the kerbal only 300)
  4. hm. but if it is incorrectly installed, why did it work for the last ~17 or so hours I've played on that save?
  5. I've been having a few unsavory crashes, all occuring after about 3 days of playing on a save. after a different amount of time every new save, nothing works. trying to go into any building makes the game crash. I can't pin it down to any mod because it's taking so long (3+ days for every test on average) I'll post my logs here, maybe a kind soul would analyze them for me. but even if not, I'd like to know what to look for, for example how to find out the EXACT cause of the crash (ran out of memory, mod conflic, something else). thanks edit: forgot the logs. here: https://www.dropbox.com/s/8l9xr6rvwfvq9fo/error.log?dl=0 and here: https://www.dropbox.com/s/4ofyx321xzq3b4c/output_log.txt?dl=0
  6. is there a way to make specific parts passable, preferably in-game?
  7. can you use HotSeat to combat instability? you know, the mod that makes your kerbals rotate seats once in a while?
  8. I'd honestly love it. this mod was the only one that was actually balanced. the ESDL Jump beacons mod makes it like 10.000 times cheaper to just fly there using rockets, it costs millions of spesos to fill a beacon and it has no effects. then there's FTL Jump beacons, which are ridiculously OP. the beacons don't use any charge, the drive takes a little, and it also has no effects. while your mod has an effects (and pretty ones at that), is balanced, and doesn't defeat the point of being non-tedious.
  9. I don't suppose there's a way to keep momentum when timewarping/switching away from the ship? I'm currently deploying hyperspace satellites in some of the closer systems in galactic neighborhood, and even at max warp it takes about 2 hours to get to the closer ones
  10. oh, so mods actually load from subfolders? that was supposed to be a quick 'n' dirty holding area, damn.
  11. can do. gamedata: http://imgur.com/a/QrDql The logs are too large for pastebin, but I have them on dropbox https://www.dropbox.com/s/f7zyvk7fyb1hz2d/Logs.zip?dl=0
  12. I already did, and I made sure to uninstall smokescreen, but now all engine effects and sounds are gone. and, as I already said, it still says "plume configured by real plume" at the end of the decriptions of the affected engines.
  13. There are a few, but most of them are abandoned. the big one currectly is "Galactic neighborhood", which places installed planet packs around new stars.
  14. Is there any way to restore the original plume effects when uninstalling this mod? I did so, and it still says "plume configured by real plume" at the end of all engines. and when I try them, they have neither sound nor effect.
×
×
  • Create New...