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Apocryphus

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  1. @Poodmund @Galileo Sorry about that - should have done more research about what's necessary for diagnosing, heh - Here's my logs zipped and uploaded to google drive: https://drive.google.com/file/d/1RGnd-p_U4DbgbpbyK7bQTSsM2E1hy8J5/view?usp=sharing I think that's everything applicable from Sigma's post you linked - I didn't have kopernicus installed when I reproduced it minimally so I don't have logs for that, and during that reproduction all I had was the squad and sigma folders. I should also note that just as I got your messages, I found that Sigma apparently has a similar issue to this in github (https://github.com/Sigma88/Sigma-Replacements/issues/24) which is marked as closed. Unfortunately, the resolution there didn't work for me, so I'm going to post this same info to that issue. Thanks for the help - sorry if it turns out it's already something known.
  2. I seem to be having a problem using this mod that's causing my game to sporadically crash when entering the VAB or SPH. That's really surprising to me - I didn't expect this mod at first, and spent all day today pruning other mods, but when I got to the end of the search, it's this mod that's causing it for me. My "full" mod list I was testing with was GPP plus all of the suggested mods (and a couple extras like KER), but I can reproduce with just the Squad and Sigma folders in my GameData Folder. I'm honestly not even sure if Sigma should be doing anything without having some textures supplied from another mod, but it's what I'm seeing. Here's my crash output: https://paste.ee/p/VR0xk Has anyone ever seen something like this before? At first I thought this was a memory issue, but it seems odd that'd happen on 64 bit, and not when I've got huge mods like MKS installed. I'm hoping I can figure this out (hopefully I'm just doing something wrong here), as I really like the re-textures I was seeing (thanks Sigma and GPP team). EDIT: Just to add some more detail I thought I should mention I don't get a crash with my full modlist without Sigma Replacements I was running Heads, Navigation, Skybox, Suits, and Textures I can reproduce the crash with just Heads and/or Suits (the replacements I cared about the most)
  3. Are pilots supposed to have the ExplorerSkill that Scouts have? I saw in one of the release notes (Jan 7) that both they and scouts were going to have this skill, but alas, Valentina is currently throwing a fit on her return from Iota. I looked through the mks files and saw where it was added to scout, but it seems to be a different file that where the base classes are defined/modified. Sorry if this has been brought up before - I tried using the search tools, but could only find the initial release notes in this thread.
  4. Wow, I didn't expect to see a change that quickly, heh! Thanks for the update, I'll be trying it out tonight!
  5. @WuphonsReach - it was the RA-2, it was behind the Precision Engineering node. I didn't have level 2 R&D yet, so I couldn't put the science towards it. I think a tier 1 polar contract with the HG-5R would work - seems like a reasonable prerequisite.
  6. Great mod, I've been enjoying it quite a bit in my current modded play through. I've used RemoteTech in the past, and I think that these changes provide a good level of Difficulty/Complexity when mixed with all the other systems involved in modded play throughs . Balance feedback - I think ~1m feels good for Eve/Moho contracts. Haven't personally ever made it out to Eeloo, so I don't think I could comment there. I made one change to the mod for my personal use - I removed the requirement for a polar relay to be completed before unlocking the homeworld moon relay contracts. With the CTT, by the time I was getting ready to send some probe landers to Iota (Mun counterpart in Galileo's Planet Pack), I wasn't yet at that tech level. I think you mentioned on a previous page that this balance was a conscious choice on your part - just personal feedback here. Also - I was wondering if you've considered adding configurations for the antennas offered in the Coatl Aerospace mod? I think they look/function quite nice, but they're quite a bit more powerful than everything else in my current play through, since they're balanced for stock. Just a suggestion.
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