

Xenophon Muravyov
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KSP: 1.11.1 Windows Problem: Console log is spammed with the following error, causing career mode to be unplayable, prevent me from exiting buildings, save the game or load the VAB : MissingMethodException: void ContractConfigurator.LoggingUtil.LogVerbose(object,string) UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Ex
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[1.10] Tilt'Em (Planetary axial tilt)
Xenophon Muravyov replied to Dagger's topic in Add-on Development
This mod looks great! I'll definitely be watching it closely, I'm just wondering if either the current 1.0 or the beta 1.1 are stable/good enough to use?- 142 replies
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- kopernicus
- planet
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Xenophon Muravyov replied to nightingale's topic in Add-on Releases
Does anyone know if this works on 1.5. Thanks!- 557 replies
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- remotetech
- contract configurator
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[1.9.x] Toolbar Controller (for modders)
Xenophon Muravyov replied to linuxgurugamer's topic in Add-on Releases
So I have no clue why, but when I have this mod installed and I place down multiple command pods in the VAB (form any mod), my game lags like crazy. I'm not sure why the happens and it only seems to happen in the VAB. I do have a lot of mods running, but even when trimming it down to less then 50 this still happens. Log: https://ptb.discordapp.com/channels/408786446535884815/408786446535884818/506911935707611157 I can provide more info if you need, but I have no clue why this would effect VAB performance so much. Also, for the time being, is it possible to use your other mods withou -
I just recently made a large modded install of KSP (1.5) after a long break and the game usually runs fine even with 120 mods. (32gb Ram, GTX 1060, i5 7600k). The problem I'm having now is when ever I'm in the VAB and place down more then one command module, or any other part with crew space, the games frame rate drops down to sub 10. The memory usage maxes out to the point where it's unplayable. As far as I know all my mods are up to date and the only pre 1.4.x mods are just part mods. Log: https://ptb.discordapp.com/channels/408786446535884815/408786446535884818/506911935707611157
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[1.11.x] Stockalike Station Parts Redux (December 27, 2020)
Xenophon Muravyov replied to Nertea's topic in Add-on Releases
I'm not sure why, but using any of the parts from this mod causes huge lag in the VAB (1.5) When I place down any of the parts (Or re textured stock one like the science lab) my memory usage maxes out and my game lags to a standstill. I can provide logs if you want them, but I was just wondering if anyone else had this issue. -
Will this mod still work if i used a scaled up kerbin?
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Mandatory RCS has its own version of Persistent Rotation. It doesn't do as much but you can disable it in the settings!
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- persistent
- persistentrotation
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Normally I'm fairly good at doing some basic debugging and problem solving, but as of late (I'm not quite sure what caused it) my debugging console is always completely blank and I don't have much experience with reading the output logs. Only recently I have started getting huge spikes in ram usage and freezing / crashing, and I can't figure out why. These lag spikes have been happening in almost every part of the game, including the main menu, but it seems to be the worst in the VAB. I have 16 gbs or RAM so I don't believe thats the problem, and I'm sure my i5 7600k and 1060 6gb i
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[1.9.x] Filter Extensions (No localization)
Xenophon Muravyov replied to linuxgurugamer's topic in Add-on Releases
With all the mods I have on my save, this mod is a must have. Although recently I started a new save with part unlock on and with this mod installed non of the parts show up in the menus. You can just buy the in the R&D / Typing the part name, but it's quite annoying. Anyone know a fix? -
This is a wonderful mod, and I have been designing a nuclear engine ship with the soft liquid fuel tanks, although i'm using Kerbal Atomics changing all nuclear engines to Lh2 engines instead of the normal liquid fuel. I'm wondering if anyone knows how I (or someone else) add in the ability through a patch to change the tanks fuel type as well as adding the ability cooling for cooling those tanks like you can do with kerbal atomics! If anyone knows how it would be great if you could let me know!