Jump to content

Morbanth

Members
  • Posts

    27
  • Joined

  • Last visited

Everything posted by Morbanth

  1. Hey, am I doing something wrong with the Bussard Ramscoop, I put it in front of the ship, the heat is managed, the power is flowing but even running it several days in high and low orbit of Kerbin I couldn't get any liquid hydrogen to enter the tanks. I also asked this question in Far Future tech thread.
  2. Trying out the Bussard Ramscoop around Kerbin before I build a ship around it and it's not working - when I pass through a band it does show a minus sign next to my liquid hydrogen resource storage to indicate it's adding something, but I've never managed to get even one tick of a resource from the scoop, no matter my orientation or the band I pass through. Is it just very inefficient, or is the hydrogen around Kerbin too thin?
  3. KSP Version: 1.12.5 64-bit Problem: Soft crashing when trying to edit maneuver node, randomly hard crashing when doing anything in the game, last boot attempt (12:52) hard crashed simply starting the game. Was working fine until yesterday, didn't change mods, just played normally and suddenly started crashing. I have a lot of mods and an older computer but previously if after several hours I ran out of memory it would simply be a soft crash, not a hard one - these are happening after only a few minutes of playing or the latest one when I attempted to boot up the game. I want to figure out if it is a specific mod that is causing it so I can avoid it when I restart, had a really nice game going, was just leaving for Duna for the first time. Have verified files and ran windows memory diagnostic (no errors). Log file: https://www.dropbox.com/scl/fi/mm70yveid1iedndp3qidf/Player.log?rlkey=z0f9undhf5r62e7t4t8v2zj2i&dl=0 Mods installed: [x] Science! Continued (xScienceContinued 6.0.2) Alcubierre Warp Drive (Stand-alone) (AlcubierreStandalone v112.0.1) ASET Consolidated Agency (ASETAgency v2.0.2) ASET Consolidated Props Pack (ASETProps v2.0.7) B9 Part Switch (B9PartSwitch v2.20.0) Benjee10 sharedAssets (Benjee10-SharedAssets v0.2.2) BetterTimeWarpContinued (BetterTimeWarpCont 2.3.13) Breaking Ground (BreakingGround-DLC 1.7.1) Chatterer (Chatterer 0.9.99) Chatterer Extended (ChattererExtended 0.6.2) ClickThrough Blocker (ClickThroughBlocker 1:2.1.10.21) Community Category Kit (CommunityCategoryKit v112.0.1) Community Resource Pack (CommunityResourcePack v112.0.1) Community Tech Tree (CommunityTechTree 1:3.4.4) Community Terrain Texture Pack (CommunityTerrainTexturePack 1:1.0.5) Contract Configurator (ContractConfigurator v2.9.1.0) Cryo Tanks (CryoTanks 1.6.5) Cryo Tanks Core (CryoTanks-Core 1.6.5) Custom Barn Kit (CustomBarnKit 1.1.22.0) DE_IVAExtension (DE-IVAExtension v1.2.0) Deployable Engines Plugin (DeployableEngines 1.3.1) Distant Object Enhancement /L (DistantObject v2.1.1.15) Distant Object Enhancement /L default config (DistantObject-default v2.1.1.15) DMagic Orbital Science (DMagicOrbitalScience 1.4.3) Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.10.0.0) Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.5.0) EVA Enhancements Continued (EVAEnhancementsContinued 0.1.15.3) Exploration Rover System by A.S.E.T. (ExplorationRoverSystembyASET 0.4.0.4) Extra Docking Ports (ExtraDockingPorts v1.3.1) Far Future Technologies (FarFutureTechnologies 1.2.0) Filter Extensions - Plugin (FilterExtensions 3.2.9) Firespitter Core (FirespitterCore v7.17) FreeIva (FreeIva 0.2.18.3) Hab Tech Props (HabTechProps v0.2.0) Hangar Extender (HangerExtenderExtended 3.6.0.2) Harmony 2 (Harmony2 2.2.1.0) Heat Control (HeatControl 0.6.1) JSIPartUtilities (JSIPartUtilities 0.5.0.5) Kerbal Actuators (KerbalActuators v1.8.5) Kerbal Alarm Clock (KerbalAlarmClock v3.14.0.0) Kerbal Atomics (KerbalAtomics 1:1.3.3) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.9.0) Kerbal Joint Reinforcement Continued (KerbalJointReinforcementContinued v3.7.2.0) Kopernicus Planetary System Modifier (Kopernicus 2:release-1.12.1-197) KSP Community Fixes (KSPCommunityFixes 1.33.0) Making History (MakingHistory-DLC 1.12.1) MechJeb 2 (MechJeb2 2.14.3.0) Modular Computer Package Revived (ModularComputerPackageRevived 2.0.1) ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0) Module Manager (ModuleManager 4.2.3) Near Future Aeronautics (NearFutureAeronautics 2.1.1) Near Future Construction (NearFutureConstruction 1.3.1) Near Future Electrical (NearFutureElectrical 1.2.3) Near Future Electrical - Decaying RTGs (NearFutureElectrical-DecayingRTGs 1.2.3) Near Future Electrical Core (NearFutureElectrical-Core 1.2.3) Near Future Exploration (NearFutureExploration 1.1.2) Near Future IVA Props (NearFutureProps 1:0.7.1) Near Future Launch Vehicles (NearFutureLaunchVehicles 2.2.0) Near Future Propulsion (NearFuturePropulsion 1.3.5) Near Future Solar (NearFutureSolar 1.3.2) Near Future Solar Core (NearFutureSolar-Core 1.3.2) Near Future Spacecraft (NearFutureSpacecraft 1.4.3) OPM All-in-One KSPedia Delta-V Map (OPMAllinOneKSPediaDeltaVMap 1.0.1) Outer Planets Mod (OuterPlanetsMod 2:2.2.10) Part Commander Continued (PartCommanderCont 1.1.6.4) Plane Mode (PlaneMode 1.4.5) Precise Node (PreciseNode 1.2.12) RasterPropMonitor (RasterPropMonitor 1:v0.31.13.4) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.13.4) RCS Build Aid (RCSBuildAid v1.0.6) ReStock (ReStock 1.4.3) ReStock Extra - Rigid Legs (RestockRigidLegs 1.4.3) ReStock+ (ReStockPlus 1.4.3) SCANsat (SCANsat v20.4) Space Dust (SpaceDust 0.4.4) SpaceTux Library (SpaceTuxLibrary 0.0.8.5) Stock Alarm Clock Disabler (StockAlarmClockDisabler v1.0.0) Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 2.0.10) Stockalike Station Parts Expansion Redux - Internal Spaces (StationPartsExpansionRedux-IVAs 2.0.10) Strategia (Strategia 1.8.0) System Heat (SystemHeat 0.6.0) System Heat - Nuclear Engine Configuration (SystemHeat-FissionEngines 0.6.0) System Heat - Nuclear Reactor Configuration (SystemHeat-FissionReactors 0.6.0) System Heat - Resource Converter Configuration (SystemHeat-Converters 0.6.0) System Heat - Resource Harvester Configuration (SystemHeat-Harvesters 0.6.0) Tarsier Space Technology with Galaxies Continued... (TarsierSpaceTechnologyWithGalaxies 1:7.13) The Janitor's Closet (JanitorsCloset 0.3.8) Toolbar (Toolbar 1:1.8.1.1) Toolbar Controller (ToolbarController 1:0.1.9.11) Trajectories (Trajectories v2.4.5.3) Transfer Window Planner - Fork (TransferWindowPlannerFork v1.9.1.0) TriggerAu Flags (TriggerAu-Flags v2.11.0.0) Waterfall - Restock (WaterfallRestock 0.2.3) Waterfall Core (Waterfall 0.9.0) Non CKAN: Chromaworks 2.0.1.0 Extrasolar (no version info provided) Edit: Did a full reinstall without Simple Construction and Tarsier Space Tech, causing me to lose most of my ships but keeping the save. It loads, at least, so progress. Let's see if it keeps working. Edit 2: Nevermind, hard crashed again in the VAB. New log: https://www.dropbox.com/scl/fi/mm70yveid1iedndp3qidf/Player.log?rlkey=z0f9undhf5r62e7t4t8v2zj2i&dl=0 Edit 3: Removing all display drivers with 3dguru's DDU and re-installing nvidia driver's after the aforementioned full reinstall seems to have solved the issue for now, played a full 3 hour session without crashes. Also removed Tarsier Space Tech & Simple Construction since they were giving me the most errors. Edit 4: Got 2 hours played this morning and problem happened again in VAB. Still systemheat errors last thing in the log: https://www.dropbox.com/scl/fi/mm70yveid1iedndp3qidf/Player.log?rlkey=z0f9undhf5r62e7t4t8v2zj2i&dl=0 Final edit: crashed while watching a show on the browser - it's the memory or power source or just old-fashioned overheating, so not ksp specific.
  4. Nevermind, making a general thread. Edit: I made a general thread but it might still be related to system heat, as most of my log endings just before hard crashing are about the mod.
  5. Hi, I launched a space station with the big coriolis ring and for some reason the middle part of it is in permanent cutaway mode. I do have freeiva, so I don't know if that is the culprit.
  6. @kurgut@Nori I use this one to avoid accidentally creating alarms when manipulating manoeuvre nodes.
  7. Hi, I was trying to figure out how to use the Experiment Return Unit but it kept being treated as debris and destroyed after detaching from my test probe, despite setting up auto-deploy chutes, because debris doesn't get loaded when it's far away if I understood correcetly. I googled for an answer and in this thread everyone keeps referring to the ERU as a control core, but in the current ckan version of the mod it's not a probe core, just a science container. Am I misunderstanding how to use it?
  8. Yes! That was it, thank you! Thanks everyone, I'll check out these other mods as well.
  9. Played the game back in the day and there was a mod that included amongst other parts a very flat 2.5m engine with a blue flame. Anyone know which mod gives this? I liked it as a landing engine.I have all of Nertea's stuff so it isn't there.
  10. Hey, I completely re-installed the game and all the mods. Make sure to nuke your game directory as well so nothing remains, don't just uninstall. Edit: Also, make sure you install OPT Legacy, the other ones don't work.
  11. Yep, even without WS the Pylons still explode whenever they're bolted directly to the ground, but not if on some other piece which is ground-attachable. Weird.
  12. Just quickly testing it without WS and trying different combos. I have 79 mods so just making sure its this one.
  13. Just to confirm another person whose KAS ground pylons explode the moment I move out of physics range with WS installed.
  14. Thanks a million (again) for the great mod! I just updated everything to 1.6 (clean install, newbie player) and I can confirm what some people are saying that the KIS surface attached stuff (like the ground base starter nodes) explode when you move out of physics range. I noticed it since I usually attach stuff via one of these pylons, I plop it in my base and attach my different modules to each other via this. But what I can say is a great improvement is that my bases don't explode on load anymore since we can connect stuff together and have it NOT docked! Excellent change!
  15. Edit: Nevermind, it's just about enabling previous versions. Weird. I also did a clean install to 1.6.1 today and for some reason lost the ability to install most but not all of your mods. It's really weird. Also having some issues with other mods, like B9, which should be compatible but is giving me an error message. The KSP version is 1.6.1 (logged in once without any mods) and as you can see I can install some 1.6.9 (?) mods.
  16. Hey, I'm having a similar problem as the person on the previous page. The parts it lists are from Near Future Construction.
  17. Suggestion: option to hide the disassemble button unless the Kerbal is holding a tool. I keep accidentally hitting it.
  18. Blast, I don't think I did. Thanks anyway! I'll do it the old way and disable everything bit by bit to see what mod it is... these loading screen tips are gonna kill me. Edit: Found it! It was action groups extended! Removing it restores the stackability. Imma send a message to Linux.
  19. I meant from my previous saves, so I could look at what I have activated in it.
  20. No, but the Hangar mod seems to add it, at least it seems to have scaleable stuff. Disabling it didn't help, also a mod I didn't have before. Is there a way to extract a modlist from a savefile? That would let me compare.
  21. I don't think so. I'm on version 1.4.1 since most mods seem to work on that. Should I try removing all except KIS & KAS? Is there a way to export the modlist? Edit: Wait, I did! Configurable Containers by Allista, but removing it did not fix the issue.
  22. I did a clean install of ckan & all mods after encountering a bug where I can't stack items anymore (portable struts, connectors) but the clean install didn't fix it. I've got both KAS & KIS via ckan. Any tips? Investigating previous instances I found on the web it seems to be modulemanager that messes it up. It's weird cause I had KAS, KIS & Module Manager installed manually, but after switching to CKAN after my clean install stuff stopped stacking.
  23. Hey, thanks for the great mod! I'm trying to build a VTOL mobile base for Minmus using the Feline Rover (Lynx) as the basis. TCA doesn't automatically understand that I want sideways pointed engines for quick horizontal turning (which is painfully slow in VTOL mode), regardless if I put them in "thrust & manoeuvre" or just "manoeuvre". How do I set up this mod so I have downwards facing engines for altitude, sideways for turning and backwards for orbital thrust?
×
×
  • Create New...