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HansAcker

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    Untitled Space Craft
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    already on the LaunchPad

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  1. You could try and edit the settings.cfg in your KSP directory. SCREEN_RESOLUTION_WIDTH = 1600 SCREEN_RESOLUTION_HEIGHT = 900 FULLSCREEN = False
  2. There's probably something wrong with your installation (a bit obvious, I admit). The KSP.log file would be useful to see. I notice that some directories in your GameData have an added (1) at the end. That can lead to mods not finding the files they expect. I'd suggest that you rename them to their original name.
  3. Isn't that one of the usual "false positives"? I seem to remember seeing (and ignoring) a similar message in my logs. I believe the line mentioning Waterfall is unrelated to the later "ADDON BINDER"
  4. The image link seems to be broken. Does this affect only parts from a specific mod? Pink parts usually mean that a texture is missing. Your KSP.log woul be helpful to see here.
  5. Struts (EVA construction), Autostruts and disabling RCS or reaction weels on docked spacecraft. I moved assembled space stations beween planets How large is your construction kit, anyway, and what's the launcher tech available? Everything can get into orbit with enough power. And then there's Near Future Launch Vehicles with 7m parts... (85t RocketParts for construction on JNSQ-Minmus)
  6. We'd need to see your KSP.log or Player.log. I never used the clone function, I just copy the directory and add it to CKAN.
  7. If you installed only these mods, you might be missing the all-important ModuleManager perhaps? Parallax Scatter configs need MM to patch into Kopernicus. Edit: from the installation video in the OP, it looks like Kopernicus is expected to bundle MM?
  8. OBS needs VRAM and a few GPU resources to scale and compose the frames. KSP takes all your VRAM. You could try and reduce the amount of resources OBS needs, e.g. set the camera to a lower resolution and don't transform it with OBS, don't use fancy masking filters, etc. https://obsproject.com/wiki/GPU-overload-issues
  9. Looks like Infernal Robotics was the source of the problem in recent threads. You should be able to fix it by installing version 3.1.8 until this bug is resolved.
  10. There are mods for things to go wrong in KSP, too I start up the liquid engines first (if there is a failure, they can be shut down and the launch scrubbed), then any solid boosters (on failure, the launch clamps keep them grounded until they burn out) and finally release the launch clamps when all engines run and produce thrust.
  11. I don't think so, no. Did you try both override settings in the docking autopilot? What status does it show in the window when it locks up?
  12. Totally unplayable without: Double Tap Brakes (it didn't even make it into KSP2 ) Easy Vessel Switch Editor Extensions KER (all important information in my HUD) KSP Community Fixes Then add another 100 mods to make it even better.
  13. It's been a while but I just recently came across similar stories. So, apparently an engineer sometimes welds themselves to the vessel they were working on. Quicksave/-reload or switching to the tracking station and back should help. Never seen it happen in my (surface) construction work. Maybe the Kerbal got wedged in between station and antenna.
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