Jump to content

Sirius K

  • Content Count

  • Joined

  • Last visited

Community Reputation

17 Good

1 Follower

About Sirius K

  • Rank
    Rocketry Enthusiast

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. The mod is so big that my game can't run it and it crashed on the start no matter how low the graphics is How do I disable everything else though, just delete everything aside from NK stars, planets, clouds, config, and barycenters?
  2. Can I just download Nova Kirbani system? That system is epic since I see your post but I don't want to go interstellar at a large scale like this
  3. The planet pack is great, but when i want to land on Iota on career mode, the game always freeze when I exit timewarp. In the log, nothing shows up about why it crash, it also crash when i timewarp in tracking station
  4. Well it's kinda off what I wanted to discuss about in this topic, what's wrong with my craft though
  5. the separate control point helps me pin to retrograde or prograde during belly flop descent
  6. I've been experimenting with bellyflop landing some tall vessel (basically Starship descent), and actually succeeded once before KSP inconsistent aero physics ruined it. Though with more tests, I found that the craft will go stable when the elevons were deployed the other way. The same thing happened to my previous successful craft, with the back fins goes the reverse way as the SAS tries to stabilize. I have a separate control point during belly flop but that doesn't fix. The first successful craft (which later fails,) is Artemis Voyager I and the craft just went straight to engine
  7. This Idea came up to me when I was searching a location on Duna for Upsilon. Every Celestial body in game lacks smaller details, and so I want to suggest some terrain features that should be added in. I might also attempt on history of the Kerbol System. 1. Ejectas and Ejecta Blankets When an object massive enough hits another object with enough force, it creates a shockwave that spreads out from the impact. The object breaks and excavates into the ground and rock, at the same time spraying material known as impact ejecta. This ejecta is distributed outward from the crater's rim onto t
  8. But during one of my Save, I only change the parts flag. And restarting KSP then reloading the same save that has the error before, will work nicely. Also, what about the Bon Voyage time where I didn't file edit at all?
  9. The first time I encounter something similar to this error is when i started merging saves, during Upsilon time. I copied the vessel but not the Kerbals and it resulted in something similar to what I encounter. And before Upsilon I played stock for most of the time, and still haven't encounter this error when I have more mods added. It only starts to appear when I save file editing. The only thing I can link to is save file editing, and maybe TUFX (since it was the most recent mod I have) or Editor Extension (that mod also causes null reference when I delete symmetry). I've only edit sa
  10. [EXC 14:10:13.949] NullReferenceException UnityEngine.Transform.get_position () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) FlightCamera.UpdateCameraTransform () (at <c1858a3f77504bd1aaa946fdccf84670>:0) FlightCamera.LateUpdate () (at <c1858a3f77504bd1aaa946fdccf84670>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) This is what I frequently encounter now, a flight camera error. First, I was just going to change some flags on a part via save file edit
  11. So i was testing my spinning station with this mod, i don't understand why the mod kept oscillating the roll back and forward when i set a RPM, it keeps rotating back and forward. Next, I try relative rotation, i set the sun and use a front docking port as control point, it didn't even do anything, the whole craft is still facing the same direction, not facing the sun. And lastly, pain (ksp log file ) https://drive.google.com/file/d/128lbVBjugsjNHsK-bK2ycEphFuanqUrB/view?usp=sharing Update: The mod CORRUPTED MY WHOLE CRAFT
  12. Ah, because the bases are for Upsilon, these bases has more stock stuff like more habitations. In the case of the Vall bas, it has 4 stock launch pads (made from 2 wing E connector, one battery, one jr docking port, one circular light, and a fairing) with 4 shuttles. I was trying to have several bases in one save. If i have several small crafts that their parts adds up to the amount the 2 bases part count add up, will it have the same amount of lag?
  13. Update, so the base is completed and landed, but here I am on a 138 part craft, with no fairings. But when I'm in flight, KSP uses 100% of my CPU, and in Map View or IVA view, KSP is only using 60%. On the clock, in flight it's yellow, and in Map view it's green. Reloading the craft seems to make it smooth, but the timer is still green and yellow flashing, I expected green when a craft is below 250 part. My lander when landing near the base also went smooth when I don't look at the base, but lags when I do so. In my save, there's two 21 part relays, one 281 part Tylo base, one 124 pa
  14. 6 domes (with flat fairings to allow kerbals to walk)? Also I found out the total amount of fairing on the base is 22, 3 long tubes, 1 spire, 6 branches to support solars
  • Create New...