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Sirius K

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About Sirius K

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  1. 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
  2. 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?
  3. 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
  4. [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
  5. 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
  6. 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?
  7. 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
  8. 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
  9. What about the fact that the 12 fairings hid inside a fairing has more performance than 12 fairings exposed wait doesn't matter the lag is still the same
  10. all these mods doesn't affect much lag (except scatterer, but when in atmosphere), and the fairings lags my other vessel at 100+ parts, with just 4 fairings
  11. Here's the save file that has all these problem, including the fcked up lander grappled by claw, it still wouldn't detach and KML most likely can't find the error for that https://drive.google.com/file/d/1CzJ2I8U-bWfxjyXghTOpLoqQldH3pjPL/view?usp=sharing
  12. Weirdly enough, the base explodes when I restarted the game, and enter the vessel by persistence. Huh, In my view it's loaded. The images are errors from KML, Dock part is docked to other docked part. Docking state should be 'Docked (same vessel)' but is 'Ready', other dock Part [41] (docking port 2): Docked (docker): Eprus I Probe. (the docking port error also made the docking port unable to undock and appears a Null Reference)(docking port error also includes docking port showing 'Docked (docker)' when it should be 'Docked (dockee)) Part not attached to Parent part: PA
  13. My laptop runs on 8GB RAM, x64 based processor, Intel(R) Core (TM) i7-3537U CPU @ 2.00GHZ 2.50 GHZ, all 5 year old. When with no mods, the game can run a 500 parts craft before lags starts to get noticable. With mods it can run about 400 parts before lags starts to get noticable. Mods: Scatterer, Dock Rotate, EVE, TUFX, Spectra, Better timewarp, Correct COL, Editor Extensions, Hangar extender, Reentry Particles, Trajectories (is off most of the time), KER, and the rest are mods dependencies like Click through blocker, Toolbar controller, Module Manager etc. Scatterer, EVE, Spectra
  14. I just finished my Vall base Eprus, all landers docked. One of the lander was attached to the base via a claw, but for some unknown what bug, the game proceeds to think that the claw only grabs to the fuel tank, and the whole other parts of the lander is fully attached to the base??? Then, I open KML, look at the save, and a bunch of errors. Parts not attached to parent parts, Docked docking ports labeled as Ready, Invalid symmetry entry, claw node attachment not responded from other grappled part?? what is wrong with my save now, and how does these things appear, and how do i fix them (thos
  15. My craft is just 214 parts, with 12 fairings ( with shells), and the game is lagging like i was controlling a 600+ parts craft. When all fairings deployed, the timer went from yellow to green.
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