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namreK haidebeJ

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Everything posted by namreK haidebeJ

  1. Are there any plans for spherical habitats?
  2. May I ask what mod those Star Trek-like nacelles are from?
  3. Hi, I can't seem to get visuals to work properly. I made an issue on Github here with a link to logs and a screenshot of GameData.
  4. The Planetside rover was also based off of the real life SEV, although the surface variant of the SEV looked more like the Karibou from MKS. I think there was also one with an open cab and a separate pressurized area, or the cabin of the surface one could be removed, something like that. In the past I have mashed Buffalo parts with the PET rover (not the prettiest crafts, hehe) and through part clipping they can be forced to equal height.
  5. I tried it with RSS and the Kcalbeloh system didn't load. It's like Kopernicus didn't even see it in the GameData folder. Here's my logs: https://drive.google.com/drive/folders/1uN_MQVfIyi7o3SAhZFYtasYx31uJhLmJ?usp=sharing I'm also trying to get EVO to play nice with Spectra but no luck.
  6. I freed up around 10GB on my disk, and so far no crashes. I'll push the game to its limits and see what happens.
  7. My memory usage is the same as usual (~19GB/31.8GB, 150 mods+RSS) but my disk space is very low, I'll tidy up my disk.
  8. Hello all, just today my game started crashing after around a minute or two. This has never happened before in the month or so that I've been using these mods together. This happened NINE times so far. Here is the latest crash: And here's the newest player.log and raw .dmp file. https://drive.google.com/drive/folders/1uN_MQVfIyi7o3SAhZFYtasYx31uJhLmJ?usp=sharing Like I said, I've been playing with this mod list for almost a month and this never happened. I did notice that something called "lingoona_grammar_kerbal.dll" (???) showed up, what is that?
  9. Will the Buffalo 2's cab look similar to the original's, or will it more closely resemble the real SEV?
  10. I had forgotten to clean out the GameData folder before installing. Specifically, it was an RSS KerbalKonstructs thing that caused the issue.
  11. Umm... why is the KSC floating on a tiny little island? I have Kerbal Konstructs installed. Nevermind... I screwed something up.
  12. Also you could just spin the whole station and spin it down during docking/undocking
  13. Ok. Sounds a bit small for a station but I like building huge, laggy, Kraken-enticing structures
  14. What are the dimensions of the parts? In station configuration what diameter will they be?
  15. Will it have some sort of jump jets or wings like the original Buffalo?
  16. I'm having the same problem except the whole suit looks like that.
  17. Makes sense. If he was allowed to fly one of those...well, let's just say he'd probably get stranded way farther out than Vall.
  18. Isn't everything 1/10 of real scale? Wouldn't the Kerbal speed of light be slower? I accelerated to slightly slower than 1/10 real light speed and got to Nova Kirbani in a few Kerbal years. However, switching to Earth time and going just shy of light speed, I arrived way too early. It only took a few weeks or something like that.
  19. What does this mean? NullReferenceException: Object reference not set to an instance of an object ProtoVessel.CreateVesselNode (System.String vesselName, VesselType vesselType, Orbit orbit, System.Int32 rootPartIndex, ConfigNode[] partNodes, ConfigNode[] additionalNodes) (at <cd473063d3a2482f8d93d388d0c95035>:0) Blueshift.WBISpaceAnomaly.createAnomalyVessel (Blueshift.WBISpaceAnomaly anomaly) (at <1811807d04274f308eba738829cdb708>:0) Blueshift.WBISpaceAnomaly.createRandomAnomaly () (at <1811807d04274f308eba738829cdb708>:0) Blueshift.WBISpaceAnomaly.CreateNewInstancesIfNeeded (System.Collections.Generic.List`1[T] spaceAnomalies) (at <1811807d04274f308eba738829cdb708>:0) Blueshift.BlueshiftScenario.checkForNewAnomalies () (at <1811807d04274f308eba738829cdb708>:0) Blueshift.BlueshiftScenario+<handleAnomalyChecks>d__47.MoveNext () (at <1811807d04274f308eba738829cdb708>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) Blueshift.BlueshiftScenario:FixedUpdate()
  20. The Konstruction mod has special docking ports that allow you to remove the ports and fuse their parent parts together as if they were assembled at the KSC. Maybe something similar to that could work.
  21. Sorry for the late reply, I removed the DockRotate module from the strongback, and in a desperate attempt to preserve its rotating capability, I have been experimenting with robotics parts. Or maybe the strongback could be a giant hinge, or I could edit a stock part to make an ultra-powerful servo to move it.
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