Jump to content

oniontrain

Members
  • Posts

    314
  • Joined

  • Last visited

Everything posted by oniontrain

  1. Are the Banshee lift fans meant to use oxidizer? They are on the latest version
  2. This was my absolute favorite contract pack, I'm going to just install it in 1.3 with the latest CC and report back when I get some time.
  3. I'm getting this as well, The "open" "close" dialog appears after you click "Open gates" which toggles the bay open, but then "close gates" doesn't close it, you have to hit "Open" then "close" or just "close" if it's already got that. They still deploy open on the pad/runway no matter what state they were in in the SPH/VAB. This mod is really a godsend for bases, keep up the good work!
  4. I had the version of it that was packaged with the older version of probesplus, I thought I could just delete it since I had dmagic orbital installed but that wasn't the case. Everything's working fine now though.
  5. I'm getting a crash on load with Coatl installed for some reason. Logs and details are here: Fixed this but leaving it here in case anybody else has this problem and doesn't know what's causing it
  6. I recently updated to 1.3, and updated all my compatible mods and uninstalled those that weren't up to date. The game's crashing on load with a mono.dll access violation. Several other people have had this problem supposedly caused by outdated mods, but between AVC and CKAN everything says it's up to date. I am running a fairly heavily modded install but in 1.2 I actually had MORE mods installed than this and everything seemed to be working fine. I've validated files through steam, and installed everything fresh. Is this some kind of memory error? I've got 16 gigs of RAM. edit: This particular problem was caused by an outdated version of dmagic science animate Here's my modlist and crash log:
  7. I prefer things to be balanced against stock, real world numbers tend to be about ten times better for some reason...
  8. This is likely a memory problem. Most of the time when KSP hangs on the load screen forever it's because it's running out of memory. How much do you have?
  9. I don't, unfortunately. It was on my career save which now has several more hours of time on it from when that happened. Roll force was set to 0 on both ports.
  10. I managed to somewhat fix the problem of ports not acquiring, the things I did in order were: 1. reattach a different port with KAS and make sure they are oriented the same way. This alone didn't make the two ports acquire 2. Targeted something else and re targeted the port, which didn't seem to help either. 3. Tried controlling from the other module and docking to the port I had been controlling from, still didn't help. 4. Turned on snap for both ports, with the angle set to 0 still thinking maybe that would work, it didn't. 5. Switched back to the other module, Turned OFF snap on the port, switched back, and as soon as I turned off snap on the other port they jumped together. I don't know if it's just the last step or a combination of all of them that fixed it. The port that I was using before was a root part, and the one I was using afterward was not.
  11. It must have something to do with parts launched before an update or something, it's not happening with anything I launch now and I've had these in orbit for a few versions or so
  12. OK here's a screenshot of the settings for both ports, they should be sticking together at this point, right? Both of those sections have a probe core and power
  13. Don't really use the tanks myself, but I use the titan-2.5m adapters a whole lot. I use the MOLE decouplers pretty much exclusively too, as the stock ones interfere with 2.5m fairings due to their width. Is there a fix for the configuration resetting that I asked about a page or so back?
  14. One additional problem, what would be causing two Konstruction ports oriented the exact same way to just rub up against each other and never acquire? As in, the magnetic forces never happen even if I'm literally pushing them across the ground up against each other. Angle snap is turned off on both ports and the force and range are set to 6 and 1 respectively on both sides. I've tried looking for one that had state = acquire in the persistent file, they're all set to Ready like they should be. This vessel had previously docked and welded another segment on to it with no problem. Both parts have a probe core on them. .
  15. So that's what's been causing my problems! I was thinking it was because I had a Klaw on the bottom of my vehicle instead of a magnet. How do I get my groups to move together again? They have one set as master and the other three set as slave in the same group but only two of them are moving together.
  16. OK, here's my relevant logs, I haven't really got to getting everything together till now. 1.2.2-5 Kopernicus, in KSP 1.2.2, unmodded except for Kopernicus and Hyperedit. The game I originally noticed extreme lag with is heavily modded but didn't have Hyperedit in it. I don't know if it's confimation bias or not but it seems to be marginally improved from 1.2.2-4? https://www.dropbox.com/s/3i23jz83mp3q03d/kopernicuslogs.zip?dl=0 Let me know if there's anything else i can do to help figure this out. I can do the same for my modded install where it's much more pronounced if that would help as well. The lag looks like it starts right when physics loads. For the first few frames before physics kicks in there's none. It's mostly happening on the surface of the mun, and eeloo.
  17. Do you have Kopernicus installed also? Because that's what was causing a very similar issue for me. Definitely wasn't scatterer.
  18. Why are my MOLE labs and botany labs converting into wet workshops every time I restart KSP? What can I do to troubleshoot this? It keeps switching to "Wet Workshop (cryo)" which is the first thing on the list every time. edit: Does it on a quickload as well. Edit edit: It also does it when I go to the space center and back. Looks like any scene change triggers it. Another edit: It's not happening with all of them, only the two I have in orbit? I'm thoroughly confused at this point.
  19. Panels were stowed when put in the hangar in the editor. The ones in particular I was using at the time were from Near Future, but I got some different but also kind of weird behavior with stock 2x3 panels where they were deployed but the graphics didn't reflect that, they stayed in the stowed position but still generated electricity and rotated around to track the sun Mechjeb's auto deploy was turned off. I'll do some more testing and see if I can figure it out.
  20. Why are my solar panels deploying from ground and inline hangars when I launch a vessel? It fits fine with them stowed but when they deploy it causes everything to flip out and explode. The payload fairing hangar doesn't do this (and is something I don't ever want to play without now, it's amazing.)
  21. OK, there's not any noticeable slowdown landed on Minmus but Eeloo is roughly the same as Mun
  22. There's a bit of an improvement with Kopernicus installed after a total exit and reload but not if I just save and reload. What's strange is that I'm not really seeing any noticeable change with vessels that are on Kerbin itself, either with or without Kopernicus installed. There's no lag after launching, only when you go somewhere else.
  23. OK, I'm still seeing it in an all stock game. It's not as pronounced as in my regular save because I have a lot of mods installed, but something is definitely going on. The lag is noticeable immediately on putting it on the surface, and goes away when I remove Kopernicus. The only things I have installed are Kopernicus and hyperedit to put stuff on the mun without flying it and taking hours. Save is here: https://dl.dropboxusercontent.com/u/21315217/default.zip Kopernicus.log is here: http://pastebin.com/3MdPjsYG Let me know if there's anything else. Here's what it looks like with Kopernicus installed, Without Kopernicus installed:
×
×
  • Create New...