Jump to content

technicalfool

KSP Team
  • Posts

    1,784
  • Joined

  • Last visited

Everything posted by technicalfool

  1. @LegendaryAce It's a shame I'm very limited in what I can say. However what I can say, in line with what you'll inevitably read almost every week on KSP Weekly, is that work on the console updates does continue, and at quite a pace, too. XB1 and PS4 owners have not been forgotten, and Blitworks' update will be available at no extra charge to people who have the FTE version. We'd just like to get this one right, yaknow? @The_Rocketeer It's not "entitled" to want a game that works after spending $40. Hence, Blitworks.
  2. Moving to Tech Support (modded installs). It may help if you provide a copy of your output_log file (should be situated in KSP_x64_Data in your KSP folder if you're running 64 bit).
  3. Assuming Windows and running 64 bit, it'll be in a KSP_x64_Data folder inside the main KSP folder as output_log.txt.
  4. Moved to the modded installs forum. Looks like Kerbal Planetary Base Systems is throwing an error, and there's other problems in the log that look like an old version of DMP might be involved. I'd suggest starting from a stock 1.3.0 install and trying the mods one by one until something breaks. In some cases, the broken mod might have an update available that fixes things.
  5. Moved to Tech Support (modded installs). Usual advice applies Re: providing an output log for people to examine.
  6. In addition to what other people have replied with wrt cfg files, these are fairly easy to answer. .mu files are meshes - the actual 3D shape of the parts themselves. There is an export tool to convert from a Blender 3D mesh to .mu, or you can use the Unity editor. Textures and other bitmap images are stored (mostly) in the .dds or "DirectDraw Surface" format. Unity will also understand .png, but .dds is very much preferred wherever possible for various reasons. From the end-user's perspective, they load faster and take up less RAM. You can open up and save dds using The GIMP plus a dds plugin, and there are various other image editors.
  7. A lot of ship-explosion bugs have been fixed in the 1.3.1 prerelease. However, your mod list may or may not currently support 1.3.1.
  8. Speaking of that, learning ModuleManager (a kind of meta-mod in itself) will allow you to do CFG edits without actually clobbering the stock CFG files. It also means that if you make something awesome, you can distribute it as your own mod (without clobbering everyone's stock CFG files).
  9. Given the amount of people asking: Probably not. There's a development thread linked further up on the page. I imagine @Thrimm will post any news there as it happens.
  10. Darnit. Edited the text, didn't remove the pic link. Well, that's fixed. Do understand that this is only until the mod has been brought into compliance with the licensing for whatever other mods it depends on. Once that is sorted, @Davian Lin is free to put the links back up.
  11. The problem with kerbin2 and sands images still exists. Scaling them up and rotating them does not make them your own artwork. Please address this problem. Your links have been snipped for now.
  12. Every single one of those crash dumps you've provided show a modified install. It may well be that a mod is not playing ball and needs to be updated or matched to the version of KSP you're running. Try removing the game from your steamapps directory (move it to some other location if you like), and redownload a completely stock copy of the game. If it's still crashing, send us the logs so they can be analysed. HTH
  13. This looks like you're out of RAM. That log is showing you have way less than the 4GB minimum requirement for KSP, with some of it being possibly shared by onboard graphics?
  14. Mostly 720p. Partly because somebody has to check it works in that resolution, partly so I can see other windows to type into them while reporting on how it broke this time.
  15. Unfortunately, you can't paste images directly into the forums. That would eat up more drive space than the forums really have available. You can, however, upload to an image-hosting site such as imgur, and link to it in a post. Choose the "direct link" option that imgur gives you, paste it in, and it should auto-embed the image. Something like this.
  16. Looks like that thread has taken on a life of its own. We'll keep an eye on it.
  17. Magnetic fields aren't modelled (though the Kerbal Interstellar Extended mod does allow for antimatter collection by putting your ship in the correct orbit as a kind of simulated Van Allen belt around various bodies). The Karman Line is actually an interesting question, that I've seen asked elsewhere recently too. I'd guess somewhere around 40km, but don't take my word on that. It probably needs some experimentation to find out.
  18. Scrolling back a page or two, it looks like a v1.3 compatible version is in the pipeline.
  19. Hi. One method is to use Windows cmd.exe (or the Bash terminal in Linux or OS X) to rename the file. I'd also recommend making backup copies of the persistence file before editing it, because it's very easy to get wrong, and the slightest error means a broken save. You might also consider using the game's built-in cheat menu (alt+f12 in game) and add funds that way. It's a whole lot easier and less likely to cause game breakage due to fat-fingering the keyboard.
  20. Hello @ShiningNeedle, I've hidden your post, as it's killing mobile clients. You can copy the file to Dropbox or similar and link it here if you like. If @sarbian (or @ferram4) want a copy, I'll drag it out of the hidden post for them.
  21. Hi. Given this report is for an old version of KSP and its no-longer-supported launcher, you might want to post this as a new thread. Don't forget to include a link to your output.log file and any other relevant information.
×
×
  • Create New...