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NathanKell

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    Keepin' it Real

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  1. Huh. I had no idea the slider flipped, I'll edit my post. Although that will obsolete your excellent reply? EDIT: Linked to your reply along with the edit, so all should be well.
  2. Awesome, thanks. I removed the Parallax config but missed that that subdivision PQSMod was also being added. Cheers!
  3. Question about Parallax and EVE. Is there any way to disable Parallax completely for a body (i.e. Earth) such that the z-fighting with the city lights doesn't occur? (But still leave it enabled for all other bodies!)
  4. For real stuff you probably want Realism Overhaul. Since I started working on it a bit over eight years ago, "a long time ago" fits.
  5. What tanks are you talking about there? Though I highly recommend using only procedural tanks (or Modular tanks, from ROTanks) instead anyway.
  6. i'm trying to open ksp with realism overhaul but the game frezes in loading parts upgrades

    i'm using the spanish version

     

    1. Nicolas xd

      Nicolas xd

      i'm using ckan

       

  7. Yup, that sounds wacked. I don't know how any of the KK code works, except the build errors I fixed to get things running on 1.12, but I can try to take a look this weekend and see if anything turns up.
  8. Looking at the log, it looks like what's going on is Kopernicus is loading a crapton of maps, and that causes things to die (you can see this at the bottom, where it loads map after map and then keels over). Assuming things do work correctly if you use the same modlist but remove (only!) KK, then my hunch is that KK requires things to not be loaded on-demand (which is usually how Kopernicus saves memory when you send it a crapton of planets with hirez assets), which is probably pushing you over. How much memory does this machine have, and how much RAM was free before launching KSP?
  9. Released v1.8.3 for KSP 1.8+ with the fix for 1.12.
  10. Sweet! Thanks for testing, folks! I'll make the release this evening.
  11. Ok, so the version of Unity used by KSP 1.12 finally hard-deprecates GUIText, it looks like. I replaced it with the suggested replacement (UI.Text) and recompiled, and it seems to work. Can you please test this? If it's good I'll make a release. https://www.dropbox.com/s/z191mfy69u2w31f/KerbalKonstructs.dll?dl=1
  12. If you are playing in sandbox, enable "Enabled All Part Upgrades in Sandbox" in your difficulty settings. PF diameter limits are set via upgrades, and for some reason Squad defaults to leaving that option defaulted to off in difficulty settings, meaning your diameters are locked in sandbox.
  13. You have "1.11" or "1.12" or both checked as compatible versions in CKAN and ended up with a version of Real Chute that is incompatible with 1.10. The same might be true for other mods. Make sure you have no compatibility overrides set in CKAN and try a clean install again. @OnlyLightMatters
  14. Yep, though I'm sure HebaruSan will get you sorted out. My guess is that it's either due to a permissions thing (having KSP installed in Program Files, which has some weird permissions stuff, so try copying your KSP install out of there, pointing CKAN at the new location, and trying again), or due to somehow having a program running that is accessing that file (either KSP itself, or maybe Steam, or another CKAN instance, or I dunno what). I highly, highly recommend getting that sorted out and using the express install option.
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