Jump to content

BaPef

Members
  • Posts

    4
  • Joined

  • Last visited

Reputation

0 Neutral

Profile Information

  • About me
    Curious George

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I tend to do the opposite of you and beyond looking at what a developer specifically lists as incompatible with their mod like to be liberal with the mods I try. I like to switch up mods every two or three weeks clear them all out refresh my ksp install and pick my base mod list plus anything that's recently updated or that sounds interesting. There are so many amazing developers working on mods that I like to give as many of them a try as possible although like you I avoid some that make drastic changes unless I try them stand alone in a separate install. If ksp has recently been updated I like to fork some of the repositories on git and poke around in them see if I can fix anything until the regular dev gets around to it and overall just admire their work. It was really fun when the last Unity update was integrated and entire reference paths changed that some of the mods relied on like for example the previously mentioned scatterer bug with the sun that impacted a number of mods despite only showing as uncaught errors in many of them due to the mod not actually caring about the sun, I learned a decent amount about the structure of KSP, the mods and Unity, however I don't always have time for that due to my obligations in life so I have never tried to actually contribute to the conversation until recently.
  2. Well if the crash happens during reentry after adding the mod to my list and then when removing mods remove the most recently added first then reload and are able to reenter no problem then the simple assumption would be that this mod was the culprit, you are correct though that it might have been helpful of me to be a little more specific in why I came to the conclusion it was this mod that didn't like my setup and it would have been helpful of me to post the error log it was an oversight after a long day of work. You are also correct that sometimes mods don't play well together. Sorry if I offended you by sharing an anecdotal observation that I had last month and a thought on why squad might choose to leave it disabled. I don't normally post on these boards maybe ill just go back to not saying anything rather than contribute to the community in even the slightest... or you know you could have just suggested posting the crash log and not gotten so condescending about it. Sometimes people are just tired and forget things that might make sense and be helpful along with a post.
  3. Okay, just got back from work Didn't even think to include the error log, This was january 27th here are the contents of the error log, I can't give a list of mods in use at that point because I just went and wiped them out and reselected mods again this past week.
  4. While this adds an amazing effect to the game, this was the mod that did me in and managed to crash the game for me. I managed to eat through 32GB of ram enabling this mod where the previous 111 mods only usually sits around 10-11GB. I am just gonna guess that maybe there is a memory issue related to the particles effects being enabled and that's why squad leaves it disabled.. just a guess, and I really wish I could continue using it. maybe in an iteration or two ill revisit using it again.
×
×
  • Create New...