Jump to content

Morberis

Members
  • Posts

    28
  • Joined

  • Last visited

Everything posted by Morberis

  1. Why are the cargo bays making things explode! That's my reaction.
  2. This is a stock bug with storage bays that open. It only seems to take effect with Universal storage when you have the Universal Storage: Science Bay attached, at least in my testing that was the only time I had the quad core blow up. Hopefully a hotfix will fix this soon, because its super annoying.
  3. Something happened to my recent probe in the Kerbin SOI. It's TWR for it's cryogenic engines went from 3.1 to 83.4. Same thing happened on it's other cryo stage, it's normal oxi-liquid fuel stage stayed the same though. It really messed with mechjebs maneuver nodes that I had already planned, new nodes however worked correctly.
  4. Is it possible to use this with the Outer Planets Mod? I'm also unclear whether this adds a new solar system, or just new planets though it seems like it's the second. A picture of the solar system layout would be much appreciated. But yeah, this looks fantastic! Looking forward to trying it out, very interesting planets.
  5. What's recommended for using this with the Near Future mods, can you just throw them all together, is there a MM balance patch, or is it recommended not to use with Near Future Electrical/Propulsion? Extra points for use with Cryogenic engines.
  6. Are you going to have a changed texture for Kerbin, more of a wasteland look?
  7. The first is completely normal, because it's creating it's own version of the textures.
  8. Well known problem with mods migrating to 1.0
  9. Just chiming in to say that I'm getting the same error with version 1.1.5. It's possible that I need to re-install because of an error in a file, but it's not only because of having the wrong version. Edit: And yes, manually removing it and placing a new copy from the KIS OP still results in the error. Edit 2: Manually downloading a new copy of KAS from the OP worked. Grabbing new copies from CKAN resulted in the same problem. So the solution is to replace KAS/KIS with new copies, possibly first from CKAN and then the relevant OP. Always good advice if your game randomly refuses to load on a specific mod, or because of a dependency.
  10. B9 procedural wings, if you look the update isn't official but in the OP he links to a working version.
  11. I like it! So looking to try this out, but how much ram should I expect it to take? I'm using ATM agressive and I start off at 2.8gb but because of stock memory leaks I end up arriving at 3.6 and crashing quite easily if I don't pay attention and revert alot.
  12. How do you not crash? I start off at 2.8 gb but KSP seems to have a terrible memory leak when switching between ships and the VAB. I gain 100mb usage each time I change screens. Apparently even if you switch the textures over yourself using the DDS tool the problems happen.
  13. The science rewards for the magnetometer/radio plasma wave scanner seem completely out of balance. I just got 600 science for a relatively easy to do task. Maybe 60-75% of current values? Or give the majority of the science at the end of the 140 days rather than front loaded.
  14. For anyone that still has the black textures after this what you might have to do is go into GameDate/ActiveTextureManagement and delete the folder texture cache. When you next start up KSP ATM will rebuild it's texture cache with your updated settings. At least that's what I had to do to get my parts working.
  15. I am super psyched about this release, I`m hoping that the tether strength will be tweakable or unlimited. Get up to some Just Cause 2 shenanigans.
  16. So how does this work with mods like TAC Life support that aren't listed as officially or unofficially supported?
  17. I'm getting a weird persistent metal on metal sound when my stages separate. The sound persists until I go back to the spaceport.
  18. Hmm I`m not sure what`s happened, but as soon as I add this to my extensive gamedata folder the game seems to run at one third speed. Unfortunately I`m not going to track it down, just as a point of reference incase anyone else experiences that particular mod interaction.
  19. I'm sure that this, based at the least on the changes in Remote Tech, will need an update. For anyone wondering.
  20. Here you go, I tried pastebin and I tried here but unfortunately it's too big. http://www./view/u5ja96bbtj4q72g/output_log.txt This is from flaffing about in 32bit. Here is the craft file. Where before after I placed radial chutes they would not work it's now changed to about 50/50. http://www./view/7xjoq7q490ypcw3/Test.craft Edit: And now thats weird, after install magic smoke industries my unworkable chutes have disappeared completely. I have no words, but there is the output and the craft file if you want to see what was going on.
  21. I'm getting a weird problem in sandbox, I can attach radial parachutes but they aren't configurable and I can't add them to any action groups (such as abort). The collection of mods I'm using is the same as what I was using before 0.25 and all the mods installed have been updated, with exception of the firespitter pluggin. I can't right click them, all I can do is place them as if they were a strut. The nose cone chute works normally. Do I post a log? A specific portion of the log? Sorry, unfamiliar with KSP bug reporting.
  22. How compatible are the old mods, and how easy would it be for someone to update them themselves? By that I mean are authors going to have to make code changes, or like a few other games do someone just need update a few lines in a config?
  23. I'm wondering the same thing, since I added it without checking. It seems to be working but I'm only 3 missions in so there hasn't been much testing.
×
×
  • Create New...