Morberis
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Posts posted by Morberis
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Why are the cargo bays making things explode!
That's my reaction.
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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.
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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.
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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.
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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.
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Are you going to have a changed texture for Kerbin, more of a wasteland look?
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active texture management makes my the game run slower i have the basic version. i also have only 3 gigs of ram. heres the https://drive.google.com/open?id=0Bxs9CfbO1DHEREJCZzVuQWNZeGc&authuser=0 .
so i loaded it and the first time it loaded slower than normal by about 10 minutes after it loaded it i closed the game and bootted up another this time it loaded about the same as normal. but the game lagged a lot more near the ground when flying planes and rockets?
The first is completely normal, because it's creating it's own version of the textures.
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Took me forever to find an answer for why one of the best mod packs ever has not been updated in a long time. I am super excited to know your working on it now. FYI the problem I am having is that the connector nodes, in VAB, are flipped inside out. I can flip parts backwards and connect them inside out then rotate them back to place but that does not work for all parts, some want to connect to the side instead of going through the main body and so they can NEVER be connected. Aside from that, party on! I am also worried that when I connect them backwards then flip them over, the stats may still think its backwards and are messing up structural forces and stresses...
P.S. I registered today just so i could tell you my specific problem with B9. Can't wait to see it fixed...
Well known problem with mods migrating to 1.0
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This error usually has to do with having KIS installed.
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.
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B9 procedural wings, if you look the update isn't official but in the OP he links to a working version.
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Not yet.
EDIT: I revamped the forum OP. What do you think?
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.
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<3. This took my mod-heavy install from crashing sizes down to ~3.4GB in the VAB using the normal version. I may use the aggressive version in the future as there are still a few mods I want to install.
For reference, on my AMD FX-8320 eight-core, it took about ~10 minutes to chew through everything on the first load. CTD'd right after that, but second load took the usual 20 seconds and all was good.
Now if only it were possible to selectively load stuff based on scene.
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.
Loads of people are having issues with MSI rework parts. It seems to be an issue with ATM. People are throwing around .cfg fixes, but I haven't been able to get any of them to work. Also, ATM doesn't do anything to DDS textures, and many mods have changed their textures to DDS format, but MSI still has the old file format. Could be why it's only that that's getting rebuilt.Apparently even if you switch the textures over yourself using the DDS tool the problems happen.
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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.
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I have been working on this for 2 days. I read the posts regarding the ATM settings, as well as starting fresh installs along with adding the MSI components in a multitude of ways.
ACTIVE_TEXTURE_MANAGER_CONFIG
{
folder = MagicSmokeIndustries
enabled = true
OVERRIDES
{
MagicSmokeIndustries/Textures/icon_button
{
compress = true
mipmaps = true
scale = 1
max_size = 0
}
MagicSmokeIndustries/Parts/.*
{
compress = true
mipmaps = true
scale = 1
max_size = 0
}
}
}
I started a fresh install, then installed ATM with several edits to the ATM/ATM configs/MSI cfg file and I still get the texture issues with all of the parts within the Robotics tab. All of the other MSI parts are fine, its just the ones that are in the separate Robotics tab, that are displaying the texture black out.
Sorry, I really have been trying to solve this on my own.
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.
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Oh wow, removing this frees up 800mb of ram on my system. As good as it looks, it doesn`t look 800mb good.
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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.
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So how does this work with mods like TAC Life support that aren't listed as officially or unofficially supported?
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I'm getting a weird persistent metal on metal sound when my stages separate. The sound persists until I go back to the spaceport.
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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.
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I'm sure that this, based at the least on the changes in Remote Tech, will need an update. For anyone wondering.
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I need a full output_log.txt
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.
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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.
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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?
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[No Win64]
Shouldn't it be [No Win64 support] ? Because that gives me the impression that TAC is completely, 100% broken with x64. That I shouldn't even bother installing it. Or... Is that actually the case?
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.
KSP Interstellar Extended Continued Development Thread
in KSP1 Mod Development
Posted
Does not seem to be the case now.