chrise6102
Members-
Posts
41 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by chrise6102
-
Game loading freezes on random parts
chrise6102 replied to chrise6102's topic in KSP1 Technical Support (PC, modded installs)
Gave it a shot but no luck. Crashing isn't an issue at the moment, the game will stay stuck on the loading screen for an hour (or more, haven't got it to sucessfully load at all yet) but not actually crash or give any kind of 'not responding' warning from windows -
Hi guys, Im trying to get realism overhaul to work but not having much luck. I'm on a windows 10 64 bit PC and running the 64 bit KSP. I've got around 40 mods (all the RO essentials and recommendeds). The game freezes upon trying to load random parts on startup. If I delete the offending part it simply freezes on a different one. Even after deleting every non-stock part from mods, the game froze when loading squad parts. The loading bar on the bottom of the screen always jumps to full as this happens. Vanilla KSP from a different install directory works just fine. The modded install that's causing issues is kept in the same drive but not within steamapps. I've read of similar issues but their solutions didn't work for me. Some things I've tried: Restarting computer. Deleting everything in the ksp folder, re-downloading KSP and re-installing all RO mods from scratch. Using smallest textures on RSS and using autopruner to greatly reduce part count Checked RAM usage, never gets above 50% when loading. Disabling all unused network adaptors. Here are the last few bits and bobs from the logs (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [MessageSystem] OnAppInitialized (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [MessageSystem] Reposition 0.1307803 13493 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Trying to reload asset from disk that is not stored on disk // this doesn't sound good, but both ksp installs are on my C drive with steam!?// (Filename: Line: 1010) MiniAVC -> IssueGui was destroyed. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) MiniAVC -> IssueGui was created. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) MiniAVC -> IssueGui was destroyed. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) MiniAVC -> IssueGui was created. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) MiniAVC -> ToolTipGui was created. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) MiniAVC -> IssueGui was destroyed. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) MiniAVC -> Starter was destroyed. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) InvalidOperationException: Steamworks is not initialized. at Steamworks.InteropHelp.TestIfAvailableClient () [0x00000] in <filename unknown>:0 at Steamworks.SteamController.Shutdown () [0x00000] in <filename unknown>:0 at SteamController.KSPSteamController.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1) [UIApp] OnDestroy: MessageSystem (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) MiniAVC -> ToolTipGui was destroyed. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) MiniAVC -> ToolTipGui was destroyed. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Please help me oh wise forummers! I have been tantalised by the RSS screenies of others and I want more of my own!
-
Has anyone else not bothered with career mode?
chrise6102 replied to J2750's topic in KSP1 Discussion
I've got three careers going. I love the early stages, getting milestones above Kerbin and getting to the Mun for the first time. Then it starts giving me missions outside Kerbin and I realise its just the same missions all over again except now they take longer as you have to travel interplanetary. By that time I'm bored with the grind and want to go back to the crazy .... I do in sandbox. It's a fantastic idea but in dire need of something to spice up the mid-late game. -
Yes! I've only installed RO mods for the first time this weekend and have been having this issue, I assumed it was something I'm doing wrong, glad to know someone more experienced has the same issue!
-
Hi guys, first of all sorry if I'm being daft, I've just installed the realism overhall mods this weekend and have been playing around with them. I've figured out that I need to add fuels to fuel tanks to get them to work and have had several sucessful flights with liquid fuel rockets. However, whenever I try to use any kind of solid booster (whether the procedural one or any of those included in part packs), I can't figure out how to add fuel to them. This is what I see when I have the boosters in the VAB: I can't see any way of adding the fuel. If I select 'Show tank GUI' it simply states that 'this fuel tank cannot hold resources' If I try and launch, the staging shows nothing in the tanks, as does the resource display: Full mod list: Advanced Jet engine 2.03 Remote Tech Config RSS 8.1.1 Module Manager 2.6.0 Realism Overhaul 8.3.1 FS Hangar Extender v3.0 RSS Textures 2048 1.0 RealChute 1.3.1 TACLC 0.10.2b Procedural Dynamics 0.9.3 Toolbar 1.7.8 Deadly Reentry 6.4.0 Custom Biomes 1.7.2 CrossFeedEnabler 3.2 KerbalJointReinforcement v3.1.2 Real Fuels 8.4 Near Future Propulsion 0.4 FAR 0.14.7 Smoke Screen 2.5.3 Near Future Solar 0.4 RealPlume 8.2.0 TweakScale 1.52.1 RSS 8.6.1 TextureReplacer 2.3.1 FASA 5.215 Module RCSFX 3.5 CLS 1.1.2.0 RemoteTech 1.6.3 Better Buoyancy 1.1 DDS Loader 1.9.0.0 Procedural Fairings 3.11 Procedural Parts 1.0.2 Kerbal Engineer Help me out guys I'm really excited to start using Realism Overhaul
-
Finally got round to a Tylo mission!
-
Slurm would be my best guess
-
Minimalist but good-looking, I'll generally only go for what's needed to achieve a specific goal as quickly as possible but... if it looks better with nose cones or I can get a cool shot of it with extra gizmos... you best beleive I'll add unnecessary stuff for the sake of appearance!
-
SSTOs! Post your pictures here~
chrise6102 replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
David50517.... please tell me those things fly!??? -
Hi guys, just managed to get an Eve lander into orbit that only uses tiny parts! It was a bit of a mission but hope you all enjoy! What's everyone elses favourite/proudest Eve landers?
-
SSTOs! Post your pictures here~
chrise6102 replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Most posts here seem to be about spaceplanes which makes sense! But here's my SSTO rocket! It can manage a 100km orbit but don't expect it to carry much in the way of cargo! I mainly use it for crew transfers, pickups etc -
You Will Not Go To Space Today - Post your fails here!
chrise6102 replied to Mastodon's topic in KSP1 Discussion
I wanted to launch from Eve but this happened... -
My record is 9 billion km, it wasn't difficult but frankly it was a bit boring, a slingshot from Jool and then timewarp.... So whats the furthest anyone's ever got? (excluding glitches of course )
-
Launch pad got destroyed - Day 1 in new career (0.25)
chrise6102 replied to Spacedweller's topic in KSP1 Mission Reports
I dunno, if NASA had a couple of fuel tanks blow up on the launch pad, they would probably get out the old concrete mixer too! Chalk it up to an experience and don't do it again ;-) Did the concrete at least explode in a cool way? -
First shot at a KSP video with music and editing, not really a cinematic so I'm too ashamed to post it with those ;-)
-
What to do once you've completed the tech tree?
chrise6102 replied to Tingjonki's topic in KSP1 Discussion
Try out some mods! Some even add extra bits to the science tech-tree if you're that way inclined (e.g. near future modset). -
I know it's far from the most amazing thing posted on this forum but I wrestled with this thing for ages and just wanted to share ;-) It weighs 1750 tons and is now sitting in a nice, circular 500,000m orbit above Minmus. Oh, and it's called "Bill's Momma".
- 1 reply
-
- 2
-
Would anyone watch a science KSP series I make?
chrise6102 replied to bgrif59's topic in KSP1 Discussion
The trouble with doing a series on career mode is that it's going to get more and more difficult as you go on. When you start out there are lots of short, quick missions with lots happening and lots to say but you'll hit a point where it becomes much harder to be snappy, even with some judicious editing. It's a good idea though, maybe you could branch out into other sorts of videos too? -
R.A.P.I.E.R. engines... do they suck or am I using them wrong?
chrise6102 replied to chrise6102's topic in KSP1 Discussion
Thanks for the replies guys, I was making a relatively weighty craft (about 30t) so I guess that explains some. I've built SSTO spaceplanes using both jets and rockets before so I know to get it as fast as possible while still in the atmosphere, I think it was more of a design flaw than a piloting flaw! I'll give it another go at some point. -
Hey guys! So I finally got round to building an SSTO rocket today, I got through a few failed attempts first though, naturally! My first attempt used these R.A.P.I.E.R. engines, I figured they would be a good way to go as they combined air-breathing and rocket engines. They were fine in the airbreathing stage but as soon as they switched to the rocket stage they burned through my oxidiser in no time flat, very inefficiently. My next design used an equal number of aerospikes and these performed far, far better. So R.A.P.I.E.R.s seem to be a bit crap for use in SSTO's which begs the question... What are they good for? Has anyone found a good use for these?
-
Gave this mod a try today and had a lot of fun, very different to other mods I've seen. I managed to get the hang of keeping it quite steady and zooming at distant objects but if anyone could let me know why I could only ever see the night-side of some planets even when their dayside should be facing me I would love to know! If you want to see my post, it's at http://www.kerbalspaceblog.com/?p=491 The James Jebb Telescope above Kerbin
- 1 reply
-
- 1
-
[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
chrise6102 replied to tobyb121's topic in KSP1 Mod Releases
Just want to say I love this mod! Made a post about it trying it out today and once I got the hang of how to use it without too much wobble it was fun to be able to actually find and zoom in on each planet! Really impressed with the models for the telescopes too, keep it up! -
I like the incentive for having probes around bodies to continually study them but I agree that it's too easy to exploit. At the very least, having the contracts tied to a specific experiment that couldn't be given again would help (ie. if you are asked to record temperature around the mun you won't be asked to do it again but you might be asked for a gravity reading).