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neder

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Everything posted by neder

  1. I have tried a few different situations now and I've not had any problems. I'm humbled by the swift help, simply amazing. Now, we have a broken drier in my apartment building. I reported it to my landlord 3-4 months ago. Would you mind buying the apartment complex where I live? They could sure use a bit of your mentality.
  2. That solved the problem. Is it an incompatibility with another mod or do I need to check one of the distances in order for the mod to work properly?
  3. Btw, I should clarify something. This is not a propulsion or attitude problem. If that was the case the relative speed would change over a certain period of time. This happens instantaneously, one second I'm moving at 100m/s towards the target and at a blink of an eye the relative speed is zero.
  4. I reported it to linuxgurugamer in the mod thread. If anyone can fix it I'm sure it's him I should probarbly cut down on my mods, but then again I want to add more of them.
  5. Here we go, thanks for the help. https://www.dropbox.com/s/75xybe0fhbmwdvy/ModuleManager.ConfigCache?dl=0 Again I fully agree with you
  6. I agree, but the fact remains. The reason I suspected docking cam to begin with was because the problem occurred 2250m away from my target, incidentally the same range my camera was set at. When I removed docking cam the problem was solved. I removed no other mods, only docking cam. Never used dropbox before so I hope this works. https://www.dropbox.com/s/otkirwuusu3d8ct/KSP.log?dl=0 https://www.dropbox.com/s/johxhar1xk02ggk/output_log.txt?dl=0 Couldn't find ModuleManage.configcache but I found a log file for module manager and I'm including that instead. https://www.dropbox.com/s/q5s0kpqb2zwo5ri/ModuleManager.log?dl=0 I hope it works now
  7. Absolutely, is it the KSP.log you want and do you want the whole thing or some specific part? I also have a number of other mods installed, but when I removed docking cam the problem was resolved. There could still be an incompatibility between your mod and another. Are there any known incompatibilities? Full list of installed mods: [x] Science! Continued AlphaMensae's Modular Launch Pads Astronomer's Visual Pack and Astronomer's Visual Pack-8k Textures AT Utils B9 Part Switch BetterBurnTime BurstAtomicThrustModule CapCom - Mission Control On The Go Chatterer ClickThrough Blocker Community Category Kit Community Resource Pack Community Tech Tree Community Terrain Texture Pack Configurable Containers Configurable Containers Core Contract Configurator Contract Pack: Bases and Stations Reborn Contract Pack: Clever Sats Contract Pack: Field Research Contract Pack: Kerbal Academy Contract Pack: RemoteTech Contract Pack: Tourism Plus Contract Parser Crowd Sourced Science Cryo Tanks and Cryo Tanks Core Cryogenic Engines Custom Barn Kit Deployable Engines Plugin Distant Object Enhancement and Distant Object Enhancement default config DMagic Orbital Science Docking Cam Docking Port Alignment Indicator Dynamic Battery Storage Easy Vessel Switch (EVS) Environmental Visual Enhancements Feline Utility Rovers Filter Extensions - Plugin Global Construction and Global Construction Core Hangar Hangar Extender Heat Control Hide Empty Tech Tree Nodes Interstellar Fuel Switch and Interstellar Fuel Switch Core JSI Advanced Transparent Pods K2 Command Pod Continued Kerbal Atomics Kerbal Attachment System Kerbal Engineer Redux Kerbal GPS Kerbal Inventory System Kerbal Joint Reinforcement Continued Kerbal Planetary Base Systems Kerbalized SpaceX Kopernicus Planetary System Modifier kOS: Scriptable Autopilot System KS3P KSP AVC KSP Interstellar Extended Mk3 Stockalike Expansion ModularFlightIntegrator Module Manager MSP-3000 Material Science Pod Near Future Construction, Near Future Electrical, Near Future Electrical - Decaying RTGs, Near Future Electrical Core, Near Future IVA Props, Near Future Launch Vehicles, Near Future Propulsion, Near Future Solar, Near Future Solar Core and Near Future Spacecraft Nehemiah Engineering Orbital Science Orbital Utility Vehicle Updated Outer Planets Mod Patch Manager Photon Sailor Pood's Milky Way Skybox Procedural Fairings and Procedural Fairings - For Everything! Progress Parser RasterPropMonitor and RasterPropMonitor Core RemoteTech REPOSoftTech-Agencies ResearchBodies SCANsat scatterer, scatterer - default config and scatterer - sunflare StageRecovery Stockalike Mining Extension Stockalike Station Parts Expansion Redux TextureReplacer Textures Unlimited Throttle Controlled Avionics Toolbar Controller Trajectories TweakScale - Rescale Everything! Universal Storage II UnKerballed Start
  8. Hi I have a problem with this mod. When I get to 2250m from a target that I want to rendezvous with it kills the relative velocity between the two vessels. It wouldn't be a huge problem if it matched the speed of the vessel I'm currently controlling to the target, but it does the opposite. That means the target will match the velocity and the orbit of my currently controlled vessel. When trying to expand my geostationary comm hub this becomes a problem since the geostationary hub won't be very geostationary if I alter it's velocity by 30-50m/s. I love this mod, and I'm not sure I can dock without it, so is there any way I can turn this off?
  9. I got it on my first try. It was docking cam that was causing it. For some reason it kills the relative speed when it comes into range of the target.
  10. I do realize that I can do the trial and error thing by removing mods and testing, but I was hoping someone might be familiar with this issue.
  11. Exactly what you said, my relative velocity drops to zero once I get to about 2.2km distance from the target. Since it's not the vessel I'm controlling having it's velocity changed to match the target but the other way around it means the target gets an orbit matching the vessel I'm controlling rather then the other way around which is what you normally want. I have a few suspects when it comes to my mods, namely KOS, TCA, KURS docking camera and docking port alignment indicator. Full list: [x] Science! Continued AlphaMensae's Modular Launch Pads Astronomer's Visual Pack and Astronomer's Visual Pack-8k Textures AT Utils B9 Part Switch BetterBurnTime BurstAtomicThrustModule CapCom - Mission Control On The Go Chatterer ClickThrough Blocker Community Category Kit Community Resource Pack Community Tech Tree Community Terrain Texture Pack Configurable Containers Configurable Containers Core Contract Configurator Contract Pack: Bases and Stations Reborn Contract Pack: Clever Sats Contract Pack: Field Research Contract Pack: Kerbal Academy Contract Pack: RemoteTech Contract Pack: Tourism Plus Contract Parser Crowd Sourced Science Cryo Tanks and Cryo Tanks Core Cryogenic Engines Custom Barn Kit Deployable Engines Plugin Distant Object Enhancement and Distant Object Enhancement default config DMagic Orbital Science Docking Cam Docking Port Alignment Indicator Dynamic Battery Storage Easy Vessel Switch (EVS) Environmental Visual Enhancements Feline Utility Rovers Filter Extensions - Plugin Global Construction and Global Construction Core Hangar Hangar Extender Heat Control Hide Empty Tech Tree Nodes Interstellar Fuel Switch and Interstellar Fuel Switch Core JSI Advanced Transparent Pods K2 Command Pod Continued Kerbal Atomics Kerbal Attachment System Kerbal Engineer Redux Kerbal GPS Kerbal Inventory System Kerbal Joint Reinforcement Continued Kerbal Planetary Base Systems Kerbalized SpaceX Kopernicus Planetary System Modifier kOS: Scriptable Autopilot System KS3P KSP AVC KSP Interstellar Extended Mk3 Stockalike Expansion ModularFlightIntegrator Module Manager MSP-3000 Material Science Pod Near Future Construction, Near Future Electrical, Near Future Electrical - Decaying RTGs, Near Future Electrical Core, Near Future IVA Props, Near Future Launch Vehicles, Near Future Propulsion, Near Future Solar, Near Future Solar Core and Near Future Spacecraft Nehemiah Engineering Orbital Science Orbital Utility Vehicle Updated Outer Planets Mod Patch Manager Photon Sailor Pood's Milky Way Skybox Procedural Fairings and Procedural Fairings - For Everything! Progress Parser RasterPropMonitor and RasterPropMonitor Core RemoteTech REPOSoftTech-Agencies ResearchBodies SCANsat scatterer, scatterer - default config and scatterer - sunflare StageRecovery Stockalike Mining Extension Stockalike Station Parts Expansion Redux TextureReplacer Textures Unlimited Throttle Controlled Avionics Toolbar Controller Trajectories TweakScale - Rescale Everything! Universal Storage II UnKerballed Start
  12. Hello I have a problem while rendezvousing. Every time I get to about 2.2km away from my target it matches my speed. This is extremely annoying since that means my targets are changing orbits whenever I get close to them. I noticed this only today, but it does explain some things that has happened before such as all of a sudden crashing into the Mun while while docking with my mothership last week. I'm currently using 84 mods and I'm sure it's one of them causing this and I'm also sure there's some way of turning it off in the mod (I at least hope so) or I could simply uninstall the mod. I can't however figure out which mod is doing this so if anyone knows I would be very grateful for any help.
  13. Could you please update to the latest version in CKAN? Had to disable the latest update of ResearchBodies because it requires this mod to be 1.23.3 and 1.23.2 is the latest available in CKAN, thx.
  14. I would suggest running 32 bit with Active Texture Management installed. If you're still running out of ram you can force the game to use open GL instead of directx. Instructions here: http://forum.kerbalspaceprogram.com/threads/84203-Less-memory-usage-by-using-OpenGL I run 32 bit with about 60 mods installed including all the memory hogging ones and I'm using between 2.5 and 3 GB ram.
  15. Turns out there's nothing wrong with sfr ... if you install it correctly sfr is a bit weird to install since you really have to check the rar file to see what goes where. The folder structure is kind of a mess. I just put the whole folder in the gamedata folder like you do with most mods and ended up with 3 sfrPartModules1.dll files and that conflict cause the errors.
  16. I don't agree, though you may be right. I've been using KSP 64bit on my laptop for quite some time without any problems. During 60 hours of playing I've had 2 crashes. However, when I installed 64 bit on my proper computer I wanted the new version of interstellar called .12 lite and once I installed that it crashed during load every time. I checked the thread for interstellar and WaveFunctionP, the developer of the project, said himself that interstellar lite isn't compatible with 64 bit and that he's currently got no plans on fixing that. I decided I have no interest in playing without Interstellar so I started a 32 bit game instead. It may be that it's KSP x64 or even Unity causing the problems in the first place. None the less, it works if you want to play stock and most mods worked for me, FAR, ATM, MKS, Better Atmospheres and all it's dependecies, B9, KW Rocketry, etc.
  17. I found it!!! Took me 4 hours, but I found it. I had an old mod called sfr installed that caused the problem. This mod has mostly been used to make the windows of BobCats Tesla recon rover transparent, but it's no longer needed these days. Now I'm quite annoyed that I didn't pick it out as a suspect to begin with. I will try this tomorrow on a clean install to see if this mod causes the problem on it's own or if it's a conflict between this and another mod.
  18. It could be a few of the mods that aren't compatible with 64bit aswell. I know for sure that KSPI lite isn't. My 64bit started crashing when I installed that. The simple sollution is to run 32bit instead and use ATM to lower the need for ram. If that isn't enough you can make a shortcut of your ksp.exe, rightclick the shortcut and enter "-force-opengl" at the end of the target window. Should look something like: "C:\Program Files (x86)\KSP_win\KSP.exe" "-force-opengl" Now you can pretty much use as many mods as you wish without running out of memory.
  19. OK, thanks for the reply. KER was one of my suspects so I tried removing that and it didn't help. I will try that again before anything els to make sure that's not it. If it doesn't work I'll make a proper support post and do proper testing with a clean install. I was really hoping there'd be a quick answer in that thread
  20. My navball displays won't show me the current spped and heading, they're just blank. Also, my Kerbals are missing from the lower righthand corner. I know there's a post in this forum about this exact problem, but spam-o-matic doesn't trust me enough to show me that thread Here's the link to the thread: http://forum.kerbalspaceprogram.com/threads/77882-Digital-displays-on-NavBall-blank-no-pilot-image Could someone please check it and see if there's a sollution to this problem? I have about 60 mods installed and I've disabled a handfull of the most likely suspects to see if I could find a fix, but no luck.
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