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Friend Bear

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Everything posted by Friend Bear

  1. I will attach all files in the crash log folder. The game crashes either at random while playing or when loading a new environment (e.g. going to space center; loading a ship; exiting the game to the main menu, etc.) Thank you! (I realize there are a lot of mods but this amount did not cause this many crashes before I loaded Windows 10. Error and Report files: https://www.dropbox.com/s/owzlv4s20e0rqby/error.log?dl=0 https://www.dropbox.com/s/ihavnl4l0r4qx9p/report.ini?dl=0 More info: I run in eyefinity 5760x1080 crossfire two video cards (Radeon 6950) SSD at 500mb/s main drive 16gb ram running 32bit KSP running 64bit Windows 10 *Oh FYI - before Windows 10, I did not use Scatterer. I use it now because it is pretty but maybe I need to play with its settings? ----- Also a Kraken problem: Been trying to play some more. I uninstalled the kerbol planet mod and installed outer planet mod. This same issue happened with both mods in Kerb orbit... I am booted out of the game during gameplay. I re-start and go to the ship I am trying to dock (part of a station), and shortly after, it breaks apart after an uncontrollable wobble. It does not matter if I time warp ahead of where it usually happens or what. This keeps happening and has happened on my 3rd fresh launch of the secondary docking vehicle. - Suspect Mods: I suspect issues may exist with Scatterer and Module Manager .7 since both are new/newish
  2. Sounds awesome thank you! I am stoked for the fix but totally understand the difficulty so do what you need to!
  3. K so I love it so far. Ran into a problem last night. Landed on Vix (first planet of the mod) and it didn't register as a landing. I didn't sink in and disappear. Instead, the lander kinda floated there on the ground and my kerbal was just constant EVA jetpacking/hovering instead of touching ground. Science could not be collected from the surface, either (further reinforcing the idea that I did not land). Forgot to add: I was "landed" (as described above) and switched vessels. That lander and kerb disappeared and the kerbal was counted as dead when I looked at Vix from the orbiter and, later, the observatory. Is this normal on all these planets or what did I do wrong? Thanks
  4. Ahh less dense. I did see the delta-v difference but did not pay attention to mass. Thank you for that!
  5. When do these cryo engines benefit over Liq/Oxy engines? The Liq/Oxy seem to have much higher delta V. Don't get me wrong, I love that they are not overpowered, but I am still curious as to where the engines are most beneficial.
  6. Woah! Thanks for all the responses guys. Looking into these now!
  7. The mod is already at 1.0.4 (Unless you are talking about the game update, in which case you can't discuss prospective release dates, etc.)
  8. Simple issue I wanted to address here since there seem to be no recent planet mod discussions and 1.0.4 has added a swath of new possibilities and updates to such mods. Here are the two mods: Kerbol + - http://forum.kerbalspaceprogram.com/threads/118643-1-0-4-Kopernicus-KerbolPlus-v-2-3-5-a-planet-pack-that-ads-the-legendary-Gas-Planet-2-and-more Outer Planet Mod - http://forum.kerbalspaceprogram.com/threads/104280-0-90-Outer-Planet-Mods-Expands-the-Kerbol-system-with-new-planets-based-on-Saturn I am trying to decide which of the two planet packs I should use, or if I should use both (I don't know what that would do to memory use with me using Novapunch, Near future tech, TAC lifesupport, USI Kolonization, and a bunch of monitoring mods). So... 1. Which planet pack do you prefer and why? (Is there another planet pack you would like to suggest?) 2. Would I be able to use both without destroying my computer/crashes? I like both so much, this second question is definitely more important to answer. ---------- Do NOT turn this into a competition between mods. Both mods, and prospectively all mods that will be suggested, have been made following lots of effort and both (all) are beautiful and very full and adding to the game. Yes, it is a comparison​, but just that and not a bash session. This is merely a "what is possible/worth it" discussion.
  9. 1. Kerbal Engineer - why not mechjeb, see #2. 2. Cheating is not fun. When you cheat with mechjeb or with videos that show you super advanced things to learn early...kinda hurts the game and you limit yourself in imagination. Use patience and try everything. There is a reason Kerbals are combustible. 3. Full throttle is most often not a good idea. 4. EVE is awesome. Funin OpenGL if you have to, but that added touch is nice.
  10. Thank you for the response. I am way stoked to use the mod so I am glad it shouldn't be difficult to implement in the long term. - - - Updated - - - Can't seem to find an answer anywhere else... I watched a video where someone fell through a non-gas planet on this mod. There is collision for these planets, right? And how about the belts surrounding some of the planets (do I need to avoid them)? Thanks for all the input guys! --- I have seen videos where people land on the planets so I'm not too worried. More so I am curious when there is no collision and whether it is only a glitch.
  11. In prep. for starting a new career and never having used a planet mod... If I start a game with this mod and have my career pretty expanded; when a moon/planet is added, will that affect all flights? Any flights at all? Would I have to completely restart? --- Sorry if this isn't the right place for this question..but it pertains to this mod, directly, and others that completely replace the solar system, the outcome is self-explanatory.
  12. Eeloo is what I was concerned with. I'll take a look around then. Thank you for that! This us perfect then. I just want additions to the core game rather than replacements. Oh.I'm embarrassed I missed that description. Just hope it doesn't prevent possible contracts. Thanks again.
  13. Very simple question: How do you gauge how much memory a mod will take? Is it safe to judge it by the size of the file(s) going into the gamedata or does that not matter since, even with a larger file, only a small portion of the mod could be running at a moment in game, causing that memory usage? I realize I can measure it with mods that measure mem usage, etc., but I am wondering how to predetermine, simply, so I don't go through that effort. Thanks!
  14. I've noticed that too, actually, and i completely agree. That would be awesome and I wonder if that is more for something like EVE and Astronomers to tackle? I know so little about programming so I am probably way off.
  15. That makes sense. There would be far too much light surrounding and bending into the shadow for it to be visible since it doesn't completely blot the sun.
  16. I love the idea, but I think the problem is the mun's distance from Kerb for its size, whereas the Earth's moon is that almost perfect distance to completely and temporarily blanket the sun. --- Actually that was dumb of me. There would still be a shadow. YEAH! I'm all for it. I guess I was just thinking of the blotting effect in front of the sun rather than the shadowing.
  17. I actually haven't had time to try any yet so I am poking around. I will take a look. It seems way promising. I also never considered that an orbital model would harm current planetary orbit in KSP (either because of their huge mass or because they are locked in railed orbits), so I am really considering all approaches before I dive in and spend a huge amount of time on a game where all planets end up crashing =P I also wouldn't mind learning as much as I can about it so I have been researching. Principia's application seems accurate, but I also feel like the other bodies' gravitational pull on orbiting bodies, whether a satellite or otherwise, seems a little strong for the distance they are from that object.
  18. Exactly why my opening was worded the way it was. I never expected it to be nor did I ever ask or suggest it be. I also mentioned mods. This is purely a discussion of its use and the possibility of its implementation, core game or mod alike. Now that people have so strongly stated it should not be implemented in the core game, as I ultimately agree, lets talk about the possibility of mods implementing it or those that already have and their reliability. ---- I actually only included "core game" as a talking point. I think it is wholly far fetched to expect n-body in the core game. But the prospect of a highly difficult gravity mechanism is exciting, so the post is meant to capture all opinions and approaches. This is primarily because of my lacking familiarity with a lot of modern computer programming languages and my only elementary understanding of gravity and its complex, realistic application in an orbit scheme.
  19. *for some reason I can't quote things on this laptop* I guess one major thing they need to address is the kraken. They have made huge imrpovements in that front, but at the same time, I wonder if code could be used to treat a structure as one thing rather than the individual components. Given, I know some VB and C++ and am probably way off, but once addressed more in depth I don't see why not.
  20. I definitely agree and I will always love a game where that is in play, especially when you are just getting into the game because there is already so much to learn. But, when you get 1,000 hours + of game time in, alternative modes of gameplay keeps things spicey.
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