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Posts posted by Tarheel1999
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4 hours ago, BLN said:
I'm not a developper but Rockstar has the money and knowledge on which would suit best or even develop an engine for the game.
It’s not as simple as you think. Are you aware of any other game that does what KSP does? I’m not. The only real option for Take2 would be to build a custom engine and as successful as KSP is, it’s not that successful. Space Engineers built their own engine and that didn’t turn out so well.
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32 minutes ago, BLN said:
Please Rockstar just start working on KSP 2 with experienced developers and an appropriate new engine.
And what would that engine be exactly? If wishes were horses, beggars would ride...
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5 hours ago, sarbian said:
It was used for a few month in 2015 before I reverted to MJ code.
My bad. I remember a time when you said they were running the same simulation. Didn’t realize it was that long ago.
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Thank you for the patch notes. I really wonder what is going on with T2/Squad. I just clicked through multiple threads looking for these.
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I’m pretty sure it’s the other way around Mechjeb used/uses the simulation code in KER.
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6 minutes ago, Jiraiyah said:
sorry, didn't pay attention to the version bellow the list, just checked the post title i think and thought the latest version was for 1.3.1, sorry for trouble
Sarbian was joking. He hadn’t updated the main page yet. The KIS modder probably grabbed 3.05 straight from Sarbian’s server.
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Look in the KSPedia. Angel has generally been really good at including detailed info in the KSPedia entries for his mods.
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I ran into heating problems as well when I built a small automated miner. The only solution was to place the surface radiators directly on the reactor. My small miner even had a MKS TCS and it wasn’t enough to keep up with a 2.5 MPU, two small automated drills, and 2 .625 reactors. With the surface radiators (two on each reactor) I was able to add another 2 drills without issue. I think the reason for this is that the surface radiators only absorb heat from the parent and grandparent parts and so other parts like mpus and drills can’t steal all of the heat transfer. I tried a lot of different solutions but it seems the reactors require surface radiators when there are other parts with high thermal requirements.
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1 hour ago, AtilaElari said:
Right you were, good sir! The cause of the issue was indeed in the lack of proper CommunityResource files. But the reason for that is that a mod archive on SpaceDock where I downloaded the mod did not have the appropriate folder at all. After downloading the mod from GitHub it worked.
It appears the space dock version hasn’t been updated for at least a year if not more. It lists the compatible version as KSP 1.1.3. Stick to Github for Roverdude’s mods.
I’m glad we got this sorted out. Game crashes are always frustrating.
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4 minutes ago, coolguy8445 said:
Bah of course. It'd be nice if there were an easier way to debug issues like this than "look at the part file". Yeah, I'll write up a PR for these and maybe the Universal Storage life support parts. Thanks for all the help.
Welcome to KSP. That is just how it works.
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9 hours ago, AtilaElari said:
Thank you for your time. I did as you instructed (deleting GameData folder and having Steam re-install it makes the game clean, doesn't it?). The clean game runs fine. Mod still causes crash. I have 8Gb of RAM. Log.
Your game still seems to be crashing at the same point though. How much free RAM do you have when you run KSP? I would close all other unnecessary programs before running KSP. I’d also confirm that you are running the lastest versions of Konstruction and USI tools. The latest USI tools can be found here: https://github.com/UmbraSpaceIndustries/UmbraSpaceIndustries/releases
Update - Taking another look at it...it appears you have chosen not to install Konstruction as it is packaged. Please redownload Konstruction and install ALL folders (even the ones you think you don’t want or need), download and install the latest USI Tools from the link above, and try again. If I had to guess, I would say your game is crashing because it’s looking for a resource it can’t find because you didn’t copy the CommunityResourcePack to your gamedata folder.
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6 minutes ago, TheEnderman said:
Yes, I know. Ill be looking into the install issue, but when i said logs I meant crash logs. For some reason there were no crash logs. Also, I am not using Kerbalism.
You can start by making sure CRP, B9 part switch and whatever version of SSP you are using are installed properly.
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14 minutes ago, TheEnderman said:
Does it support 1.3.1? Im trying to load KSP and it just crashes, and then wont give me logs.
In the game, it shows me this error that B9PartSwitch is having, id take a a screenshot but it freezes my PC.
It says something about a "Metallic Ore Container" not existing.
It also has SSPX in the part name, so im guessing it has to do with Station Parts Expansion Redux.
1. This is not a MKS problem. As you have identified yourself.
2. KSP ALWAYS creates logs. It creates two logs every time you start the game.
3. This is probably an install problem. You are going to have to either start from a fresh install and re-add your mods or scour your GameData folder to make sure everything is properly installed, i.e., there are no nested GameData folders or you have failed to install all dependencies.
4. If you are using Kerbalism, stop using it or accept that using Kerbalism vastly limits what mods you can install.
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9 hours ago, AtilaElari said:
I should admit, I was wrong and assuming things I shouldn't have - that is, the mod crashes the game even on the clean install. I don't know how to read crash logs, so if anyone could spare a couple minutes to see if there's any obvious reason to that I'd be mighty grateful. Log
How much ram does your computer have? The log file shows that your game is crashing while loading Squad parts. It hasn’t even reached the Konstruction parts yet. It really looks like you are running out of memory.
Also, that is not a clean install. You have the KSPmodfilelocalizer installed. Here are some suggestions:
1. Start with a clean install of KSP. Load that install and make sure it works.
2. Download the latest version of Konstruction and install it.
3. Download latest version of ModuleManager and install it.
4. Load the game and report back.
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Install problem. You have nested GameData folders. It looks like you unzipped the download directly into your gamedata folder. You need to open the zip archive and copy everything from the gamedata folder inside the zip archive to the gamedata folder in your KSP install. It should look like KSP\gamedata\WildBlueIndustries
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Try @mass = 0.25. The @ sign means edit. You probably just added an extra line to the config. You can look at the MM cache file in the game data folder to see how the patches were processed
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2 hours ago, Tyko said:
where are previous versions located? I updated and it broke GPP...I should have known better
https://github.com/Kopernicus/Kopernicus/releases
P.S. It’s the same place were the new release is.
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1 hour ago, NomenNescio said:
How does this mod play with kerbalism? I know it has a gravity ring with special properties, so do your rings fall into the same functions?
Try it and find out! Nertea probably has no clue. As this is mostly a parts pack it should be fine. But the only way to know for certain is to try it yourself.
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Everything you’ve posted looks amazing. Can’t wait!
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9 minutes ago, Katieop3 said:
Will this work with kerbalism?
Asked and answered.
On 2/10/2018 at 10:34 PM, Tarheel1999 said:No. This and many other mods rely on the stock processing mechanics. Kerbalism’s main feature (background processing) alters, i.e., breaks, the stock processing mechanics.
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1 hour ago, AccidentalDisassembly said:
CCK operates through tags (I believe). Add cck-rover (cck-rovers?) as a tag to a given part and it will possibly show up under Rovers.
Precisely. All parts with cck-rovers in the tag should appear in that category. So if you were to add cck-rovers to the tag of the parts via MM config or by directly editing the cfg file, they should appear in that category. I would start by looking at the cfg files for parts already in the category to confirm.
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47 minutes ago, coolguy8445 said:
Kinda surprised this hasn't been asked...Has anyone made this mod compatible with Community Category Kit (CCK)? I hate having all my rover parts just dumped in "Utility", but apparently can't figure out the right MM incantation to add them to the rover filter group.
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1 hour ago, Galileo said:
Are you saying it failed in 1.3.1-3? Because all I was suggesting was that he return to that version until I updated SVT.
if it was indeed broken, I will need to get an update out ASAP
I was using 1.3.1-4 which Thomas updated earlier today.
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17 minutes ago, Galileo said:
@Tarheel1999 I mean, I haven’t updated anything to the latest Kopernicus (not saying there isn’t a problem), but if you are just using Kopernicus for SVT, you had no reason to update yet.
Okay. Chalk this up to user error then. I downloaded the most recent Kopernicus because I try to keep all mods updated. I scanned the patch notes but missed the section below about mods needing an update.
@Thomas P. Apparently, this was user error on my part. I apologize for wasting your time. I missed your italicized section at the bottom stating that mods would need to be updated. Might I suggest that you state at the top that mods relying on Koppernicus may/will need to be updated due to significant code changes? There is a substantial tension between the introduction and closing of your post.
Patch 1.4.3 to be released next week!
in 2018
Posted
I assume he was referring to collectibles, e.g., a mint condition Star Wars character, etc.