Jump to content

Ricardo79

Members
  • Posts

    216
  • Joined

  • Last visited

Everything posted by Ricardo79

  1. I had (mostly when near a crash). As for an error report. (or something like that) I allways installed mechjeb2 first. 2nd move: removed parts and added that neat MM config to include it to all probes and capsules. I had always issues of any kind of errors and mostly crashes. I do not have memory issue (at the game loaded state it was 2.2 Gb (32 bit))) But after an hour / half hour game crassed every time. Checking memory showed me KSP exe uses: 3.4 -3.6.So crashed because of this. I got a hard time uninstalling and reinstalling mods one by one in the method of uninstalling one, playing, still crashing = reintalling a mod, playing, still crassing = uninstalling another mod from the list. This is went until I uninstalled MJ (nothing else but this). My KSP is stabil now. I played yesterday a whole day (from 10 - 23 withouth a single crash) But I prefer to have all those neat infos on screen and sometimes let this little thing do it's magic precisely executing nodes, and computing/setting up the nodes for hofman transfers, some times landing when I am lazy to do the 6000th landing by hand. So please make this thing uber stabil. This is the most useful tool along all the mods out there. Try to check the memory handling method of it or it's garbage collection. As it can eat up 1 gig about an hour. Tested with KAS, Robotics, TScale, FAR, Avionics also installed. (Basicly all the popular mods) I just removed this one and after that everything worked like charm. No more memory eating. Right now I am using Kerbal Engineer for the correct numbers (like real altitude and TWR) but I liked Jeb much more so please please make something with it.
  2. I see. I missunderstood this. For the "visual effect" of deflating the chute. I think you might come up with other more usefull things instead. It is just a waste of time. Stock chutes also just dissapear. So If you want work on something which should be a fine addition please make it optional to show/not show your chutes in the stages. Something like include staging / use a "hotkey/actionkey" for chutes. Your icon is in the toolbar already so you can make your feedback there for the states of the chute. 1.25 inline chute is presented. (or just use TScale if it is 2.5m) I don't know which one it is as TS tend to make it automaticaly fit to the right size when I put it before the engine.
  3. Something I am not getting... or "The user" just asked a feature that is already in there. I mean The chutes seems to autocutted, when it almost stopped the craft. And I think near or below 1m/s the brakes shouldn't flipp over the craft. (I using the stackable ones for braking fairly large aircrafts) So for this game It shouldn't be more realistic than that. About the indicator I always thaught you used the vessel's ABS(vertical)+ABS(horizontal) speed and checked against a reasonably small amount. Some post ago I told you that this mods best part for me that it can be used as a landing/braking chute.
  4. Just a quick note: I just deleted MJeb today morning . It is 23:06 here. So I am getting tired of the neverending game No crasses, no freeze. I do have Irobotics and TScale installed on this KSP and used it a lot today (assembling a MKS/IRobotics Mün base).
  5. Hi Ferram, Where can I find This "readme"? I got the downloaded content but there wasn't presented. I do love it. It is a must have mod. With this all the rockets and the spaceplanes hold toghether even with FAR :D But I'd like to make stiffer connections on the infernal robotics parts. All my forklifts, and cranes are dissassembling near the robotic parts's joints when try to move MKS parts on the mun. Basicly just a center hub and that neat base with legs on it and 4 expando tube and on top of that a sr Docking port. I don't think that is tooo much to lift, rotate, move, and place down. I tried KAS's winches too for it. On an extending/tilting crane from B9's HX parts for the cranebase and emptied jumbo tank as the arms of the crane. Althoug these are really huge parts, they just broke off when I try to lift those "small" 7-15t MKS base fragments. And for example: "<float name="breakForceMultiplier">1</float>" should be lesser or higher value in order to make the parts be more "solid" and less breakeble. (If this parameter is there for that ) So some info needed here. Thank you.
  6. So is this why my game just keeps crashing? (updated recently). Thank you for pointing out the plugin for tracking exeptions.
  7. Okay okay. Maybe Serriously with this many "must have" mods We still need a stable 64 bit client Or just pushing SQUAD very hard commonly to integrate all of the USI stuff into the core game. (Sorry Bob It would rob you from the enjoyment of the development) :D But any time you cam out with an idea it soon become a must have one. Congratulation. Ok right now I have no issues with freezing (I do have installed warp drive again) Testing it though more. But I don't want to poison this thread with a feature request for other USI stuff.
  8. In that way I am sure have to get rid of the robotics mode as well. :( I am now cleared up things (also killed all of my craft/satelites) uninstalled Tac-LS and Remotetech, LLL (THIS was Intended. I made a copy of my saves directory. So no worry ) The only thing left is the MKS agriculture module which wasn't connected yet to my minmus base And wich has no use from now on other than looks cool inflated Oh and two flags So With full tech I can start over :D My mem is 1.9G now. Looks stable so far. Also updated MKS as AVC shouted at me to download it. Strange... I just uninstaled that 3 mod. And the issues with the MKS shipyard module's light in VAB hase been gone now. Or it was the upgrade from something.26 to something.28? Also antennas working fine without the menu glitch. And no it wasn't a memory issue as I DID looked at it before removing those mods it was 3.2 after a hour gaming (without freeze). Should I report the menuglitch to remotetech's author? (I mean it is just a suspicion because of the anternas writes different stuff and right now works perfect (the menu's not glitching) Now I am going to install this drive, and testing the sh!t out of it finally
  9. Thank you for the infos. That is an option too. The memory issue. If it happens today I surely look into that one as well. I am planning to get rid of the lifesupport and remotetech anyway. (the first one has issues with timewarp too, not bugs, just don't count for generators on highly accelerated time (for other pnalet missions) and allways breaks my timewrap because system running out of electricity (altough I generate more EC than all that systems and kerbals on ship needs) But that is not an issue in this thread) and the LLL those part looks plain so I end up not using them. Although I'd like a retro scifi style boxed parts. And I do wanna try out this drive eagerly As I wrote Never used it yet. Just researched recently. And no there aren't warp, nor nullreferences in my log looked throught the alt+f12 debug window. My game only crashed once so I don't have many logs on file. So long stories short: As I understand you suggest that this freezing is more likely a memory issue? I'll sure look into that till squad make a stable 64 bit windows client. (I don't like the idea to install a linux just beacuse of one game). Thank you anyway.
  10. I was. Ritght now as I am found that others have those Freeze thing suspected by this mod. I am not installed it. Today I will testing the sh*t out of my game. If freezing (without this mod ) You will be the first I will shot a message. If that helps: My freeze was with a "tug" each and every time after I landed + docked Only MKS parts (that neat base with legs, center hub, greenhouses and the agriculture modul) and basic stock parts like: (senior dockings and that 2.5 drone core) nothin more. (I had this mod but wasn't any Alcumbiere Drives involved in any of the ongoing flights) But still. Each and every time after I docked a modul at minmus and wanted to create an orbit to return home my "tug" it freezed just at the moment I wanted to wrap time for Apoapse (even with manual time changing (not using MJ or Alarmclock)) Hit the . key and the ship frozen. none of the indicators showed something just tha apoapse meter. Switching back and forth to the space center / tracking station / back to the given ship sometimes let my ship fly a little more (up until the next wrap request) After yesterday I got rid all of my mods and one by one installed agian, each and every time waiting for literally hours to load up, I stoped the mod install before this mod (it was the last of em) And only the light bug I found. This freeze wasn't an issue yet with this reinstalled version. Logs didn't show anything beside the usual things. Other mod I use maybe you know some kind of incompatibility issues and therefore suspected base of the freezing bug: Tweakscale, far, MJ, alarmclock, final frontier, extraplanetary launchpad, achievements, remotetech (this one could be buggy too), Tac -fuelBalancer -Lifesupport, All of the USI mods (except ART which wasn't working for me as you know) And I don't included modular storage as well, B9's HX class, bundled firesplitter dll, module manager, bundled rcsfx, chatterer, KAS, Internal Robotics (this is the reason I installed TweakScale), active texture manager, scansat, realchute, hotrockets, throtle contorlled avionics, K Flight indicators, joint reinforcements, procedural wings and fairings, Docking port alignment (navyfish), Distant object enhancer, ambient light adjutsment, stock station part extension. Waypoint manager. I have installed LLL but that is the usual last mod of mine. So usually I installing it after everything else is working. These mods runned so far with each other on another installation I just tried TAC lifesupport and remote tech since a week So I suspect there should be the incompatibility issue if we have one. OH... I using -force-opengl -popupwindow (And usually along 2.6 -3 gig of ram usage after a half an hour KSP-ing) So that is all the information I can give you right now, but ask specificly and I am willing to help in any way.
  11. This is a must have mod (I allways install this first) along with mechjeb Using it to get notified when those potatoes came into Kerbin's SOI. AS well as multhithreaded maneuver times tracking. I have a only 90 kerbin's day old space program and just one tech node left to open (one of the modded 1000 point type from the 5-6...). Got at least 15 launched flight in progress, which have an alarm on them right now (SOI changes, Maneuver nodes). So this is a must have mod. I don't really know why squad didn't made it stock at the first place. Nasa would be in a big trouble not using a calendar for the ongoing missions. Although I become aware that there is a wrap to AP - PE nodes just a few days ago. (I don't remember I saw them a few months back, when I first modded KSP) So that one is a nice addition.
  12. Hello RoverDude, The same here. I just now installing and restarting game with each and every mod I like. Because of two bugs: the first and more annoying one was this freeze. (I just researched the drive so I hadn't got the chance to actually try it out.) No Logs indicating strange things though. (and YES, I downloaded this mod almost a week ago, and using KSP AVC.) In that great search and destroy process I figured out the other slightly less annoying bug: The other is maybe related to MKS vs Remotetech. with some parts: like the stock airplane wheel, the shielded dockingport or an antenna if I click an option their menu freeses not changing to the oposite. I get this error first related to the orbital constructor dock of MKS. Particularly it's light not wanted to turn of even if re-rightcliked the part and chosed turn of from the menu. This error came up only when USI and Remotetech is presented in the same install of mine. But as soon as I install MKS (after everything else) Hope these can help you somehow. Oh by the way I am not including a "mechjeb part" as I have the MJ and engineer for all mod (just MM config to add it to anything with "module controll") Althoug I still like all your mods, they are stylish. So I don't want to left them.
  13. Ouuuh. Sorry my english is not the best. I mean that switch seats function should be in the stock KSP. But it only should... because it is not present. As for the answer: thank you, I didn't noticed it. So from now on I deffinetly wanna use it.
  14. I can confirm it has nothing to do with CKAN. I use KSPAVC instead and sitll get the error as well. [Log]: 2/27/2015 5:56:16 PM,KerbalAlarmClock,Cannot find texture to load:E:\Games\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\TriggerTech\KerbalAlarmClock/Textures/img_buttonWarpToTSApPeOverConfirm.png While you working on the new release I'll copy over another one. (temporaly solution to get rid the error itself) Anyway it is a must have mod. Thanx
  15. I'd like to support that too. I mean a switch seat function should be stock anyway.
  16. I see two viable option for that. 1st: (Somewhat crapy but easy) Let the user decide to install or not that particular MM config file. (If he/she has TS include it otherwise delete it) 2nd: (Professional) MM has the ability to use (NEEDS[scale]) Just look into some of the better mod's compatibility configs sure you can find it there and can take a look how to use it. (Maybe start with B9) In this way your additional config file will be inteligent enought if it founds TS it adds the necessary parameters to your part. Edited: --------------- Thank you. I wasn't aware of the correct syntax. So edited the post. For avoid later confusions. AND Yes That was exactly I thought of. ----------------
  17. This one shouldn't be a trouble. Just a model and a part file for a regolith converter. Partfile can be borrowed from karbonite / regolith. And altered the recipeinputs and outputs. As for the dediacated Wondow I agree. This One Must have one. And please, please make it blizzy's compatible.
  18. Thank you. I understand it. And see your point. But still count me in if you change your mind about the offstaging stuff. SSTO-s are the particular reason why people ask for it (I assume). And as you wrote to someone, It is good to have some sparechutes anyway regardles of what you build. I am looking into the config files to hide icon if it is possible then. If it is just visual stuff and thank you for the answer... (That's why I would liked to use the blizzy's to hide it.) It's maybe just me, but I like the stockbar clean, Showing only flight related stuff like resources, contracts... Thank you again. An keep up the good work.
  19. Grat idea. Those are two separate function. I didn't understand why they were in one mod. (maybe you should bundle it together though but in separate directories for easy erasing the unwanted one (if somebody interested only in the other one)) I don't know if it is a "too much work or not" but after you came out with the rooster manager I think it would be best to completely left it out from the ship manifest. In my opinion an option which is (in this way became) pointless, and unreachable is just garbage. Be professional as always IMHO. As for the name: I think that's great. I am no english but surely can understand what it does from that name. So I think that's perfect.
  20. As for the toolbar... it is a shame (All the best mods use it (except this one)) I'd sure code it and let you use it if I known how to do it. The other question is about that 3 option which are sitting in your menu (after clicking that button on the toolbar I can see 3 "checkboxes") I am no english so just their names doesn't mean a lot to me. Where can I read something about what they do? About the mod: Yesterday tested it and it is indeed very usefull. Finaly I can make a "brakechute" for my spaceplanes. Which is a must have feature since I using FAR. (and I hate it to make the athmosphere so thin) I have a suggestion though, if you wanna add some more functionality: If there is some way to let the players choose if they want to lock the chutes from staging. I mean an option to just not show them in the staging. (for use only with actiongroups) only as a switchable option on a part basis. I hope you can understand this one.
  21. This one is also a bright idea. And I think it is easy on the programming side too. Dig it.
  22. Neat. Thank you. It is working now, it wirtes the correct version number for sure. (Not sure about the upgrade process though.) But It must be working as well. As AVC checked the 27th mod of mine (which must be it)
  23. You are welcome. I do looked into b9 first then now in the chatterrer each of them caused AVC to give me the message to download the newest version when it was the time so I assume THIS is the correct config for a mod. As for the readings I editted las time the downloaded file to this format and it showed the right version information. Although There wasn't a single message to download the new version. Hope it can help you.
×
×
  • Create New...