Kermon
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Kermon replied to tomek.piotrowski's topic in KSP1 Mod Releases
Hi there! after installing Remote Tech 1.8.9 via CKAN, i started a new career, build my ship and went to launch, revert the flight to VAB and all parts (like sandbox) will shown in VAB, but i cannot click any other screen (like back or launch). i uninstalled 1.8.9 and manually installed 1.8.9-3-develop - same effect. -
Ok, perhaps i've overread this at the last DevNotes? Any official link or statement about 64-bit? Thank you. If they're written for 32 or 64-bit doesn't matter. I remember the (comprehensible) s***storm from some modders about instability of 64-bit. (still see at stupid_chris RealChute) thanks. I'll try QuickGoTo, love his QuickScroll and QuickSearch already As i said: i would love a comback to 64-bit, because for me it was one of the most stable versions i ever played in KSP. but at this point i am not really that optimistic
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I don't think so, because SQUAD and a lot of modders won't support any 64-bit versions. So you will never be sure which error could be initialized by a mod or the instability by KSP 64-bit itself. Sure: i also would love to see comeback of an official support for 64-bit, but in my opinion this won't happen.
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cant open "load" tab in VAB and SAB
Kermon replied to TheNarwhalArmy's topic in KSP1 Technical Support (PC, modded installs)
vexx32: You've likely got a busted craft file in your Saves\[saveName]\Ships\VAB folder. If you open the debug log (Alt+F2) from the VAB, the errors it shows might point you in the right direction, but if not you should be able to spot the broken file by its file size -- broken craft files typically have a significantly smaller file size than normal. You can check it by opening the file in Notepad, or another text editor; the file will end abruptly, or be missing sections. -
KSP crashes after a few reverts or launches
Kermon replied to luock's topic in KSP1 Technical Support (PC, modded installs)
I'm playing since 0.17.5 and i can tell you with every update it got worse. Only the 64-bit version spended more time to play/more switching before crash, but at some point it still crashed. -
Make the "Get Mods" button redirect you to the Addon Releases subforum.
Kermon replied to a topic in Kerbal Network
I support that just partly. Like others said: it's hard to find the correct, updated and non-conflictable mods. Doesn't matter if it's called curse, spacedock, kerbalstuff or whatever. I think for a new player - and old ones, too - it would be easier to find the right mod via a integrated modinstaller (like CKAN or Steam's Workshop) including a conflict checker / updater for installed mods. But i don't believe in that, because squad canceled once spaceport due too much and intensive service. Please excuse my bad language - not a native. -
I also feel your pain, SlabGizor117. KSP crashes and crashes. Tried the -force-opengl, effecting in flickering, a shifted display of ships and planets in Tracking Station and suprise: crashes. Tried the -force-gfx-st (because i have a Phenom II) with ... of course: crashes. Tried to uninstall some unused mods - IR, too - and ... crashes. With SLI, without, turned off Antivir and all unneeded Win-processes, low display settings, driver updates ... Trust me: i tried a lot. NOTHING worked since 64bit support canceled. More Spaceships and Satellites with more parts (round 100 parts) a ship has, causes the crashes faster. Interesting is only that direct switching between vessels provoke less crashes than switching back to VAB/Spaceport or from VAB to launch. I contacted Squad - no answer. Maybe there will be a community made mod sometime to make it more stable. I don't know. Sorry, but i'm just a bit upset about... Quit Kerbal Space Program and ... tada: Windows unexpected error. Please excuse my bad language - not a native.
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In my opinion it's not the matter of which provider they use - they should put some energy to build a "easy to use" and "conflictless" Modtool for importing mods - like CKAN - did. Whatever their soloution is - curse or nexus or others - and change the "Addons & Mods" Button at KSP start please excuse my bad language
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http://www.curse.com/ksp-mods/kerbal/230290-epic-suits
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Not sure if a bug, please help
Kermon replied to Kirumo's topic in KSP1 Technical Support (PC, unmodded installs)
You'll have to start with a command module (capsule) and then you can put a tank under and under that an engine. see Scott Manleys Tut at 2:00 min: -
I know DeviantArt - spend (surely already too much ) time there. But this isn't a relevant info for beta-state. Also like any cinematics and twitch vids. I bought it at ver. 17.5(.something) and saw the steps that game did since alpha. But the last 2 (mini-) updates from 0.90 to 0.90.1x up to 0.90.705 went totaly backwards for me. IF they fixed that damn memory problem - so why won't they test it's functionality inbetween the beta-state? Hotfix and fin
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Maybe this will be off-topic... but it's poor communication from Squad! They inform inside the launcher about "deviant arts" ??? or movies, but the "real" infos went over twitter and others or deeply inside the forums at page 25 of thread X (for example). That looks like all that other publishers: take it or leave it. Just PR. That memory error is game-breaking and not just a bad looking texture! Perhaps this could be fixed for a lot of player meanwhile, but i think i am not the only one with that... Is it fixed for you, sarbain? I also like the animation, the look and feel of KSP - but this isn't 1.0 wothy...